📄 terrainobj.h
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//-------------------------------------
// TerrainObj.h
//-------------------------------------
#ifndef _TERRAINOBJ_H
#define _TERRAINOBJ_H
//-------------------------------------
#include "TerrainObjPart.h"
#include "MapObj.h"
#include "typedef.h"
//-------------------------------------
class CTerrainObj : public CMapObj
{
public: // construct
CTerrainObj() { SetObjType(TERRAIN_TREE); }
virtual ~CTerrainObj();
static CTerrainObj* CreateNew(LPCTSTR szFileName, OBJID idOwner = ID_NONE);
void SetPos(POINT posCell);
private:
OBJID m_idOwner;
DEQUE_SCENEPART m_setPart;
char m_szFileName[_MAX_PATH];
//--------------------------------------------
// additional
public:
OBJID GetOwnerID() { return m_idOwner; }
int GetPartAmount();
CTerrainObjPart* GetPartByIndex(int nIndex);
protected:
void Destory();
void AddPart(CTerrainObjPart* pPart);
void DelPart(int nIndex);
};
#include <vector>
using namespace std;
typedef vector<CTerrainObj* > DEQUE_TERRAINOBJ;
//-------------------------------------
#endif
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