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Tank.c
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#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include "resource.h"
#include "Tank.h"
#include "Gdi.h"
#define TankScreenX (SCREEN_X)//屏幕长度
#define TankScreenY (SCREEN_Y)//屏幕宽度
#define TankPntSize (MAX_PNT_SIZE)//像素点缩放比例
#define TankDbgTextSize (20)
#define TankPointXY (TankPntSize)//像素点缩放比例
#define TankMaxX ((TankScreenX) / (TankPointXY))//缩放后的x轴坐标最大值
#define TankMaxY ((TankScreenY) / (TankPointXY))//缩放后的y轴坐标最大值
#define TANK_SHAPE_NUM_MAX (4u)//总共四种坦克形状,对应上右下左四个方向
#define TANK_SHAPE_PNT_MAX (6u)//每个坦克用六个坐标点表示
#define TANK_ENMY_WAR_NUM_MAX (((TankMaxX * TankMaxY) / 6) - 1)//敌军参战的坦克最大数量
#define TANK_ENMY_WAR_NUM_MIN (5u)//敌军参战的坦克最小数量(最初)
#define TANK_MYSELF_WAR_NUM_MAX (1u)//我军参战的坦克最大数量
#define TANK_MYSELF_WAR_NUM_MIN (1u)//我军参战的坦克最小数量(最初)
#define TANK_WAR_NUM_MAX (TANK_ENMY_WAR_NUM_MAX + TANK_MYSELF_WAR_NUM_MAX)//坦克最大数量
#define TANK_BOMB_NUM_MAX (TANK_WAR_NUM_MAX * 3)//炮弹最大数量
#define TANK_ALL_NUM_MIN (TANK_ENMY_WAR_NUM_MIN + TANK_MYSELF_WAR_NUM_MIN)
#define TANK_ALL_NUM_MAX (TANK_ENMY_WAR_NUM_MAX + TANK_MYSELF_WAR_NUM_MAX)
#define TANK_ENMY_NUM_INIT (TANK_ALL_NUM_MIN)//初始坦克数量
#define TANK_SPEED_MAX (5u)
#define TANK_TIMER_MIN (0u)
#define TANK_TIMER_MAX (100u)
#define TANK_TIMER_FIRE_MIN (TANK_TIMER_MIN)
#define TANK_TIMER_FIRE_MAX (TANK_TIMER_MAX)
#define TANK_TIMER_EQUIP_MIN (TANK_TIMER_MAX)
#define TANK_TIMER_EQUIP_MAX (TANK_TIMER_MAX*10)
#define TANK_WEAPON_LIFE_MAX (5u)//每个武器最大使用次数
#define TANK_OF_MYSELF (TANK_WAR_BOX[0])
#define COPY_POINT(pdpnt, pspnt) \
do \
{ \
(pdpnt)->x = (pspnt)->x; \
(pdpnt)->y = (pspnt)->y; \
(pdpnt)->col = (pspnt)->col; \
}while(0)
#define COPY_TANK(pdtank, pstank) \
do \
{ \
COPY_POINT(&((pdtank)->pnt), &((pstank)->pnt)); \
(pdtank)->dir = (pstank)->dir; \
(pdtank)->pr = (pstank)->pr; \
(pdtank)->lf = (pstank)->lf; \
(pdtank)->mv = (pstank)->mv; \
}while(0)
typedef enum property_e
{
PR_MIN = 0,
PR_NULL = 0,
PR_WALL, //墙
PR_WEAPON, //武器
PR_LIFE, //装备
PR_BOMB, //炮弹
PR_MYSELF, //自己
PR_ENMY, //敌人
PR_TBOMB,
PR_MAX
} property_t; //属性
typedef enum weapon_e
{
WP_MIN = 0,
WP_NONE,//普通武器
WP_MAX
}weapon_t;
typedef enum life_e
{
LF_MIN = 0,
LF_DIE = 0,//死亡
LF_BURN,//燃烧
LF_LIVE,//存活
LF_MAX
} life_t;
typedef enum move_e
{
MV_MIN = 0,
MV_STOP = 0,//停止
MV_MOVE,//移动
MV_MAX
}move_t;
typedef struct point_s
{
uint32_t x;
uint32_t y;
uint32_t col;
} point_t;//坐标点
typedef struct equip_s
{
int8 valid;
point_t pnt;//装备的坐标点
property_t pr;//装备属性(武器还是生命)
int32 tmr;//装备存活定时器,到期后装备消失
} equip_t;
typedef struct tank_s
{
int8 valid;
dir_t dir;//坦克方向,同时也是其在TANK_SHAPE_BOX中的索引
point_t pnt;//坦克左上角的坐标,其它点的相对坐标在TANK_SHAPE_BOX中
property_t pr;//属性
int32 lf;//生命
int32 wep;//武器
int32 mv;//移动(步数)
int32 fire;//开火倒计时
int32 kill;//击杀的敌军数量
int32 bomb;//消耗弹药数量
} tank_t;
typedef struct bomb_s
{
int8 valid;
dir_t dir;//炮弹飞行方向
point_t pnt;//炮弹的坐标点
property_t pr;//炮弹属性(敌人的炮弹还是自己的炮弹)
tank_t* ptank;//这颗炮弹是哪辆坦克发射的
} bomb_t;
typedef struct tank_pr_s
{
int32 cur_tank_num;//当前坦克数量
int32 war_tank_num;//参战斗坦克数量
//int32 kill_tank_num;//阵亡(杀敌)坦克数
//int32 cur_bomb_num;//当前炮弹数量
int32 create_equp_tmr;//装备产生定时器,到期后产生一个装备(武器或生命)
int32 speed;
int32 super;//无敌模式
int32 debug;//调试信息
}tank_pr_t;
typedef struct warmap_s
{
int32 col;
int32 pr;
}warmap_t;
const point_t TANK_SHAPE_BOX[TANK_SHAPE_NUM_MAX][TANK_SHAPE_PNT_MAX] =
{//不论哪个方向的坦克,其车身点在数组中的位置都是固定的
{ { 1, 0, TRUE }, { 0, 1, TRUE }, { 2, 1, TRUE }, { 1, 1, TRUE }, { 0, 2, TRUE }, { 2, 2, TRUE } }, //上
{ { 2, 1, TRUE }, { 1, 0, TRUE }, { 1, 2, TRUE }, { 1, 1, TRUE }, { 0, 0, TRUE }, { 0, 2, TRUE } }, //右
{ { 1, 2, TRUE }, { 2, 1, TRUE }, { 0, 1, TRUE }, { 1, 1, TRUE }, { 2, 0, TRUE }, { 0, 0, TRUE } }, //下
{ { 0, 1, TRUE }, { 1, 2, TRUE }, { 1, 0, TRUE }, { 1, 1, TRUE }, { 2, 2, TRUE }, { 2, 0, TRUE } } //左
};
const int32 TANK_PR_COLOUR[PR_MAX] =
{
GDI_RGB_BACKGROUND,//PR_NULL = 0,//空白,黑色
GDI_RGB_FOREGROUND,//PR_WALL, //墙,白色
GDI_RGB_PURPLE,//PR_WEAPON, //武器,紫色
GDI_RGB_GREEN,//PR_LIFE, //装备,绿色
GDI_RGB_YELLOW,//PR_BOMB, //炮弹,黄色
GDI_RGB_RED,//PR_MYSELF, //自己,红色
GDI_RGB_BLUE,//PR_ENMY, //敌人,蓝色
GDI_RGB_YELLOW//PR_TBOMB,//烧毁的坦克,黄色
};
static tank_t TANK_WAR_BOX[TANK_WAR_NUM_MAX] = { 0 };//参战斗坦克(最大)
//static int32 TANK_WAR_BOX_VALID[TANK_WAR_NUM_MAX] = { 0 };
static bomb_t TANK_BOMB_BOX[TANK_BOMB_NUM_MAX] = { 0 };//同一时刻所有坦克发出三发炮弹
//static int32 TANK_BOMB_BOX_VALID[TANK_BOMB_NUM_MAX] = { 0 };
static warmap_t TANK_WAR_MAP[TankMaxX][TankMaxY] = { 0 };//坦克大战游戏地图,相当于显示缓存
static equip_t TANK_EQUIP = { 0 };//装备
static tank_pr_t TANK_PR = { 0 };//属性
//static uint32 TANK_DEBUG = FALSE;
void tank_debug_out(void)
{
int32 i = 0;
int32 kill = 0, life = 0, enemy = 0, bomb = 0, super = 0;
TCHAR debugStr[200] = { 0 };
PTCHAR superStr = NULL;
for (i = 0; i < TANK_WAR_NUM_MAX; i++)
{
if ((TANK_WAR_BOX[i].pr != PR_NULL) &&
(TANK_WAR_BOX[i].valid != FALSE))
{
if (TANK_WAR_BOX[i].pr != PR_MYSELF)
{
enemy += 1;
}
else
{
life = TANK_WAR_BOX[i].lf - LF_BURN;
life = ((life > 0) ? life : 0);
kill = TANK_WAR_BOX[i].kill;
bomb = TANK_WAR_BOX[i].bomb;
}
}
}
#ifdef DEBUG_TEXT_OUT_CHN
superStr = (TANK_PR.super) ? (TEXT("开启")) : (TEXT("关闭"));
wsprintf(debugStr, TEXT("生命值[%03d], 消灭敌军[%03d], 敌军数量[%03d], 消耗弹药[%06d], 超级模式[%s]"),
life, kill, enemy, bomb, superStr);
#else
superStr = (TANK_PR.super) ? (TEXT("ON")) : (TEXT("OFF"));
wsprintf(debugStr, TEXT("Kill[%03d], Life[%03d], Enemy[%03d], Bomb[%06d], Super[%s]"),
kill, life, enemy, bomb, superStr);
#endif
gdi_textout(0, TankScreenY - TankDbgTextSize - 1, TankDbgTextSize, GDI_RGB_FOREGROUND, 0, debugStr);
}
int32 tank_set_super(tank_t* tank, int32 super)
{
if (super)
{
tank->lf = LF_MAX;
tank->wep = WP_MAX;
}
return RTN_OK;
}
//调用GDI绘制一个形状
int32 tank_draw_point(int32 x, int32 y, int32 col, int32 pr)
{
//pr属性用于控制显示的形状
//像素点缩放
x = ((x < 0) ? 0 : ((x >= TankMaxX) ? (TankMaxX - 1) : x));
y = ((y < 0) ? 0 : ((y >= TankMaxY) ? (TankMaxY - 1) : y));
pr = ((pr >= PR_MAX) ? PR_NULL : ((pr <= PR_NULL) ? PR_NULL : pr));
if (TankPointXY != 1)//画一个矩形代表缩放过后的点
{
x = x * TankPointXY;
y = y * TankPointXY;
switch (pr)
{
case PR_BOMB://炮弹,黄色圆形
gdi_circle(x + (TankPointXY / 2), y + (TankPointXY / 2), (TankPointXY / 2) - 1, col, 1);
break;
case PR_WEAPON://武器,紫色三角形
gdi_triangle(x, y, x + TankPointXY - 1, y + TankPointXY - 1, col, 1);
break;
case PR_LIFE://装备,绿色菱形
gdi_rhombus(x, y, x + TankPointXY - 1, y + TankPointXY - 1, col, 1);
break;
case PR_WALL://墙,白色矩形
case PR_MYSELF://我军,红色矩形
case PR_ENMY://敌军,蓝色矩形
gdi_rectangle(x, y, x + TankPointXY - 1, y + TankPointXY - 1, col, 1);
break;
case PR_NULL://空白,黑色矩形
default:
col = TANK_PR_COLOUR[PR_NULL];
gdi_rectangle(x, y, x + TankPointXY - 1, y + TankPointXY - 1, col, 1);
break;
}
}
else//为了加快速度,宽度为1不缩放,直接画点
{
gdi_set_point(x, y, col);
}
return RTN_OK;
}
//清空地图中的数据
int32 tank_clear_warmap(void)
{
int32 x = 0, y = 0;
for (x = 0; x < TankMaxX; x++)
{
for (y = 0; y < TankMaxY; y++)
{
TANK_WAR_MAP[x][y].col = TANK_PR_COLOUR[PR_NULL];
TANK_WAR_MAP[x][y].pr = PR_NULL;
}
}
return RTN_OK;
}
//把地图绘制到屏幕窗口上
int32 tank_update_warmap(void)
{
int32 x = 0, y = 0;
TCHAR debugStr[200] = { 0 };
gdi_clear(TANK_PR_COLOUR[PR_NULL]);
for (x = 0; x < TankMaxX; x++)
{
for (y = 0; y < TankMaxY; y++)
{
tank_draw_point(x, y, TANK_WAR_MAP[x][y].col, TANK_WAR_MAP[x][y].pr);
}
}
if (TANK_PR.debug)
{
tank_debug_out();
}
gdi_update();
return RTN_OK;
}
//往地图上添加一个形状
int32 tank_set_warmap(point_t *point, int32 pr)
{
//pr属性用于控制显示的形状
int32 x = 0, y = 0;
if (point == NULL)
return RTN_ERR;
x = point->x;
y = point->y;
x = ((x < 0) ? 0 : ((x >= TankMaxX) ? (TankMaxX - 1) : x));
y = ((y < 0) ? 0 : ((y >= TankMaxY) ? (TankMaxY - 1) : y));
pr = ((pr >= PR_MAX) ? PR_NULL : ((pr <= PR_NULL) ? PR_NULL : pr));
//TANK_WAR_MAP[x][y].col = TANK_PR_COLOUR[pr];;
TANK_WAR_MAP[x][y].col = point->col;
TANK_WAR_MAP[x][y].pr = pr;
return RTN_OK;
}
//从地图上获取一个形状
int32 tank_get_warmap(point_t *point)
{
int32 x = 0, y = 0;
int32 col = 0, pr = 0;
int32 ret = PR_NULL;
if (point == RTN_NULL)
{
return RTN_ERR;
}
x = point->x;
y = point->y;
x = ((x < 0) ? 0 : ((x >= TankMaxX) ? (TankMaxX - 1) : x));
y = ((y < 0) ? 0 : ((y >= TankMaxY) ? (TankMaxY - 1) : y));
return TANK_WAR_MAP[x][y].pr;
}
//rand for [min, max)
int32 tank_get_rand(int32 min, int32 max)
{
static int32 seed = 0;
if (seed == 0)
{
seed = GetTickCount();
srand(seed);
}
return (min + (rand() % max));
}
//获取一个随机的坐标点
void *tank_get_randpnt(point_t *t_point)
{
if (t_point == RTN_NULL)
{
return RTN_NULL;
}
t_point->x = tank_get_rand(0, TankMaxX - 3);
t_point->y = tank_get_rand(0, TankMaxY - 3);
return t_point;
}
//根据方向获取下一个点的坐标
point_t* tank_get_nextpnt(dir_t dir, point_t* t_point)
{
int32 dx = 0, dy = 0;
if (t_point == NULL)
{
return RTN_NULL;
}
dir = (dir <= DIR_MIN) ? DIR_MIN : ((dir >= DIR_MAX) ? (DIR_MAX - 1) : dir);
switch (dir)
{
case DIR_UP:
dx = 0; dy = -1;
break;
case DIR_DOWN:
dx = 0; dy = 1;
break;
case DIR_LEFT:
dx = -1; dy = 0;
break;
case DIR_RIGHT:
dx = 1; dy = 0;
break;
default:
break;
}
t_point->x += dx;
t_point->y += dy;
return t_point;
}
//制造一辆坦克
tank_t* tank_create_atank(tank_t* tank, int32 pr)
{
point_t pnt = { 0 };
int32 n = TankMaxX * TankMaxY;
int32 i = 0;
if (tank == RTN_NULL)
{
return RTN_NULL;
}
memset(tank, 0, sizeof(tank_t));
tank->valid = TRUE;
tank->pr = PR_NULL;
tank->dir = tank_get_rand(DIR_MIN, DIR_MAX);//获取一个随机的方向
tank->wep = WP_NONE;
tank->lf = LF_LIVE;
tank->kill = 0;
tank->bomb = 0;
if (pr == PR_MYSELF)//我军
{
tank->mv = MV_STOP;//默认不可移动,(手动操控)
tank->fire = 1;
tank->pr = PR_MYSELF;
}
else//敌军
{
tank->mv = tank_get_rand(MV_MOVE, min(TankMaxX, TankMaxY));//产生一个随机的移动步数
tank->fire = tank_get_rand(TANK_TIMER_FIRE_MIN, TANK_TIMER_FIRE_MAX);
tank->pr = PR_ENMY;
}
while (n--)//寻找可以放置坦克的随机点
{
tank_get_randpnt(&(tank->pnt));//生成一个随机点
for (i = 0; i < TANK_SHAPE_PNT_MAX; i++)
{
pnt.x = tank->pnt.x + TANK_SHAPE_BOX[tank->dir][i].x;
pnt.y = tank->pnt.y + TANK_SHAPE_BOX[tank->dir][i].y;
if (tank_get_warmap(&pnt) != PR_NULL)
{
break;
}
}
if (i >= TANK_SHAPE_PNT_MAX)
{
tank->pnt.col = TANK_PR_COLOUR[tank->pr];
return tank;//该位置可以放下一坦克
}
}
memset(tank, 0, sizeof(tank_t));
tank->pr = PR_NULL;
tank->valid = FALSE;
return RTN_NULL;
}
//在地图上绘制坦克
int32 tank_draw_atank(tank_t* tank)
{
int32 i = 0;
point_t pnt = { 0 };
int32 pr = 0;
if (tank == NULL)
{
return RTN_ERR;
}
if (tank->valid == FALSE)
{
return RTN_ERR;
}
for (i = 0; i < TANK_SHAPE_PNT_MAX; i++)
{
pnt.x = tank->pnt.x + TANK_SHAPE_BOX[tank->dir][i].x;
pnt.y = tank->pnt.y + TANK_SHAPE_BOX[tank->dir][i].y;
pnt.col = tank->pnt.col;
tank_set_warmap(&pnt, tank->pr);
}
return RTN_OK;
}
//检查坦克是否能够继续移动
int32 tank_check_atank(tank_t* tank)
{
int32 i = 0, pr = 0;
point_t pnt = { 0 };
point_t* ppnt = NULL;
if (tank == NULL)
{
return FALSE;
}
if ((tank->pr == PR_NULL) || (tank->valid == FALSE))
{
return FALSE;
}
//坦克不能越界
if ((tank->pnt.x < 0) || (tank->pnt.x >= TankMaxX) ||
(tank->pnt.y < 0) || (tank->pnt.y >= TankMaxY))
{
return FALSE;
}
for (i = 0; i < /*TANK_SHAPE_PNT_MAX*/3; i++)//只需要检查前三个点能否移动
{
pnt.x = tank->pnt.x + TANK_SHAPE_BOX[tank->dir][i].x;
pnt.y = tank->pnt.y + TANK_SHAPE_BOX[tank->dir][i].y;
ppnt = tank_get_nextpnt(tank->dir, &pnt);
if (ppnt == RTN_NULL)
{
return FALSE;
}
//坦克不能越界
if ((ppnt->x < 0) || (ppnt->x >= TankMaxX) ||
(ppnt->y < 0) || (ppnt->y >= TankMaxY))
{
return FALSE;
}
//坦克的下一个位置必须不是坦克或墙
pr = tank_get_warmap(ppnt);
if ((pr == PR_WALL) || (pr == PR_MYSELF) || (pr == PR_ENMY))
{
return FALSE;
}
}
return TRUE;
}
#if 0
//在地图上搜索坦克
tank_t* tank_search_atank_inmap(point_t* point, tank_t* tank)
{
int32 i = 0;
point_t pnt = { 0 };
int32 pr = 0, dr = 0, j = 0;
if (point == NULL)
{
return RTN_NULL;
}
pr = tank_get_warmap(point);
if ((pr != PR_ENMY) && (pr != PR_MYSELF))
{
memset(tank, 0, sizeof(tank_t));
tank->pr = PR_NULL;
return RTN_NULL;//这个点不存在坦克
}
tank->pr = pr;
//假如这个点在坦克上
for (dr = DIR_MIN; dr < DIR_MAX; dr++)
{//分别假设坦克的方向为四个方向
for (i = 0; i < TANK_SHAPE_PNT_MAX; i++)
{//分别假设这个点在坦克的六个点中的任意一个点上
//计算出坦克基点的坐标
tank->dir = dr;
tank->pnt.x = point->x - TANK_SHAPE_BOX[tank->dir][i].x;
tank->pnt.y = point->y - TANK_SHAPE_BOX[tank->dir][i].y;
if ((tank->pnt.x < 0) || (tank->pnt.x >= TankMaxX) ||
(tank->pnt.y < 0) || (tank->pnt.y >= TankMaxY))
{
//基点坐标在界外
memset(tank, 0, sizeof(tank_t));
tank->pr = PR_NULL;
return RTN_NULL;
}
for (j = 0; j < TANK_SHAPE_PNT_MAX; j++)
{//然后搜索其他点的位置是否正确
pnt.x = tank->pnt.x + TANK_SHAPE_BOX[tank->dir][j].x;
pnt.y = tank->pnt.y + TANK_SHAPE_BOX[tank->dir][j].y;
if (tank_get_warmap(&pnt) != pr)
{
break;
}
}
if (j >= TANK_SHAPE_PNT_MAX)
{
//可能会出现某个点上存在多辆坦克(比如三辆以上的坦克挤在一起)
//这种情况不考虑
return tank;//搜索到一辆坦克
}
}
}
memset(tank, 0, sizeof(tank_t));
tank->pr = PR_NULL;
return RTN_NULL;
}
//在兵工厂中搜索坦克(根据坐标)
tank_t* tank_search_atank_inbox(point_t* point)
{
tank_t* tank = { 0 };
point_t pnt = { 0 };
//int32 pr = 0;
int32 i = 0, j = 0;
if (point == NULL)
{
return RTN_NULL;
}
if ((point->x < 0) || (point->x >= TankMaxX) ||
(point->y < 0) || (point->y >= TankMaxY))
{
return RTN_NULL;
}
//pr = tank_get_warmap(point);
//if ((pr != PR_ENMY) && (pr != PR_MYSELF))
//if (pr == PR_NULL)
//{
// return RTN_NULL;//这个点不存在坦克
//}
//如果这个点存在坦克,就在box中搜索坦克信息
for (i = 0; i < TANK_WAR_NUM_MAX; i++)
{
//if (TANK_WAR_BOX_VALID[i] == 0)//过滤无效的元素
if (TANK_WAR_BOX[i].pr == PR_NULL)//过滤无效的元素
{
continue;
}
tank = &(TANK_WAR_BOX[i]);
for (j = 0; j < TANK_SHAPE_PNT_MAX; j++)
{
pnt.x = tank->pnt.x + TANK_SHAPE_BOX[tank->dir][j].x;
pnt.y = tank->pnt.y + TANK_SHAPE_BOX[tank->dir][j].y;
if ((point->x == pnt.x) && (point->y == pnt.y))
{
return tank;
}
}
}
return RTN_NULL;
}
#endif
//制造一颗炮弹
bomb_t* tank_create_abomb(tank_t* tank, bomb_t* bomb, int32* bnum)
{
int32 i = 0;
point_t pnt = { 0 };
point_t* ppnt = NULL;
if ((tank == NULL) || (bomb == NULL) || (bnum == NULL))
{
return RTN_NULL;
}
if (tank->pr == PR_NULL)
{
return RTN_NULL;
}
if (tank->wep > WP_NONE)//加强版武器,每次发射三颗炮弹
{
//tank->wep -= 1;//武器使用一次
tank->bomb += 3;
for (i = 0; i < 3; i++)
{
*bnum = i + 1;
pnt.x = tank->pnt.x + TANK_SHAPE_BOX[tank->dir][i].x;
pnt.y = tank->pnt.y + TANK_SHAPE_BOX[tank->dir][i].y;
ppnt = tank_get_nextpnt(tank->dir, &pnt);
if (ppnt == RTN_NULL)
{
*bnum = 0;
memset(&(bomb[i]), 0, sizeof(bomb_t));
bomb[i].valid = FALSE;
bomb[i].pr = PR_NULL;
return RTN_NULL;
}
bomb[i].valid = TRUE;
bomb[i].dir = tank->dir;
bomb[i].pr = tank->pr;
bomb[i].ptank = tank;
ppnt->col = TANK_PR_COLOUR[PR_BOMB];
COPY_POINT(&(bomb[i].pnt), ppnt);
}
}
else//普通武器,每次发射一颗炮弹
{
tank->bomb += 1;
*bnum = 1;
pnt.x = tank->pnt.x + TANK_SHAPE_BOX[tank->dir][0].x;
pnt.y = tank->pnt.y + TANK_SHAPE_BOX[tank->dir][0].y;
ppnt = tank_get_nextpnt(tank->dir, &pnt);
if (ppnt == RTN_NULL)
{
*bnum = 0;
memset(&(bomb[0]), 0, sizeof(bomb_t));
bomb[0].valid = FALSE;
bomb[0].pr = PR_NULL;
return RTN_NULL;
}
bomb[0].valid = TRUE;
bomb[0].dir = tank->dir;
bomb[0].pr = tank->pr;
bomb[0].ptank = tank;
ppnt->col = TANK_PR_COLOUR[PR_BOMB];
COPY_POINT(&(bomb[0].pnt), ppnt);
}
return bomb;
}
//在地图上绘制炮弹
int32 tank_draw_abomb(bomb_t* bomb)
{
int32 pr = 0;
if (bomb == NULL)
{
return RTN_ERR;
}
if (bomb->valid == FALSE)
{
return RTN_ERR;
}
//炮弹也分为敌方炮弹和我方炮弹,用pr区分
//但是不管敌方炮弹还是我方炮弹,显示的形状都
//是一样的,都是(黄色)圆形,这里要注意区分
//pr用于控制显示的形状
pr = ((bomb->pr != PR_NULL) ? PR_BOMB : PR_NULL);
tank_set_warmap(&(bomb->pnt), pr);
return RTN_OK;
}
//检查炮弹能否继续移动
int32 tank_check_abomb(bomb_t* bomb)
{
//int32 i = 0;
//point_t pnt = { 0 };
//point_t* ppnt = NULL;
if (bomb == NULL)
{
return FALSE;
}
if ((bomb->pr == PR_NULL) || (bomb->valid == FALSE))
{
return FALSE;
}
if ((bomb->pnt.x < 0) || (bomb->pnt.x >= TankMaxX) ||
(bomb->pnt.y < 0) || (bomb->pnt.y >= TankMaxY))
{
return FALSE;
}
#if 0
pnt.x = bomb->pnt.x;
pnt.y = bomb->pnt.y;
ppnt = tank_get_nextpnt(bomb->dir, &pnt);
if (ppnt == RTN_NULL)
{
return FALSE;
}
if ((ppnt->x < 0) || (ppnt->x >= TankMaxX) ||
(ppnt->y < 0) || (ppnt->y >= TankMaxY))
{
return FALSE;
}
#endif
return TRUE;
}
//在弹药库中查照炮弹(根据坐标)
bomb_t* tank_search_abomb_inbox(point_t* point)
{
int32 i = 0;
if (point == NULL)
{
return RTN_NULL;
}
if ((point->x < 0) || (point->x >= TankMaxX) ||
(point->y < 0) || (point->y >= TankMaxY))
{
return RTN_NULL;
}
for (i = 0; i < TANK_BOMB_NUM_MAX; i++)
{
if ((TANK_BOMB_BOX[i].pr == PR_NULL) ||
(TANK_BOMB_BOX[i].valid == FALSE))//过滤无效的元素
{
continue;
}
if ((point->x == TANK_BOMB_BOX[i].pnt.x) &&
(point->y == TANK_BOMB_BOX[i].pnt.y))
{
return &(TANK_BOMB_BOX[i]);
}
}
return RTN_NULL;
}
//创建一个装备
equip_t* tank_create_aequip(equip_t* equip)
{
point_t pnt = { 0 };
int32 n = TankMaxX * TankMaxY;
int32 i = 0;
if (equip == RTN_NULL)
{
return RTN_NULL;
}
equip->tmr = tank_get_rand(TANK_TIMER_EQUIP_MIN, TANK_TIMER_EQUIP_MAX);
equip->pr = tank_get_rand(TANK_TIMER_MIN, TANK_TIMER_MAX);
equip->valid = TRUE;
if ((equip->pr % 2) == 0)
{
equip->pr = PR_LIFE;
}
else
{
equip->pr = PR_WEAPON;
}
while (n--)//寻找可以放置装备的随机点
{
tank_get_randpnt(&(equip->pnt));//生成一个随机点
pnt.x = equip->pnt.x;
pnt.y = equip->pnt.y;
if (tank_get_warmap(&pnt) == PR_NULL)
{
equip->pnt.col = TANK_PR_COLOUR[equip->pr];
return equip;
}
}
memset(equip, 0, sizeof(equip_t));
equip->valid = FALSE;
equip->pr = PR_NULL;
return RTN_NULL;
}
//在地图上绘制装备
uint32 tank_draw_aequip(equip_t* equip)
{
point_t pnt = { 0 };
int32 n = TankMaxX * TankMaxY;
int32 i = 0;
if (equip == RTN_NULL)
{
return RTN_ERR;
}
if (equip->valid == FALSE)
{
return RTN_ERR;
}
tank_set_warmap(&(equip->pnt), equip->pr);
return RTN_OK;
}
//坦克移动
int32 tank_move_atank(dir_t dir)
{
int32 i = 0;
for (i = 0; i < TANK_WAR_NUM_MAX; i++)
{
//if (TANK_WAR_BOX_VALID[i] == 0)//过滤无效的元素
if ((TANK_WAR_BOX[i].pr == PR_NULL) ||
(TANK_WAR_BOX[i].valid == FALSE))
{
continue;
}
if (TANK_WAR_BOX[i].pr == PR_ENMY)//敌军
{
if (TANK_WAR_BOX[i].mv > MV_STOP)//步数还未用完
{//继续移动
TANK_WAR_BOX[i].mv -= 1;
if (tank_check_atank(&(TANK_WAR_BOX[i])) != FALSE)
{//还能继续移动
tank_get_nextpnt(TANK_WAR_BOX[i].dir, &(TANK_WAR_BOX[i].pnt));//坦克移动一步
}
else
{//不能继续移动,调转方向
TANK_WAR_BOX[i].dir = tank_get_rand(DIR_MIN, DIR_MAX);//获取一个随机的方向
}
}
else
{//调转方向
TANK_WAR_BOX[i].dir = tank_get_rand(DIR_MIN, DIR_MAX);//获取一个随机的方向
TANK_WAR_BOX[i].mv = tank_get_rand(MV_MOVE, min(TankMaxX, TankMaxY));//产生一个随机的移动步数
}
}
else if (TANK_WAR_BOX[i].pr == PR_MYSELF)//我军
{
if (dir < DIR_MAX)
{//移动
if (TANK_WAR_BOX[i].dir == dir)
{//继续移动
if (tank_check_atank(&(TANK_WAR_BOX[i])) != FALSE)
{//还能继续移动
tank_get_nextpnt(TANK_WAR_BOX[i].dir, &(TANK_WAR_BOX[i].pnt));//坦克移动一步
}
}
else
{//调转方向
TANK_WAR_BOX[i].dir = dir;
}
}
}
}
return RTN_OK;
}
//炮弹移动
int32 tank_move_abomb(void)
{
int32 i = 0;
//point_t pnt = { 0 };
//tank_t* ptank = NULL;