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📄 properties.h

📁 游戏框架
💻 H
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#pragma once
#include "gameframe.h"

#define INFECTIONS_TYPE_IMMEDIATE			1			// 立即执行
#define INFECTIONS_TYPE_PERSISTENT			2			// 持续一段时间

#define INFECTIONS_TYPE_ALONE				4			// 独立执行
#define INFECTIONS_TYPE_TARGET				8			// 选择目标

#define INFECTION_METHOD_ADD				1
#define INFECTION_METHOD_SUB				2
#define INFECTION_METHOD_MUL				3
#define INFECTION_METHOD_DIV				4
#define INFECTION_METHOD_MOD				5
#define INFECTION_METHOD_SET				6
#define INFECTION_METHOD_XOR				7
#define INFECTION_METHOD_SPECIAL			0

#define VALUE_TYPE_INT						1
#define VALUE_TYPE_UINT						2
#define VALUE_TYPE_LONG						3
#define VALUE_TYPE_ULONG					4
#define VALUE_TYPE_WORD						5
#define VALUE_TYPE_DWORD					6
#define VALUE_TYPE_FLOAT					7
#define VALUE_TYPE_BOOL						8

template <class TYPE, class ARG_TYPE=TYPE*>
class GAME_FRAME_CLASS CPropertiesValue
{
private:
	TYPE			m_Value;

public:
	inline CPropertiesValue(LPVOID lpValue=NULL){
		SetValue(lpValue);
	};

	inline TYPE GetValue(){
		return m_Value;
	};

	inline void SetValue(LPVOID lpValue){
		if(lpValue==NULL)
			m_Value = 0;
		else
			m_Value = *((TYPE*)lpValue);
	};

	inline void GetTo(LPVOID lpValue){
		*((ARG_TYPE)lpValue) = m_Value;
	};

	inline void Calc(LPVOID lpValue, WORD wMethod){
		switch(wMethod){
			case INFECTION_METHOD_ADD:
				m_Value += (*((TYPE*)lpValue));
				break;
			case INFECTION_METHOD_SUB:
				m_Value -= (*((TYPE*)lpValue));
				break;
			case INFECTION_METHOD_MUL:
				m_Value *= (*((TYPE*)lpValue));
				break;
			case INFECTION_METHOD_DIV:
				m_Value /= (*((TYPE*)lpValue));
				break;
			case INFECTION_METHOD_SET:
				m_Value = (*((TYPE*)lpValue));
				break;
			case INFECTION_METHOD_XOR:
				m_Value = !(*((TYPE*)lpValue));
				break;
			//case INFECTION_METHOD_MOD:
			//	m_Value %= (*((TYPE*)lpValue));
			//	break;
		}
	};
};

class GAME_FRAME_CLASS CProperties :
	public IGameProperties, public CGameObject
{
protected:
	DWORD					m_dwPropertiesID;
	_CString					m_szDescription;

	bool					m_bChoosing;
	bool					m_bExecuting;
	bool					m_bEffecting;
	tagPropertiesInfections	m_tagInfections;

public:
	CProperties();
	virtual ~CProperties(void);

public:
	//对象创建
	virtual bool __cdecl Create(LPCTSTR lpName, _SIZE siSize, ...);
	// 设置道具ID
	virtual void __cdecl SetPropertiesID(DWORD dwID);
	// 返回道具ID
	virtual DWORD __cdecl GetPropertiesID();

public:
	// 目标选择后的回调事件
	virtual void __cdecl OnChoosedTarget(LPVOID lpParams, IGameObject* pIGameObject);
	// 道具使用时间过后的回调事件
	virtual void __cdecl OnTimeOut(IGameObject* pIGameObject=NULL);
	// 效果结束
	virtual void __cdecl OnEffectFinished(IGameObject* pIGameObject=NULL);

public:
	// 选择目标
	virtual void __cdecl ChooseTarget();
	// 放弃使用
	virtual void __cdecl ChooseCancel();
	// 是否选择目标中
	virtual bool __cdecl IsChoosing();

	// 设置影响效果
	virtual void __cdecl SetInfection(tagPropertiesInfections* pInfections);
	// 执行道具作用
	virtual void __cdecl Execute(LPVOID lpParams=NULL, IGameObject* pIGameObject=NULL);
	// 执行道具作用
	virtual void __cdecl Infection(LPVOID lpParams=NULL, IGameObject* pIGameObject=NULL);
	// 执行特殊道具
	virtual void __cdecl SpecialInfectionAction(LPVOID lpParams=NULL, IGameObject* pIGameObject=NULL);
	// 复原道具影响
	virtual void __cdecl UnInfection(IGameObject* pIGameObject=NULL);
	// 是否执行中
	virtual bool __cdecl IsExecuting();

	// 显示效果
	virtual void __cdecl ShowEffect(LPVOID lpParams=NULL, IGameObject* pIGameObject=NULL);
	// 是否效果播放中
	virtual bool __cdecl IsEffecting();

	// 返回描述
	virtual LPCTSTR __cdecl GetDescription();
	// 返回道具执行时长
	virtual DWORD __cdecl GetInfectionTime();
	// 返回可选定目标
	virtual DWORD __cdecl GetTargetCount();

	//是否有效
	virtual bool __cdecl IsValid() { return AfxIsValidAddress(this,sizeof(CProperties))?true:false;};
	//释放对象
	virtual bool __cdecl Release() { if(IsValid()) delete this; return true; };
	//接口查询
	virtual void * __cdecl QueryInterface(const IID & Guid, DWORD dwQueryVer);
};

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