加入帮助页轮播框架未完善(实则一坨)

This commit is contained in:
2026-04-28 15:03:51 +08:00
parent 647038b27a
commit da741d1e56
6 changed files with 494 additions and 10 deletions
+5
View File
@@ -221,6 +221,7 @@ extern bool suspendFlag;
extern bool targetFlag; extern bool targetFlag;
extern bool bgmEnabled; extern bool bgmEnabled;
extern bool reviveAvailable; extern bool reviveAvailable;
extern bool rogueDemoMode;
extern int workRegion[20][10]; extern int workRegion[20][10];
extern Point point; extern Point point;
extern Point target; extern Point target;
@@ -268,6 +269,10 @@ void Restart();
void StartGameWithMode(int mode); void StartGameWithMode(int mode);
void ReturnToMainMenu(); void ReturnToMainMenu();
void ReviveAfterVideo(); void ReviveAfterVideo();
void StartRogueSkillDemo();
bool IsRogueSkillDemoMode();
bool TickRogueSkillDemo();
void AdvanceRogueSkillDemo();
void SetFeedbackMessage(const TCHAR* title, const TCHAR* detail, int ticks); void SetFeedbackMessage(const TCHAR* title, const TCHAR* detail, int ticks);
void OpenRulesScreen(); void OpenRulesScreen();
void OpenCreditScreen(); void OpenCreditScreen();
+54 -4
View File
@@ -789,6 +789,19 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
shouldRefresh = true; shouldRefresh = true;
} }
if (IsRogueSkillDemoMode())
{
if (TickRogueSkillDemo())
{
shouldRefresh = true;
}
if (shouldRefresh)
{
InvalidateRect(hWnd, nullptr, FALSE);
}
break;
}
if (currentMode == MODE_ROGUE && rogueStats.feverTicks > 0) if (currentMode == MODE_ROGUE && rogueStats.feverTicks > 0)
{ {
rogueStats.feverTicks--; rogueStats.feverTicks--;
@@ -990,8 +1003,16 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
if (IsPointInRect(GetHelpOptionRect(hWnd, i), mouseX, mouseY)) if (IsPointInRect(GetHelpOptionRect(hWnd, i), mouseX, mouseY))
{ {
helpState.selectedIndex = i; helpState.selectedIndex = i;
helpState.currentPage = i + 1; if (i == 3)
helpScrollOffset = 0; {
StartRogueSkillDemo();
ResetGameTimer(hWnd);
}
else
{
helpState.currentPage = i + 1;
helpScrollOffset = 0;
}
InvalidateRect(hWnd, nullptr, FALSE); InvalidateRect(hWnd, nullptr, FALSE);
break; break;
} }
@@ -1259,8 +1280,16 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
case VK_SPACE: case VK_SPACE:
if (helpState.currentPage == 0) if (helpState.currentPage == 0)
{ {
helpState.currentPage = helpState.selectedIndex + 1; if (helpState.selectedIndex == 3)
helpScrollOffset = 0; {
StartRogueSkillDemo();
ResetGameTimer(hWnd);
}
else
{
helpState.currentPage = helpState.selectedIndex + 1;
helpScrollOffset = 0;
}
InvalidateRect(hWnd, nullptr, FALSE); InvalidateRect(hWnd, nullptr, FALSE);
} }
break; break;
@@ -1398,6 +1427,27 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
break; break;
} }
if (IsRogueSkillDemoMode())
{
if (wParam == VK_RETURN || wParam == VK_SPACE)
{
AdvanceRogueSkillDemo();
InvalidateRect(hWnd, nullptr, FALSE);
}
else if (wParam == 'R')
{
StartRogueSkillDemo();
ResetGameTimer(hWnd);
InvalidateRect(hWnd, nullptr, FALSE);
}
else if (wParam == VK_ESCAPE || wParam == VK_BACK || wParam == 'M')
{
ReturnToMainMenu();
InvalidateRect(hWnd, nullptr, FALSE);
}
break;
}
if (wParam == 'M') if (wParam == 'M')
{ {
ReturnToMainMenu(); ReturnToMainMenu();
+1
View File
@@ -10,6 +10,7 @@ bool gameOverFlag = false;
bool suspendFlag = false; bool suspendFlag = false;
bool targetFlag = false; bool targetFlag = false;
bool reviveAvailable = false; bool reviveAvailable = false;
bool rogueDemoMode = false;
int workRegion[20][10] = { 0 }; int workRegion[20][10] = { 0 };
Point point = { 0, 0 }; Point point = { 0, 0 };
Point target = { 0, 0 }; Point target = { 0, 0 };
+6 -2
View File
@@ -518,6 +518,7 @@ void ReviveAfterVideo()
*/ */
void StartGameWithMode(int mode) void StartGameWithMode(int mode)
{ {
rogueDemoMode = false;
currentMode = mode; currentMode = mode;
currentScreen = SCREEN_PLAYING; currentScreen = SCREEN_PLAYING;
upgradeListScrollOffset = 0; upgradeListScrollOffset = 0;
@@ -531,6 +532,7 @@ void StartGameWithMode(int mode)
*/ */
void ReturnToMainMenu() void ReturnToMainMenu()
{ {
rogueDemoMode = false;
currentScreen = SCREEN_MENU; currentScreen = SCREEN_MENU;
suspendFlag = false; suspendFlag = false;
gameOverFlag = false; gameOverFlag = false;
@@ -558,10 +560,11 @@ void ReturnToMainMenu()
*/ */
void OpenRulesScreen() void OpenRulesScreen()
{ {
rogueDemoMode = false;
currentScreen = SCREEN_RULES; currentScreen = SCREEN_RULES;
suspendFlag = false; suspendFlag = false;
helpState.selectedIndex = 0; helpState.selectedIndex = 0;
helpState.optionCount = 3; helpState.optionCount = 4;
helpState.currentPage = 0; helpState.currentPage = 0;
helpScrollOffset = 0; helpScrollOffset = 0;
creditPageIndex = 0; creditPageIndex = 0;
@@ -574,10 +577,11 @@ void OpenRulesScreen()
*/ */
void OpenCreditScreen() void OpenCreditScreen()
{ {
rogueDemoMode = false;
currentScreen = SCREEN_RULES; currentScreen = SCREEN_RULES;
suspendFlag = false; suspendFlag = false;
helpState.selectedIndex = 0; helpState.selectedIndex = 0;
helpState.optionCount = 3; helpState.optionCount = 4;
helpState.currentPage = 4; helpState.currentPage = 4;
helpScrollOffset = 0; helpScrollOffset = 0;
creditPageIndex = 0; creditPageIndex = 0;
+6 -4
View File
@@ -658,17 +658,19 @@ void TDrawScreen(HDC hdc, HWND hWnd)
if (helpState.currentPage == 0) if (helpState.currentPage == 0)
{ {
const TCHAR* optionTitles[3] = const TCHAR* optionTitles[4] =
{ {
_T("\u6e38\u620f\u4ecb\u7ecd"), _T("\u6e38\u620f\u4ecb\u7ecd"),
_T("\u64cd\u4f5c\u8bf4\u660e"), _T("\u64cd\u4f5c\u8bf4\u660e"),
_T("\u5f3a\u5316\u56fe\u9274") _T("\u5f3a\u5316\u56fe\u9274"),
_T("\u6280\u80fd\u6f14\u793a")
}; };
const TCHAR* optionDetails[3] = const TCHAR* optionDetails[4] =
{ {
_T("\u7ecf\u5178\u6a21\u5f0f\u3001Rogue \u6a21\u5f0f\u548c\u590d\u6d3b\u89c4\u5219\u6982\u89c8\u3002"), _T("\u7ecf\u5178\u6a21\u5f0f\u3001Rogue \u6a21\u5f0f\u548c\u590d\u6d3b\u89c4\u5219\u6982\u89c8\u3002"),
_T("\u79fb\u52a8\u3001\u65cb\u8f6c\u3001\u786c\u964d\u3001Hold \u4e0e\u6280\u80fd\u5feb\u6377\u952e\u3002"), _T("\u79fb\u52a8\u3001\u65cb\u8f6c\u3001\u786c\u964d\u3001Hold \u4e0e\u6280\u80fd\u5feb\u6377\u952e\u3002"),
_T("\u67e5\u770b Rogue \u6a21\u5f0f\u5168\u90e8\u5f3a\u5316\u7684\u7b80\u8981\u6548\u679c\u3002") _T("\u67e5\u770b Rogue \u6a21\u5f0f\u5168\u90e8\u5f3a\u5316\u7684\u7b80\u8981\u6548\u679c\u3002"),
_T("\u8fdb\u5165\u81ea\u52a8\u8f6e\u64ad\u6f14\u793a\uff0c\u4f9d\u6b21\u5c55\u793a Rogue \u4e3b\u8981\u6280\u80fd\u548c\u68cb\u76d8\u6548\u679c\u3002")
}; };
int optionHeight = SS(100); int optionHeight = SS(100);
+422
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@@ -109,6 +109,58 @@ static constexpr int kExplosiveBaseInterval = 6;
static constexpr int kExplosiveMinInterval = 3; static constexpr int kExplosiveMinInterval = 3;
static int pendingUpgradeShockwaveRows = 0; static int pendingUpgradeShockwaveRows = 0;
static bool pendingEvolutionImpactShockwave = false; static bool pendingEvolutionImpactShockwave = false;
static int rogueDemoStepIndex = 0;
static int rogueDemoTicks = 0;
enum RogueDemoKind
{
DEMO_HOLD = 0,
DEMO_BLACK_HOLE,
DEMO_SCREEN_BOMB,
DEMO_AIR_RESHAPE,
DEMO_EXPLOSIVE,
DEMO_CHAIN_BOMB,
DEMO_LASER,
DEMO_CROSS,
DEMO_RAINBOW,
DEMO_VOID_CORE,
DEMO_SWEEPER,
DEMO_LAST_CHANCE,
DEMO_TIME_DILATION,
DEMO_UPGRADE_SHOCKWAVE,
DEMO_BLOCK_STORM,
DEMO_STABLE_STRUCTURE
};
struct RogueDemoStep
{
int kind;
const TCHAR* name;
const TCHAR* detail;
};
static const RogueDemoStep kRogueDemoSteps[] =
{
{ DEMO_HOLD, _T("备用仓"), _T("演示 C / Shift 暂存当前方块,并换出备用方块。") },
{ DEMO_BLACK_HOLE, _T("黑洞奇点"), _T("吞噬棋盘中数量最多的一种固定方块。") },
{ DEMO_SCREEN_BOMB, _T("清屏炸弹"), _T("主动引爆后清理可玩区域底部 5 行。") },
{ DEMO_AIR_RESHAPE, _T("空中换形"), _T("把正在下落的方块重塑为 I 块。") },
{ DEMO_EXPLOSIVE, _T("爆破核心"), _T("爆破方块落地后清除 3x3 区域。") },
{ DEMO_CHAIN_BOMB, _T("连环炸弹"), _T("爆破范围进化为 5x5。") },
{ DEMO_LASER, _T("棱镜激光"), _T("激光方块落地后清除整列。") },
{ DEMO_CROSS, _T("十字方块"), _T("十字方块同时清除所在行与所在列。") },
{ DEMO_RAINBOW, _T("彩虹方块"), _T("按中心行主色清除,并把覆盖行染成主色。") },
{ DEMO_VOID_CORE, _T("虚空核心"), _T("黑洞生效后追加召来彩虹方块。") },
{ DEMO_SWEEPER, _T("底线清道夫"), _T("消行充能后自动清扫底部。") },
{ DEMO_LAST_CHANCE, _T("最后一搏"), _T("濒死时自动清理底部 3 行。") },
{ DEMO_TIME_DILATION, _T("时间缓流"), _T("堆叠过高时临时降低下落速度。") },
{ DEMO_UPGRADE_SHOCKWAVE, _T("升级冲击波"), _T("升级后清除底部多行。") },
{ DEMO_BLOCK_STORM, _T("方块风暴"), _T("接下来多个方块固定变为 I 块。") },
{ DEMO_STABLE_STRUCTURE, _T("稳定结构"), _T("落地后填补局部空洞,让结构更平整。") }
};
static constexpr int kRogueDemoStepCount = sizeof(kRogueDemoSteps) / sizeof(kRogueDemoSteps[0]);
static constexpr int kRogueDemoStepTicks = 7;
static int GetUpgradeCurrentLevel(int upgradeId); static int GetUpgradeCurrentLevel(int upgradeId);
static bool IsUpgradePrerequisiteConsumed(int upgradeId); static bool IsUpgradePrerequisiteConsumed(int upgradeId);
@@ -136,6 +188,12 @@ static void FillUpgradeOptions();
static void ApplyUpgradeById(int upgradeId, int targetPieceType, int applyCount); static void ApplyUpgradeById(int upgradeId, int targetPieceType, int applyCount);
static void ApplyDestinyCurse(); static void ApplyDestinyCurse();
static void ClearLockedRows(); static void ClearLockedRows();
static void ApplyRogueSkillDemoStep();
static void ResetRogueDemoBoard();
static void ShowRogueDemoFloatingName(const TCHAR* name);
static void FillRogueDemoCell(int y, int x, int value);
static void FillRogueDemoRows(int firstRow, int lastRow, int baseValue);
static void SetRogueDemoCurrentPiece(int pieceType, int pieceState, int x, int y);
/** /**
* @brief 限制 Rogue 模式的下一方块预览数量。 * @brief 限制 Rogue 模式的下一方块预览数量。
@@ -2705,3 +2763,367 @@ void UseAirReshape()
SetFeedbackMessage(_T("空中换形"), detail, 12); SetFeedbackMessage(_T("空中换形"), detail, 12);
ComputeTarget(); ComputeTarget();
} }
/**
* @brief 判断当前是否处于 Rogue 技能自动演示模式。
*/
bool IsRogueSkillDemoMode()
{
return rogueDemoMode;
}
/**
* @brief 从帮助页进入 Rogue 技能演示,并播放第一段技能展示。
*/
void StartRogueSkillDemo()
{
currentMode = MODE_ROGUE;
currentScreen = SCREEN_PLAYING;
rogueDemoMode = true;
rogueDemoStepIndex = 0;
rogueDemoTicks = 0;
Restart();
rogueDemoMode = true;
reviveAvailable = false;
suspendFlag = false;
gameOverFlag = false;
targetFlag = true;
upgradeListScrollOffset = 0;
currentFallInterval = 500;
ApplyRogueSkillDemoStep();
}
/**
* @brief 推进 Rogue 技能演示计时,到点后切换到下一项技能。
*/
bool TickRogueSkillDemo()
{
if (!rogueDemoMode)
{
return false;
}
rogueDemoTicks++;
if (rogueDemoTicks >= kRogueDemoStepTicks)
{
AdvanceRogueSkillDemo();
}
return true;
}
/**
* @brief 立刻切换到下一项 Rogue 技能演示。
*/
void AdvanceRogueSkillDemo()
{
if (!rogueDemoMode)
{
return;
}
rogueDemoStepIndex++;
if (rogueDemoStepIndex >= kRogueDemoStepCount)
{
rogueDemoStepIndex = 0;
}
rogueDemoTicks = 0;
ApplyRogueSkillDemoStep();
}
/**
* @brief 清空棋盘和演示状态,为单个技能配置专用局面。
*/
static void ResetRogueDemoBoard()
{
for (int y = 0; y < nGameHeight; y++)
{
for (int x = 0; x < nGameWidth; x++)
{
workRegion[y][x] = 0;
}
}
ResetPlayerStats(rogueStats, true);
ResetUpgradeUiState();
ResetPendingRogueVisualEvents();
ResetVisualEffects();
pendingLineClearEffectTicks = 0;
pendingLineClearEffectRowCount = 0;
pendingLineClearEffectLineCount = 0;
clearEffectState.ticks = 0;
currentPieceIsExplosive = false;
currentPieceIsLaser = false;
currentPieceIsCross = false;
currentPieceIsRainbow = false;
holdType = -1;
holdUsedThisTurn = false;
tScore = 0;
currentScreen = SCREEN_PLAYING;
currentMode = MODE_ROGUE;
gameOverFlag = false;
suspendFlag = false;
reviveAvailable = false;
currentFallInterval = 500;
ResetNextQueue();
SetRogueDemoCurrentPiece(1, 0, 3, 0);
}
/**
* @brief 在棋盘中央显示当前演示技能名称。
*/
static void ShowRogueDemoFloatingName(const TCHAR* name)
{
floatingTextEffects[0].ticks = 56;
floatingTextEffects[0].totalTicks = 56;
floatingTextEffects[0].boardX = 500;
floatingTextEffects[0].boardY = 980;
floatingTextEffects[0].color = RGB(255, 248, 250);
lstrcpyn(floatingTextEffects[0].text, name, sizeof(floatingTextEffects[0].text) / sizeof(TCHAR));
}
/**
* @brief 安全写入演示棋盘中的一个固定方块格。
*/
static void FillRogueDemoCell(int y, int x, int value)
{
if (y < 0 || y >= nGameHeight || x < 0 || x >= nGameWidth)
{
return;
}
workRegion[y][x] = value;
}
/**
* @brief 按交错颜色填充演示棋盘中的连续行。
*/
static void FillRogueDemoRows(int firstRow, int lastRow, int baseValue)
{
if (firstRow < 0)
{
firstRow = 0;
}
if (lastRow >= nGameHeight)
{
lastRow = nGameHeight - 1;
}
for (int y = firstRow; y <= lastRow; y++)
{
for (int x = 0; x < nGameWidth; x++)
{
workRegion[y][x] = 1 + ((baseValue + y + x) % 7);
}
}
}
/**
* @brief 设置演示模式下当前下落方块的类型、旋转和位置。
*/
static void SetRogueDemoCurrentPiece(int pieceType, int pieceState, int x, int y)
{
type = pieceType;
nType = 0;
state = pieceState;
point.x = x;
point.y = y;
target = point;
nextTypes[0] = 0;
nextTypes[1] = 0;
nextTypes[2] = 0;
ComputeTarget();
}
/**
* @brief 配置并触发当前 Rogue 技能演示步骤。
*/
static void ApplyRogueSkillDemoStep()
{
ResetRogueDemoBoard();
const RogueDemoStep& demoStep = kRogueDemoSteps[rogueDemoStepIndex];
ShowRogueDemoFloatingName(demoStep.name);
SetFeedbackMessage(demoStep.name, demoStep.detail, 12);
switch (demoStep.kind)
{
case DEMO_HOLD:
rogueStats.holdUnlocked = 1;
rogueStats.controlMasterLevel = 1;
holdType = 0;
SetRogueDemoCurrentPiece(2, 0, 3, 1);
HoldCurrentPiece();
break;
case DEMO_BLACK_HOLE:
rogueStats.blackHoleLevel = 1;
rogueStats.blackHoleCharges = 1;
FillRogueDemoRows(8, 19, 2);
for (int y = 8; y < nGameHeight; y++)
{
for (int x = 0; x < nGameWidth; x += 3)
{
workRegion[y][x] = 2;
}
}
UseBlackHole();
break;
case DEMO_SCREEN_BOMB:
rogueStats.screenBombLevel = 1;
rogueStats.screenBombCount = 1;
FillRogueDemoRows(12, 19, 0);
UseScreenBomb();
break;
case DEMO_AIR_RESHAPE:
rogueStats.reshapeLevel = 1;
rogueStats.reshapeCharges = 1;
FillRogueDemoRows(15, 19, 3);
SetRogueDemoCurrentPiece(1, 0, 3, 4);
UseAirReshape();
break;
case DEMO_EXPLOSIVE:
FillRogueDemoRows(11, 17, 1);
currentPieceIsExplosive = true;
SetRogueDemoCurrentPiece(5, 0, 3, 8);
ClearExplosiveAreaAt(14, 5);
ApplyBoardGravity();
break;
case DEMO_CHAIN_BOMB:
rogueStats.chainBombLevel = 1;
FillRogueDemoRows(10, 18, 4);
currentPieceIsExplosive = true;
SetRogueDemoCurrentPiece(5, 0, 3, 8);
ClearExplosiveAreaAt(14, 5);
ApplyBoardGravity();
break;
case DEMO_LASER:
for (int y = 4; y < nGameHeight; y++)
{
FillRogueDemoCell(y, 5, 4);
if (y >= 12)
{
FillRogueDemoCell(y, 3, 2);
FillRogueDemoCell(y, 7, 6);
}
}
currentPieceIsLaser = true;
SetRogueDemoCurrentPiece(0, 1, 3, 4);
ClearColumnAt(5);
ApplyBoardGravity();
break;
case DEMO_CROSS:
FillRogueDemoRows(13, 17, 5);
for (int y = 6; y < nGameHeight; y++)
{
FillRogueDemoCell(y, 4, 3);
}
currentPieceIsCross = true;
SetRogueDemoCurrentPiece(1, 0, 3, 8);
ClearRowAt(14);
ClearColumnAtWithColor(4, RGB(196, 255, 132));
ApplyBoardGravity();
break;
case DEMO_RAINBOW:
FillRogueDemoRows(10, 16, 2);
for (int x = 0; x < nGameWidth; x++)
{
workRegion[13][x] = (x < 6) ? 3 : 5;
}
currentPieceIsRainbow = true;
SetRogueDemoCurrentPiece(1, 0, 3, 8);
{
int recoloredCount = 0;
TriggerRainbowColorShift(13, 11, 15, recoloredCount);
}
ApplyBoardGravity();
break;
case DEMO_VOID_CORE:
rogueStats.blackHoleLevel = 1;
rogueStats.blackHoleCharges = 1;
rogueStats.voidCoreLevel = 1;
FillRogueDemoRows(8, 19, 6);
for (int y = 8; y < nGameHeight; y++)
{
for (int x = 1; x < nGameWidth; x += 3)
{
workRegion[y][x] = 6;
}
}
UseBlackHole();
SetFeedbackMessage(_T("虚空核心"), _T("黑洞吞噬后,下一枚特殊方块将变为彩虹方块。"), 12);
break;
case DEMO_SWEEPER:
rogueStats.sweeperLevel = 4;
FillRogueDemoRows(13, 19, 1);
ClearRowAt(GetRoguePlayableHeight() - 1);
ApplyBoardGravity();
SetFeedbackMessage(_T("底线清道夫"), _T("清道夫完成充能,自动扫掉底部压力行。"), 12);
break;
case DEMO_LAST_CHANCE:
rogueStats.lastChanceUpgradeLevel = 1;
rogueStats.lastChanceCount = 1;
FillRogueDemoRows(2, 7, 5);
FillRogueDemoRows(14, 19, 3);
for (int i = 0; i < 3; i++)
{
DeleteOneLine(GetRoguePlayableHeight() - 1);
}
TriggerLineClearEffect(nullptr, 0, 3);
SetFeedbackMessage(_T("最后一搏"), _T("触顶前自动清除底部 3 行,保留继续操作空间。"), 12);
break;
case DEMO_TIME_DILATION:
rogueStats.timeDilationLevel = 1;
rogueStats.timeDilationTicks = 8;
FillRogueDemoRows(3, 19, 4);
currentFallInterval = GetRogueFallInterval();
SetFeedbackMessage(_T("时间缓流"), _T("堆叠高度危险,短时间内下落速度降低。"), 12);
break;
case DEMO_UPGRADE_SHOCKWAVE:
rogueStats.upgradeShockwaveLevel = 1;
FillRogueDemoRows(12, 19, 2);
TriggerUpgradeShockwave(2);
ApplyBoardGravity();
SetFeedbackMessage(_T("升级冲击波"), _T("升级完成后,冲击波清除底部 2 行。"), 12);
break;
case DEMO_BLOCK_STORM:
rogueStats.blockStormLevel = 1;
rogueStats.blockStormPiecesRemaining = 5;
FillRogueDemoRows(15, 19, 0);
SetRogueDemoCurrentPiece(0, 0, 3, 2);
nextTypes[0] = 0;
nextTypes[1] = 0;
nextTypes[2] = 0;
SetFeedbackMessage(_T("方块风暴"), _T("当前和后续预览全部变为 I 块,方便制造四消。"), 12);
break;
case DEMO_STABLE_STRUCTURE:
rogueStats.stableStructureLevel = 4;
FillRogueDemoRows(14, 19, 1);
workRegion[13][3] = 2;
workRegion[15][4] = 0;
workRegion[16][6] = 0;
TryStabilizeBoard();
SetFeedbackMessage(_T("稳定结构"), _T("自动填补局部空洞,让堆叠更稳。"), 12);
break;
default:
break;
}
ComputeTarget();
}