terrainobjpart.h
来自「网络游戏魔域的服务端与客户端完整源代码 包括详细的说明文档与开发日志」· C头文件 代码 · 共 65 行
H
65 行
//-------------------------------------
// 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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