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📄 gamemap.cpp

📁 基于CGX库的推箱子游戏. CGX库源码已在之前上传了.
💻 CPP
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// GameMap.cpp: implementation of the CGameMap class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "xxx.h"
#include <graphics.h>
#include "GameMap.h"

#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CGameMap::CGameMap()
{
	m_sBox=NULL;
	m_sDest=NULL;
	m_sMan=NULL;
	m_sWall=NULL;
	m_sPass=NULL;
	m_Rect.left=0;
	m_Rect.top=0;
	m_Rect.bottom=48;
	m_Rect.right=48;
	bNext=FALSE;
	m_undo.SetMaxSize(255);
}

CGameMap::~CGameMap()
{
}

void CGameMap::Free()
{
	__RELEASES(m_sBox);
	__RELEASES(m_sDest);
	__RELEASES(m_sMan);
	__RELEASES(m_sWall);
	__RELEASES(m_sPass);
	m_undo.FreeStack();
}

void CGameMap::Init()
{
	m_sBox=CreateSurface(48,48);
	m_sBox->LoadBitmap((LPCSTR)(IDB_BITMAP3));
	m_sDest=CreateSurface(48,48);
	m_sDest->LoadBitmap((LPCSTR)(IDB_BITMAP4));
	m_sMan=CreateSurface(48,48);
	m_sMan->LoadBitmap((LPCSTR)(IDB_BITMAP1));
	m_sWall=CreateSurface(48,48);
	m_sWall->LoadBitmap((LPCSTR)(IDB_BITMAP2));
	m_sPass=CreateSurface(385,96);
	m_sPass->LoadBitmap((LPCSTR)(IDB_BITMAP6));
	DDCOLORKEY KeyColor;
	KeyColor.dwColorSpaceLowValue=DX_GREEN;
	KeyColor.dwColorSpaceHighValue=DX_GREEN;
	((LPDIRECTDRAWSURFACE)(*m_sMan))->SetColorKey(DDCKEY_SRCBLT,&KeyColor);
	KeyColor.dwColorSpaceLowValue=DX_BLACK;
	KeyColor.dwColorSpaceHighValue=DX_BLACK;
	((LPDIRECTDRAWSURFACE)(*m_sBox))->SetColorKey(DDCKEY_SRCBLT,&KeyColor);
	NewMap();
}

void CGameMap::NewMap()
{
	m_ManPos.x=48;
	m_ManPos.y=48;
	m_MapIndex=0;
	for(int j=0;j<17;j++)
	{
		for(int i=0;i<22;i++)
		{
			m_GameMapData[i][j]=0;
		}
	}

	for(int x=0;x<22;x++)
		m_GameMapData[x][0]='B';
	for(x=0;x<22;x++)
		m_GameMapData[x][15]='B';
	for(int y=0;y<15;y++)
		m_GameMapData[0][y]='B';
	for(y=0;y<15;y++)
		m_GameMapData[21][y]='B';
}

void CGameMap::DrawMain()
{
	DrawMap();
	DrawMan();
}


void CGameMap::DrawMap()
{
	CGDisplay *pDisplay=::GetDisplay();
	LPCGSURFACE surf=*pDisplay;
	for(int y=0;y<17;y++)
	{
		for(int x=0;x<22;x++)
		{
			switch(m_GameMapData[x][y])
			{
			case 'B':
				surf->BltFast(x*48,y*48,m_sWall,NULL,DX_BLACK);
				break;
			case 'A':
				surf->BltFast(x*48,y*48,m_sBox,NULL,DX_BLACK);
				break;
			case 'D':
				surf->BltFast(x*48,y*48,m_sDest,NULL,DX_BLACK);
				break;
			case 'X':
				surf->BltFast(x*48,y*48,m_sBox,NULL,DX_BLACK);
				surf->AlphaBlt(x*48,y*48,m_sDest,NULL,128,DX_BLACK);
				break;
			default:;
			}
		}
	}
}

void CGameMap::DrawMan()
{
	CGDisplay *pDisplay=::GetDisplay();
	LPCGSURFACE surf=*pDisplay;
	surf->AlphaBlt(m_ManPos.x,m_ManPos.y,m_sMan,NULL,80,DX_BLACK);
}

void CGameMap::SetAt(int x,int y,char ch)
{
	x/=48;
	y/=48;
	if(x>0 && x<21 && y>0 && y<15)
		m_GameMapData[x][y]=ch;
}

char CGameMap::GetAt(int x,int y)
{
	x/=48;
	y/=48;
	if(x>0 && x<21 && y>0 && y<15)
		return m_GameMapData[x][y];
	return -1;
}

void CGameMap::SetManAt(int x,int y)
{
	x/=48;
	y/=48;
	if(x>0 && x<21 && y>0 && y<15)
	{
		m_ManPos.x=x*48;
		m_ManPos.y=y*48;
	}
}

BOOL CGameMap::SaveMap(LPCSTR filename)
{
	CGFile file;
	if(!file.Open(filename,"wb"))
		return FALSE;
	file.Write(&m_ManPos,sizeof(POINT));
	for(int y=0;y<17;y++)
	{
		for(int x=0;x<22;x++)
		{
			file.Write(&m_GameMapData[x][y],sizeof(char));
		}
	}
	file.Close();
	return TRUE;
}

BOOL CGameMap::LoadMap(LPCSTR filename)
{
	CGFile file;
	if(!file.Open(filename,"rb"))
		return FALSE;
	file.Read(&m_ManPos,sizeof(POINT));
	for(int y=0;y<17;y++)
	{
		for(int x=0;x<22;x++)
		{
			file.Read(&m_GameMapData[x][y],sizeof(char));
		}
	}
	file.Close();
	return TRUE;
}

BOOL CGameMap::MoveMan(int nID,int d)
{
	if(d>0)
		d=1;
	else
		d=-1;

	if(nID==0)
	{
		int x=m_ManPos.x/48+d;
		int y=m_ManPos.y/48;
		switch(m_GameMapData[x][y])
		{
		case 'D':
		case 0:
			m_ManPos.x=x*48;
			return TRUE;
		case 'X':
			if(m_GameMapData[x+d][y]==0)
			{
				PushData();
				m_GameMapData[x][y]='D';
				m_GameMapData[x+d][y]='A';
				m_ManPos.x=x*48;
				return TRUE;
			}
			
			if(m_GameMapData[x+d][y]=='D')
			{
				PushData();
				m_GameMapData[x][y]='D';
				m_GameMapData[x+d][y]='X';
				m_ManPos.x=x*48;
				return TRUE;
			}
			break;
		case 'A':
			if(m_GameMapData[x+d][y]==0)
			{
				PushData();
				m_GameMapData[x][y]=0;
				m_GameMapData[x+d][y]='A';
				m_ManPos.x=x*48;
				return TRUE;
			}
			
			if(m_GameMapData[x+d][y]=='D')
			{
				PushData();
				m_GameMapData[x][y]=0;
				m_GameMapData[x+d][y]='X';
				m_ManPos.x=x*48;
				return TRUE;
			}
			break;
		}
	}
	else
	{
		int x=m_ManPos.x/48;
		int y=m_ManPos.y/48+d;
		switch(m_GameMapData[x][y])
		{
		case 'D':
		case 0:
			m_ManPos.y=y*48;
			return TRUE;
		case 'X':
			if(m_GameMapData[x][y+d]==0)
			{
				PushData();
				m_GameMapData[x][y]='D';
				m_GameMapData[x][y+d]='A';
				m_ManPos.y=y*48;
				return TRUE;
			}
			
			if(m_GameMapData[x][y+d]=='D')
			{
				PushData();
				m_GameMapData[x][y]='D';
				m_GameMapData[x][y+d]='X';
				m_ManPos.y=y*48;
				return TRUE;
			}
			break;
		case 'A':
			if(m_GameMapData[x][y+d]==0)
			{
				PushData();
				m_GameMapData[x][y]=0;
				m_GameMapData[x][y+d]='A';
				m_ManPos.y=y*48;
				return TRUE;
			}
			
			if(m_GameMapData[x][y+d]=='D')
			{
				PushData();
				m_GameMapData[x][y]=0;
				m_GameMapData[x][y+d]='X';
				m_ManPos.y=y*48;
				return TRUE;
			}
			break;
		}
	}
	return FALSE;
}

BOOL CGameMap::CheckGameOver()
{
	for(int y=0;y<17;y++)
	{
		for(int x=0;x<22;x++)
		{
			if(m_GameMapData[x][y]=='A')
				return FALSE;
		}
	}
	return TRUE;
}

void CGameMap::ShowPass(void)
{
	CGDisplay *pDisplay=::GetDisplay();
	LPCGSURFACE suf=*pDisplay;
	suf->LoadBitmap((LPCSTR)(IDB_BITMAP5));
	suf->AlphaBlt(250,250,m_sPass,NULL,128,DX_BLACK);
}

BOOL CGameMap::LoadNextMap(void)
{
	m_MapIndex++;
	CGString str;
	str.Format("Level%d.dat",m_MapIndex);
	return LoadMap(str);
}

void CGameMap::GameLoop(void)
{
	CGDisplay *pDisplay=::GetDisplay();
	LPCGSURFACE suf=*pDisplay;
	suf->ClearSurface();
	suf->LoadBitmap((LPCSTR)(IDB_BITMAP5));
	DrawMain();
	if(CheckGameOver())
	{
		if(pDisplay->IsEffectOK())
		{
			if(!bNext)
			{
				pDisplay->StartEffectLowHlight(255,5);
				bNext=TRUE;
			}
			else
			{
				LoadNextMap();
				bNext=FALSE;
			}
		}
		ShowPass();
	}
	pDisplay->Update();
}

void CGameMap::PushData(void)
{
	UNDODATA *d=new UNDODATA;
	memcpy(d->m_GameMapData,m_GameMapData,sizeof(m_GameMapData));
	d->m_X=m_ManPos.x;
	d->m_Y=m_ManPos.y;
	m_undo.PushData(d);
}

void CGameMap::Undo()
{
	UNDODATA *d=m_undo.PopData();
	if(d==NULL)
		return;
	memcpy(m_GameMapData,d->m_GameMapData,sizeof(m_GameMapData));
	m_ManPos.x=d->m_X;
	m_ManPos.y=d->m_Y;
	delete d;
}

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