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📄 terrainobjpart.h

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//-------------------------------------
// TerrainObjPart.h
//-------------------------------------
#ifndef _TERRAINOBJPART_H
#define _TERRAINOBJPART_H

// header ...
#include "MapObj.h"
#include "Layer.h"
#include "BaseFunc.h"
//-------------------------------------
class CTerrainObjPart : public CMapObj
{
public:
	CTerrainObjPart();
	virtual ~CTerrainObjPart();
	static CTerrainObjPart*		CreateNew(FILE* fp);

private:
	// about ani
	char              m_szAniTitle[64];
	char              m_szAniFile[255];
	POINT             m_posOffset;
	DWORD             m_dwFrameInterval;

	// about obj
	POINT             m_posSceneOffset;			// 基于CELL的偏移
	SIZE              m_sizeBase;
	DEQUE_LAYER       m_setLayer;
	int               m_nThickness;				// 无意义,保留
	int               m_nHeight;				// 无意义,保留


//-------------------------------------------------
// for mapobj
public:

//-----------------------------------------------------
// Additional

protected:
	void    Destroy();

public:
	char*   GetAniTitle()					{return m_szAniTitle;}
	POINT	GetOffset()						{return m_posOffset;}
	DWORD   GetAniInterval()				{return m_dwFrameInterval;}

	POINT	GetSceneOffset()				{return m_posSceneOffset;}
	SIZE 	GetBase()						{ return m_sizeBase; }
	CLayer* GetLayer(int nX, int nY);
	int     GetThick()						{return m_nThickness;}
	int     GetHeight()						{return m_nHeight;}

	BOOL    InMyBase(POINT posCell);
};

#include <vector>
using namespace std;
typedef vector<CTerrainObjPart* >  DEQUE_SCENEPART;

//-------------------------------------
#endif

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