annotate examples/tank/tank.h @ 1535:9aff42a7e2b9 tip

Fix issue of add/remove a frame at a scene before all key frames of a layer. When you added or removed a frame at a scene before all key frames of a layer, frameline was not updated correctly. It seems nothing happened, but domview is updated. This changeset fix this issue by correcting logic for boundary case.
author Thinker K.F. Li <thinker@codemud.net>
date Fri, 30 Sep 2011 22:07:28 +0800
parents fb79175e6cc3
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rev   line source
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1 #ifndef __TANK_H_
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2 #define __TANK_H_
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3
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4 #include <mb.h>
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5 #include "svgs.h"
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6
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7 /*! \ingroup tank
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8 * @{
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9 */
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10 /*! \brief Tile types in a map. */
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11 enum { MUD, ROC, BRI, BSH };
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12
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13 /*! \brief Map of the game. */
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14 extern char map[12][16];
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15
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16 #define MAP_W 16
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17 #define MAP_H 12
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18 /* @} */
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19
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20 /*! \defgroup bullet_elf Bullet Elf
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21 * \ingroup tank
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22 * @{
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23 */
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24 /*! \brief Information about bullet elf
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25 */
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26 struct _tank_bullet {
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27 redraw_man_t *rdman;
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28 coord_t *coord_pos;
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29 coord_t *coord_rot;
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30 bullet_t *bullet_obj;
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31 int start_map_x, start_map_y;
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32 int direction;
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33 mb_progm_t *progm;
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34 mb_timeval_t start_time;
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35 observer_t *observer_redraw;
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36 int hit_tmr;
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37 mb_timer_man_t *timer_man;
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38 };
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39 typedef struct _tank_bullet tank_bullet_t;
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40 /*! \brief The direction a bullet is going.
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41 */
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42 enum { BU_UP = 0, BU_RIGHT, BU_DOWN, BU_LEFT };
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43 /* @} */
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44
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45 /*! \defgroup tank_elf Tank Elf
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46 * \brief Tank elf module provides control functions of tanks in game.
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47 * \ingroup tank
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48 * @{
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49 */
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50 /*! \brief Information about a tank elf. */
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51 struct _tank {
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52 coord_t *coord_pos; /*!< \brief coordinate for position */
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53 coord_t *coord_rot; /*!< \brief coordinate for rotation */
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54 coord_t *coord_center;
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55 int map_x, map_y;
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56 int direction;
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57 mb_progm_t *progm;
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58 tank_bullet_t *bullet;
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59 struct _tank_rt *tank_rt; /*!< \brief for bullet to check
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60 * hitting on tanks.
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61 */
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62 };
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63 typedef struct _tank tank_t;
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64 enum { TD_UP = 0, TD_RIGHT, TD_DOWN, TD_LEFT };
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65
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66 /* @} */
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67
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68 /*
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69 * \ingroup tank
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70 * @{
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71 */
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72 typedef struct _tank_rt tank_rt_t;
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73
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74 /*! \brief Runtime information for tank, this game/example.
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75 */
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76 struct _tank_rt {
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77 tank_t *tank1;
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78 tank1_t *tank1_o;
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79 tank_t *tank2;
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80 tank2_t *tank2_o;
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81 int n_enemy;
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82 tank_t *tank_enemies[10];
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83 tank_en_t *tank_enemies_o[10];
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84 tank_t *tanks[12];
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85 int n_tanks;
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86 void *map[12][16];
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87 mb_rt_t *mb_rt;
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88 observer_t *kb_observer;
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89 };
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90
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91 extern void tank_move(tank_t *tank, int direction, tank_rt_t *tank_rt);
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92 extern void tank_fire_bullet(tank_rt_t *tank_rt, tank_t *tank);
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93
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94 /* From enemy.c */
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95 extern void init_enemies(tank_rt_t *tank_rt);
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96
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97 /* @} */
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98
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99 #endif /* __TANK_H_ */