求人帮忙做下注释(每行都要写)!~求大神
// txz1Dlg.cpp : implementation file//program by 镇关西 QQ 191635418
#include "stdafx.h"
#include "txz1.h"
#include "txz1Dlg.h"
#define __GOBAL__
#include "TxzMap.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAboutDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
//{{AFX_MSG(CAboutDlg)
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
//{{AFX_DATA_INIT(CAboutDlg)
//}}AFX_DATA_INIT
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CTxz1Dlg dialog
CTxz1Dlg::CTxz1Dlg(CWnd* pParent /*=NULL*/)
: CDialog(CTxz1Dlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CTxz1Dlg)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
gameback = NULL;
}
void CTxz1Dlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CTxz1Dlg)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CTxz1Dlg, CDialog)
//{{AFX_MSG_MAP(CTxz1Dlg)
ON_WM_SYSCOMMAND()
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_WM_DESTROY()
ON_WM_LBUTTONDOWN()
ON_WM_RBUTTONDOWN()
ON_BN_CLICKED(IDC_BTN_OPEN, OnBtnOpen)
ON_BN_CLICKED(IDC_BTN_BACK, OnBtnBack)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CTxz1Dlg message handlers
BOOL CTxz1Dlg::OnInitDialog()
{
CDialog::OnInitDialog();
// Add "About..." menu item to system menu.
// IDM_ABOUTBOX must be in the system command range.
ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
ASSERT(IDM_ABOUTBOX < 0xF000);
CMenu* pSysMenu = GetSystemMenu(FALSE);
if (pSysMenu != NULL)
{
CString strAboutMenu;
strAboutMenu.LoadString(IDS_ABOUTBOX);
if (!strAboutMenu.IsEmpty())
{
pSysMenu->AppendMenu(MF_SEPARATOR);
pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
}
}
// Set the icon for this dialog. The framework does this automatically
// when the application's main window is not a dialog
SetIcon(m_hIcon, TRUE); // Set big icon
SetIcon(m_hIcon, FALSE); // Set small icon
// TODO: Add extra initialization here
{
//GetDlgItem(IDC_BTN_OPEN)->EnableWindow(FALSE);
//GetDlgItem(IDC_BTN_OPEN)->ShowWindow(FALSE);
//HBITMAP hbmp = (HBITMAP)LoadImage(NULL, dlg.GetPathName(), IMAGE_BITMAP, 0, 0, LR_DEFAULTSIZE|LR_LOADFROMFILE);
//HBITMAP hbmp = (HBITMAP)LoadImage(NULL, "txz.bmp", IMAGE_BITMAP, 0, 0, LR_DEFAULTSIZE|LR_LOADFROMFILE);
//HBITMAP hbmp = (HBITMAP)LoadImage(NULL, IDB_BITMAP3, IMAGE_BITMAP, 0, 0, LR_DEFAULTSIZE|LR_LOADFROMFILE);
#if 0
if(hbmp == NULL)
{
AfxMessageBox(_T("加载位图错误!"));
SendMessage(WM_CLOSE,0,0);
return FALSE;
}
#endif
FreeObjects();
//m_bmp.Attach(hbmp);
m_bmp.LoadBitmap(IDB_BITMAP3);
//BITMAP tmpBitmap;
//m_bmp.GetBitmap(&tmpBitmap); //获得图片的尺寸
CDC *pDC = GetDC(); //获得程序的DC环境
m_dc.CreateCompatibleDC(pDC); //创建相应的内存区域
ReleaseDC(pDC); //释放环境
m_pOldBmp = m_dc.SelectObject(&m_bmp); //
#if 0
SetWindowPos( HWND hWndInsertAfter, int x, int y, int cx, int cy, UINT nFlags );
uFlags = SWP_DRAWFRAME |SWP_FRAMECHANGED;
CenterWindow();
#endif
m_mapIndex=0;
LoadMap(m_mapIndex);
m_bFindWay=FALSE;
gameback=new UINT[512];
Invalidate(FALSE); //会产生paint事件
}
return TRUE; // return TRUE unless you set the focus to a control
}
void CTxz1Dlg::OnSysCommand(UINT nID, LPARAM lParam)
{
if ((nID & 0xFFF0) == IDM_ABOUTBOX)
{
CAboutDlg dlgAbout;
dlgAbout.DoModal();
}
else
{
CDialog::OnSysCommand(nID, lParam);
}
}
// If you add a minimize button to your dialog, you will need the code below
// to draw the icon. For MFC applications using the document/view model,
// this is automatically done for you by the framework.
void CTxz1Dlg::OnPaint()
{
if (IsIconic())
{
CPaintDC dc(this); // device context for painting
SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);
// Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// Draw the icon
dc.DrawIcon(x, y, m_hIcon);
}
else
{
if(m_dc.GetSafeHdc()==NULL)
{
CDialog::OnPaint();
}
else{
CPaintDC dc(this);
CRect rect;
//用白色填充客户区
//GetClientRect(&rect); //和 this->GetClientRect(&rect); 效果一致
//::FillRect(dc.GetSafeHdc(), rect, (HBRUSH)GetStockObject(LTGRAY_BRUSH));
//获得图片大小
#if 0
BITMAP bm;
m_bmp.GetBitmap(&bm);
dc.StretchBlt(
0, 0,
bm.bmWidth, bm.bmHeight,
&m_dc,
0, 0,
bm.bmWidth, bm.bmHeight,
SRCCOPY);
#else
DrawMap(&dc);
#endif
}
}
}
// The system calls this to obtain the cursor to display while the user drags
// the minimized window.
HCURSOR CTxz1Dlg::OnQueryDragIcon()
{
return (HCURSOR) m_hIcon;
}
void CTxz1Dlg::FreeObjects()
{
if(m_dc.GetSafeHdc() != NULL)
{
m_dc.SelectObject(m_pOldBmp);
m_dc.DeleteDC();
m_bmp.DeleteObject();
}
}
void CTxz1Dlg::OnDestroy()
{
CDialog::OnDestroy();
// TODO: Add your message handler code here
FreeObjects();
if (gameback!=NULL)
{
delete[] gameback;
gameback = NULL;
}
}
/*
Invalidate void Invalidate( BOOL bErase = TRUE );
该函数的作用是使整个窗口客户区无效。窗口的客户区无效意味着需要重绘,
例如,如果一个被其它窗口遮住的窗口变成了前台窗口,那么原来被遮住的部分就是无效的,
需要重绘。这时Windows会在应用程序的消息队列中放置WM_PAINT消息。
MFC为窗口类提供了WM_PAINT的消息处理函数OnPaint,
OnPaint负责重绘窗口。
视图类有一些例外,在视图类的OnPaint函数中调用了OnDraw函数,
实际的重绘工作由OnDraw来完成。参数bErase为TRUE时,
重绘区域内的背景将被擦除,否则,背景将保持不变。
它和 UpdateWindow( )区别在于:
UpdateWindow( )的作用是使窗口立即重绘。
调用Invalidate等函数后窗口不会立即重绘,
这是由于WM_PAINT消息的优先级很低,
它需要等消息队列中的其它消息发送完后才能被处理。
调用UpdateWindow函数可使WM_PAINT被直接发送到目标窗口,
从而导致窗口立即重绘。
*/
//0x0C,0x0D, 代表长宽
//00 是空腔
//01 是围墙
//02 箱子
//03 目的地
//04 是人
//06 代表不可到达的空腔
enum{
Map_Space=0,
Map_Wall,
Map_Box,
Map_Goal,
Map_Player,
Map_Nop,
Map_Unreach,
};
void CTxz1Dlg::LoadMap(int nIndex)
{
unsigned long addr,x,y,ix,iy,d;
gamebackcnt=0;
for(ix=0;ix<256;ix++) {map[ix]=6;mapball[ix]=0;}
addr=(((unsigned long)txz_mapindex[nIndex*4+1])<<8)+txz_mapindex[nIndex*4]-1;
x=txz_map[addr++];
y=txz_map[addr++];
for(iy=0;iy<y;iy++)
{
for(ix=0;ix<x;ix++)
{
d=txz_map[addr++];
if(d==Map_Goal)
{
map[16*(8-y/2+iy)+(8-x/2+ix)]=Map_Space;
mapball[16*(8-y/2+iy)+(8-x/2+ix)]=1;
}else
{
map[16*(8-y/2+iy)+(8-x/2+ix)]=(int)d;
if(d==Map_Player) //player位置坐标
{
//*player=16*(8-y/2+iy)+(8-x/2+ix);
player.x=8-x/2+ix;
player.y=8-y/2+iy;
}
}
}
}
}
void CTxz1Dlg::DrawMap(CPaintDC *pdc)
{
UINT i,d=0;
CDC CacheDC; //创建一个缓存
CDC *pDCTmp = GetDC(); //获得程序的DC环境
CacheDC.CreateCompatibleDC(pDCTmp); //创建相应的内存区域
//定义一个位图对象
CBitmap bmp;
//获取窗体客户区尺寸
CRect rt;
GetClientRect(&rt);
int nWidth = rt.Width();
int nHeight = rt.Height();
//建立一个与窗体客户区显示兼容的位图
bmp.CreateCompatibleBitmap(pDCTmp,nWidth,nHeight);
//关联位图与虚拟屏
CBitmap *pOldBit=CacheDC.SelectObject(&bmp);
ReleaseDC(pDCTmp); //释放环境
for(i=0;i<256;i++)
{
if(map[i]!=Map_Unreach)
{
if(mapball[i])
{
d=12;
if(map[i]==Map_Box) d=10;
if(map[i]==Map_Player) d=7;
}
else
{
if(map[i]==Map_Space) d=11;
else if(map[i]==Map_Wall) d=9;
else if(map[i]==Map_Box) d=8;
else if(map[i]==Map_Player) d=7;
}
CacheDC.BitBlt( //在缓存中贴图
(i&15)*30, (i/16)*30,
30, 30,
&m_dc,
d*30, 0,
SRCCOPY);
}
}
pdc->BitBlt( //将缓存中的贴图,贴到Client中
0,0,
nWidth, nHeight,
&CacheDC,
0, 0,
SRCCOPY);
CacheDC.SelectObject(pOldBit);
CacheDC.DeleteDC();
bmp.DeleteObject();
}
void CTxz1Dlg::OnLButtonDown(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
//CString tmpStr;
//tmpStr.Format("标志位:%d-%d 位置%d,%d",player.x,player.y,point.x/30,point.y/30);
//SetDlgItemText(IDC_OUTPUT,tmpStr);
int nx=point.x/30;
int ny=point.y/30;
if(nx<16 && ny<16 && m_bFindWay==FALSE)
{
ny=ny*16+nx;
if(map[ny]==Map_Space) FindWay(ny);
else if(map[ny]==Map_Box) PushBox(ny);
}
CDialog::OnLButtonDown(nFlags, point);
}
#define maxway 200
UINT CTxz1Dlg::FindWayProc(LPVOID lpParam)
{
CTxz1Dlg *pDlg=(CTxz1Dlg*)lpParam;
typedef struct
{
UINT addr;
UINT farther;
}myway;
myway way[maxway];
UINT wayback[maxway],waybegin=0,wayend=1;
UINT map_temp[256];
UINT dest=pDlg->m_goal;
UINT PlayerPos=(UINT)(pDlg->player.y*16+pDlg->player.x);
unsigned long i;
for(i=0;i<256;i++) map_temp[i]=pDlg->map[i];
way[0].addr=PlayerPos; //设置起始点
while(waybegin<wayend)
{
if( way[waybegin].addr>16 ) //向上查找
{
if(map_temp[way[waybegin].addr-16]==0) //可以嵌入
{
way[wayend].addr=way[waybegin].addr-16;
way[wayend].farther=waybegin;
if(way[wayend].addr==dest) break; //找到目标
map_temp[way[wayend].addr]=1;
if(++wayend>=maxway) break; //寻找失败
}
}
if( way[waybegin].addr&15 ) //向左边寻找
{
if(map_temp[way[waybegin].addr-1]==0) //可以嵌入
{
way[wayend].addr=way[waybegin].addr-1;
way[wayend].farther=waybegin;
if(way[wayend].addr==dest) break; //找到目标
map_temp[way[wayend].addr]=1;
if(++wayend>=maxway) break; //寻找失败
}
}
if( way[waybegin].addr<240 ) //向下寻找
{
if(map_temp[way[waybegin].addr+16]==0) //可以嵌入
{
way[wayend].addr=way[waybegin].addr+16;
way[wayend].farther=waybegin;
if(way[wayend].addr==dest) break; //找到目标
map_temp[way[wayend].addr]=1;
if(++wayend>=maxway) break; //寻找失败
}
}
if( (way[waybegin].addr&15)!=15 ) //向左边寻找
{
if(map_temp[way[waybegin].addr+1]==0) //可以嵌入
{
way[wayend].addr=way[waybegin].addr+1;
way[wayend].farther=waybegin;
if(way[wayend].addr==dest) break; //找到目标
map_temp[way[wayend].addr]=1;
if(++wayend>=maxway) break; //寻找失败
}
}
++waybegin;
}
if(way[wayend].addr==dest) //招到目标
{
waybegin=0;
while(1) //逆运算
{
wayback[waybegin]=way[wayend].addr;
wayend=way[wayend].farther;
++waybegin;
if(wayend==0) break;
}
do
{
--waybegin;
pDlg->map[PlayerPos]=0; //清除
PlayerPos=wayback[waybegin];
pDlg->map[PlayerPos]=4;
pDlg->Invalidate(FALSE);
Sleep(80);
}while(waybegin);
pDlg->player.x=PlayerPos&0x0F;
pDlg->player.y=PlayerPos>>4;
}
pDlg->m_bFindWay=FALSE;
return 0;
}
void CTxz1Dlg::FindWay(UINT nIndex)
{
m_bFindWay=TRUE;
m_goal=nIndex;
AfxBeginThread(FindWayProc,(LPVOID)this); //要静态的函数 才能成为进程函数的 记住
}
void CTxz1Dlg::PushBox(UINT y)
{
UINT PlayerPos=player.y*16+player.x;
if( ( ( PlayerPos==(y+1) || PlayerPos==(y-1) )
&& ( (PlayerPos/16)==(y/16))) //左右相邻
|| ( ( (PlayerPos&15)==(y&15) )
&& (PlayerPos==y+16 || PlayerPos==y-16) ) ) //上下相邻
{
UINT temp=y;
temp=temp*2-PlayerPos;
if(map[temp]==Map_Space)
{
if(gamebackcnt<255){
//gameback[gamebackcnt][0]=temp; //记录移动后的位置
gameback[gamebackcnt*2]=temp;
//gameback[gamebackcnt][1]=y; //记录移动前的位置
gameback[gamebackcnt*2+1]=y;
++gamebackcnt; //最多保存255个动作
}
map[PlayerPos]=Map_Space;
map[temp]=Map_Box;
map[y]=Map_Player;
//::mouse_event(MOUSEEVENTF_MOVE,30*((y&0x0f)-player.x),30*((y>>4)-player.y),0,0);
//::mouse_event(MOUSEEVENTF_MOVE,20*((y&0x0f)-player.x),20*((y>>4)-player.y),0,0);
CPoint tmpMouse; //用这两个语句设定鼠标的绝对位置
::GetCursorPos(&tmpMouse);
::SetCursorPos(tmpMouse.x+30*((y&0x0f)-player.x),tmpMouse.y+30*((y>>4)-player.y));
PlayerPos=y;
player.x=PlayerPos&0x0F;
player.y=PlayerPos>>4;
Invalidate(FALSE);
if(TestWin())
{
AfxMessageBox("恭喜,你过关了...");
m_mapIndex++;
LoadMap(m_mapIndex);
}
Invalidate(FALSE);
}
}
}
void CTxz1Dlg::OnRButtonDown(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
if(gamebackcnt)
{
UINT PlayerPos=player.y*16+player.x;
--gamebackcnt;
map[PlayerPos]=0;
//map[gameback[gamebackcnt][0]]=Map_Space;
map[gameback[gamebackcnt*2]]=Map_Space;
//map[gameback[gamebackcnt][1]]=Map_Box;
map[gameback[gamebackcnt*2+1]]=Map_Box;
//PlayerPos=((UINT)gameback[gamebackcnt][1])*2-gameback[gamebackcnt][0];
PlayerPos=((UINT)gameback[gamebackcnt*2+1])*2-gameback[gamebackcnt*2];
map[PlayerPos]=Map_Player;
player.x=PlayerPos&0x0F;
player.y=PlayerPos>>4;
Invalidate(FALSE);
}
CDialog::OnRButtonDown(nFlags, point);
}
UINT CTxz1Dlg::TestWin()
{
UINT i;
for(i=0;i<256;i++)
{
if(mapball[i] && map[i]!=2) return 0;
}
return 1;
}
void CTxz1Dlg::OnBtnOpen()
{
// TODO: Add your control notification handler code here
if(m_bFindWay==FALSE && m_mapIndex<sizeof(txz_mapindex)/4)
{
m_mapIndex++;
LoadMap(m_mapIndex);
Invalidate(FALSE);
}
}
void CTxz1Dlg::OnBtnBack()
{
// TODO: Add your control notification handler code here
if(m_bFindWay==FALSE && m_mapIndex)
{
m_mapIndex--;
LoadMap(m_mapIndex);
Invalidate(FALSE);
}
}