📄 3dgame.h
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// 3DGame.h: interface for the C3DGame class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_3DGAME_H__A3DC213F_2CA8_4CCD_8711_6EEC6D4DD386__INCLUDED_)
#define AFX_3DGAME_H__A3DC213F_2CA8_4CCD_8711_6EEC6D4DD386__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class CGame3D;
class CGameUI;
class CPeerServer;
class C3DGame : public CScene
{
public:
C3DGame();
virtual ~C3DGame();
void OnLButtonUp( int x, int y, UINT nFlags );
void OnLButtonDown( BOOL fDoubleClick, int x, int y, UINT nFlags );
void OnRButtonUp( int x, int y, UINT nFlags );
void OnRButtonDown( BOOL fDoubleClick, int x, int y, UINT nFlags );
void OnLButtonDClick( BOOL fDoubleClick, int x, int y, UINT nkeyFlags );
void OnMouseMove( int x, int y, UINT nFlags );
void OnMouseWheel( int x, int y, UINT nFlags );
void OnKeyDown( BYTE bVk, BYTE bScan, DWORD dwFlags, ULONG_PTR dwExtraInfo );
void OnKeyUp( BYTE bVk, BYTE bScan, DWORD dwFlags, ULONG_PTR dwExtraInfo );
void OnChar( UINT nChar, WPARAM wParam, LPARAM lParam);
void InitScene();
bool LoadScene();
void CleanupScene();
void ProcessEvent(UINT nCtrlID, UINT nEvent, DWORD nParam);
bool render();
// bool SetLight();
LRESULT SceneProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
HRESULT InvalidateDeviceObjects();
HRESULT RestoreDeviceObjects();
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
// 匙飘况农 菩哦 罐绰 皋家靛
//
void AddChatMsg(int id, unsigned long err_code, char *packet, unsigned long *size, void *arg);
// 框流烙 悼扁拳
void MovePos(int id, unsigned long err_code, char *packet, unsigned long *size, void *arg);
void MoveStop(int id, unsigned long err_code, char *packet, unsigned long *size, void *arg);
// 矫痢
void LookPos(int id, unsigned long err_code, char *packet, unsigned long *size, void *arg);
// 公扁甫 官舶促.
void WeaponChange(int id, unsigned long err_code, char *packet, unsigned long *size, void *arg);
void FireStart_Notice(unsigned long err_code, char *packet, unsigned long *size, void *arg); // (n)捞 醚阑 筋扁 矫累沁促.
void FireStop_Notice(unsigned long err_code, char *packet, unsigned long *size, void *arg); // (n)捞 醚阑 绊父金促.
void Hit_Notice(unsigned long err_code, char *packet, unsigned long *size, void *arg); // (n) 嘎疽单
void Jump_Notice(int id, unsigned long err_code, char *packet, unsigned long *size, void *arg); // (n) 痢橇沁促.
void Land_Notice(int id, unsigned long err_code, char *packet, unsigned long *size, void *arg); // (n) 馒瘤茄促.
void Sight_Notice(int id, unsigned long err_code, char *packet, unsigned long *size, void *arg); // (n) 蜡历啊 炼霖 葛靛 / 秦力
void Death_Notice(unsigned long err_code, char *packet, unsigned long *size, void *arg); // 蜡廉 磷澜..孺孺..
void GameEnd_Notice(unsigned long err_code, char *packet, unsigned long *size, void *arg); // 霸烙 场
void DeathObj_Notice(unsigned long err_code, char *packet, unsigned long *size, void *arg);
void Respawn(unsigned long err_code, char *packet, unsigned long *size, void *arg);
void Motion(int id,const SUBOP_CLIENT_CLIENT& enMotionNum);
// void SitDown(unsigned long err_code, char *packet, unsigned long *size, void *arg);
// void SitUp(unsigned long err_code, char *packet, unsigned long *size, void *arg);
// void Reload(unsigned long err_code, char *packet, unsigned long *size, void *arg);
// void SightDown(unsigned long err_code, char *packet, unsigned long *size, void *arg);
// void SightUp(unsigned long err_code, char *packet, unsigned long *size, void *arg);
void RoomIn();
void Disconnect(short nUserIndex);
void OtherPlayerLoading( short user_slot ); // 促弗 敲饭捞绢 肺爹..
public:
CGame3D *m_pGame3D;
CGameUI *m_pUI; // Game UI~~
int m_nClientCount;
CPeerServer * m_pPeerSerVer;
BOOL m_bRunThread;
};
#endif // !defined(AFX_3DGAME_H__A3DC213F_2CA8_4CCD_8711_6EEC6D4DD386__INCLUDED_)
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