📄 gameproc.h
字号:
/******************************************************************************************************************
葛碘疙:
累己磊:
累己老:
[老磊][荐沥磊] : 荐沥 郴侩
*******************************************************************************************************************/
#ifndef _GAMEPROC_H
#define _GAMEPROC_H
typedef struct tagMEMMAPPEDID
{
CActor* pxActor[_MAX_CELL_OBJ];
CMagic* pxMagic[_MAX_CELL_OBJ];
LPGROUNDITEM pstItem[_MAX_CELL_OBJ];
}MEMMAPPEDID, *LPMEMMAPPEDID;
class CGameProcess : public CWHDefProcess
{
protected:
VOID OnSvrMsgNewMap(_TDEFAULTMESSAGE *ptdm, char *pszMapName);
VOID OnSvrMsgLogon(_TDEFAULTMESSAGE *ptdm, char *pszMsg);
VOID OnSvrMsgHear(_TDEFAULTMESSAGE *ptdm, char *pszMsg);
public:
CGameProcess();
~CGameProcess();
public:
BOOL m_bStatusView;
BOOL m_bTileView;
BOOL m_bCellView;
BOOL m_bObj1View;
BOOL m_bObj2View;
BOOL m_bStopPtView;
BOOL m_bShowSnow;
BOOL m_bShowMist;
BOOL m_bShowRain;
BOOL m_bShadowABlend;
BOOL m_bShowFPS;
CHAR m_szMapName[MAX_PATH];
MEMMAPPEDID m_stMemMappedID[_VIEW_CELL_Y_COUNT][_VIEW_CELL_X_COUNT];
CPDLList<CActor> m_xActorList;
CPDLList<CMagic> m_xMagicList;
CPDLList<CMagic> m_xGroundMagicList;
CPDLList<GROUNDITEM> m_stMapItemList;
CBMMp3 m_xBGM;
CParticle m_xParticles;
CImageHandler m_xImage;
CMapHandler m_xMap;
CInterface m_xInterface;
CMyHero m_xMyHero;
HBRUSH m_hBrush;
POINT m_ptMousePos;
POINT m_ptCurrTile;
BOOL m_bRender;
BYTE m_bDayState;
BYTE m_bFogState;
CLightFog m_xLightFog;
CMist m_xMist;
CSnow m_xSnow;
CRain m_xRain;
CFlyingTail m_xFlyingTail;
CSmoke m_xSmoke;
CElec m_xElec;
CNoticeBox m_xNotice;
CActor* m_pxMouseTargetActor;
CActor* m_pxMouseOldTargetActor;
CActor* m_pxSavedTargetActor;
CWHQueue m_xWaitPacketQueue;
CWHQueue m_xWaitDefaultPacketQueue;
WORD m_wInputDelayTime;
WORD m_wCurrInputDelayTime;
FLOAT m_fDarkRate;
FLOAT m_fTileLightRed;
FLOAT m_fTileLightGreen;
FLOAT m_fTileLightBlue;
WORD m_wShadowClr[800];
D3DMATRIX m_matWorld;
BOOL m_bShowShine;
DWORD m_dwLastShineTick;
WORD m_wShineCurrDelay;
BYTE m_bCurrShineFrame;
LPDIRECTDRAWSURFACE7 m_lpddsShineTextr[10]; // 酒捞袍 馆娄芭覆.
D3DVERTEX m_avBillboard[4];
BOOL RenderShine(INT nLoopTime);
WORD m_wNPCWndPosX, m_wNPCWndPosY;
virtual LRESULT DefMainWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
void OnProcPacketNotEncode(char *pszMsg);
void OnSocketMessageRecieve(char *pszMsg);
virtual VOID OnConnectToServer();
virtual char* OnMessageReceive(CHAR* pszMessage);
LRESULT OnKeyDown(WPARAM wParam, LPARAM lParam);
LRESULT OnKeyUp(WPARAM wParam, LPARAM lParam);
LRESULT OnMouseMove(WPARAM wParam, LPARAM lParam);
LRESULT OnRButtonDown(WPARAM wParam, LPARAM lParam);
LRESULT OnLButtonDown(WPARAM wParam, LPARAM lParam);
LRESULT OnLButtonUp(WPARAM wParam, LPARAM lParam);
LRESULT OnRButtonUp(WPARAM wParam, LPARAM lParam);
LRESULT OnMove(WPARAM wParam, LPARAM lParam);
LRESULT OnSysKeyDown(WPARAM wParam, LPARAM lParam);
LRESULT OnSysKeyUp(WPARAM wParam, LPARAM lParam);
LRESULT OnMsgInputted(WPARAM wParam, LPARAM lParam);
LRESULT OnWheel(WPARAM wParam, LPARAM lParam);
LRESULT OnLButtonDoubleClick(WPARAM wParam, LPARAM lParam);
LRESULT OnTimer(WPARAM wParam, LPARAM lParam);
LRESULT OnDestroy(WPARAM wParam, LPARAM lParam);
public:
VOID Init();
VOID Load();
VOID DeleteProc();
VOID SetNextProc();
VOID DropItemShow();
VOID LoadMapChanged(CHAR* szMap);
VOID AutoTargeting();
BOOL ReceivePacket(CHAR* szMsg, INT nPacketLen);
VOID RenderObject(INT nLoopTime);
VOID RenderScene(INT nLoopTime);
BOOL CheckMove(INT nX, INT nY, INT nSpeed, POINT* ptDestTile = NULL, INT* nDestDir = NULL);
VOID CheckMappedData(INT nLoopTime, BOOL bIsMoveTime);
VOID RenderMapTileGrid();
VOID CommandAnalyze();
BOOL TargetInLongAttack(BYTE bDir);
VOID ProcessPacket();
VOID ProcessDefaultPacket();
VOID CloseNPCWindow();
virtual VOID ShowStatus(INT nStartX, INT nStartY);
CActor* FindActor(int nID); // gadget
};
#endif //_GAMEPROC_H
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -