📄 cwall.h
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//////////////////////////////////////////////////////////////////////////////////////////////////
// # # //
// # * File Name: CWall.h # //
// # # //
// # * Function: the engine of the game # //
// # # //
// # * Instruction: Created by JIAN NAN FEI 2008 8 29 # //
// # # //
///////////////////////////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------------------------//
// DEFINES REFERENCES HERE //
//----------------------------------------------------------------------------------------------//
#define WALL_SIZE_WIDTH 80
#define WALL_SIZE_HEIGHT 80
#define WALL_BASIC_STRENGTH 1000
#define WALL_TYPE_1 0
#define WALL_TYPE_2 1
#define WALL_TYPE_3 2
#define WALL_TYPE_4 3
#define WALL_TYPE_5 4
#define WALL_TYPE_6 5
#define WALL_TYPE_7 6
#define WALL_TYPE_8 7
#define WALL_STATE_VISIBLE 1
#define TANK_STATE_BEATTACK 2
//----------------------------------------------------------------------------------------------//
// HEADFILES REFERENCES HERE //
//----------------------------------------------------------------------------------------------//
//----------------------------------------------------------------------------------------------//
// GLOBAL MEMBER VARIAYS REFERENCES HERE //
//----------------------------------------------------------------------------------------------//
struct CWallNode;
class CWall;
//-----------------------------------------------------------------------------
//
// Name: CWALLNode
// Disc: the structure of the node of the WALL
//-----------------------------------------------------------------------------
typedef struct CWallNode
{
BOOL m_nState; // the attritude of tank deside whether the tank is exist or not
int m_nType; // the type of the WALL , it will effect its power and lifecount
int m_nLifeCount; // the lifecount of the WALL
RECT m_rRect; // the rect of the wall
}WALLNODE,*PWALLNODE;
//-----------------------------------------------------------------------------
//
// Name: CWALL
// Disc: the structure of the class of the WALL
//-----------------------------------------------------------------------------
typedef class CWall
{
protected:
WALLNODE m_wWall; // the node of the WALL
POINT m_ptNowPos; // the present position of the WALL
int m_nWallState; // the present state of the WALL
public:
CWall();
CWall( int type,int lifecount,POINT point,
int top,int bottom,int left,int right);
public:
void SetLifeCount( int lifecount ) { m_wWall.m_nLifeCount=lifecount; };
void SetType( int type ) { m_wWall.m_nType=type; };
void SetLifeState( BOOL state ) { m_wWall.m_nState=state; };
void SetWallState( BOOL wallstate ) { m_nWallState=wallstate; };
void SetNowPos( int x,int y ) { m_ptNowPos.x=x; m_ptNowPos.y=y; };
void SetWallRect(int top,int bottom,int left,int right )
{ m_wWall.m_rRect.top=top; m_wWall.m_rRect.bottom=bottom;
m_wWall.m_rRect.left=left; m_wWall.m_rRect.right=right; };
void SetWall(POINT point,int type);
BOOL IsVisible() { return m_nWallState==WALL_STATE_VISIBLE; };
BOOL IsLiving() { return m_wWall.m_nState==TRUE; };
BOOL IsBeAttacked() { return m_nWallState==TANK_STATE_BEATTACK; };
int GetLifeCount() { return m_wWall.m_nLifeCount; };
POINT GetWallPos() { return m_ptNowPos; };
int GetType() { return m_wWall.m_nType; };
void BeAttacked(int power);
}WALL,*PWALL;
//----------------------------------------------------------------------------------------------//
// COMPLISHMENT OF THE FILE //
//----------------------------------------------------------------------------------------------//
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