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📄 cbprompt.h

📁 网页游戏赤壁
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/////////////
//	CBPrompt.h		:	v0010
//	Written by		:	Li Haijun
//	Compiler		:	Microsoft Visual C++ 4.0 & DirectX
//	Library			:	No .Lib
//	Copyright (C)	:	1997 WayAhead Corporation 
//	v0010			:	Mar.16.1997
/////////////
// to define all struct and union for prompt area
//////////////////////////////
#ifndef	__CBPROMPT_H__
#define	__CBPROMPT_H__

#include	"DDButton.h"

#define		PROMPT_NONE						0
#define		PROMPT_CONSTRUCTION_BUILDING	1
#define		PROMPT_CONSTRUCTION_WORKING		2
#define		PROMPT_CONSTRUCTION_IDLESS		3
#define		PROMPT_UNIT						4
#define		PROMPT_SOLDIER_SINGLE			5
#define		PROMPT_SOLDIER_MORE				6
#define		PROMPT_TRANSPORT_SHIP			7


//	define process bar id
#define PROCESSBAR_STONE	1
#define PROCESSBAR_POWER	2
#define PROCESSBAR_BLOOD	3
#define PROCESSBAR_PROCESS	4


////////////////////////////////////////////////////////////
//	to define the construction that have not complete finish
struct	CONSTRUCTION_BUILDING
{
	int		ConstructionBitmapId;
	char	ConstructionName[50];
	int		ConstructionGrade;
	int		Stone;
};
/////////////////////////////////////////////////////////////
//	to define the construction that are producting something
struct	CONSTRUCTION_WORKING
{
	int		ConstructionBitmapId;
	int		ConstructionGrade;
	int		Stone;
	int		ProductBitmapId;
	char	ConstructionName[50];
	int		Percent;
};
///////////////////////////////////////////////////////////////
//	to define the construction that are idless(空闲)
struct	CONSTRUCTION_IDLESS
{
	int		ConstructionBitmapId;
	char	ConstructionName[50];
	int		ConstructionGrade;
	int		Stone;
};
////////////////////////////////////////////////////////////////
//	to define the unit that been select
struct	UNIT
{
	int		GeneralBitmapId;
	int		GeneralPower;	//将领的武力
	int		GeneralBlood;	//将领的体力
	char	GeneralName[50];
	char	Office[50];
	int		Experience;
	int		Ruse;
	int		UnitMorale;
	int		UnitLineUp;
	int		NumberOfSolider;
};
///////////////////////////////////////////////////////////////////
//	to define the single soldier that have no master
struct	SOLDIER_SINGLE
{
	int		SoldierBitmapId;
	char	SoldierKind[50];			// the kind of this soldier
	int		SoldierPower;				// power -->体力		//对于
	char	SoldierAscroption[50];		// ascroption --> 归属
	int		SoldierAttack;				// attack -->攻击力
	int		SoldierDefence;				// defence -->防御力
	int		SoldierCarry;				// carry -->射程
	int		SoldierEyesight;			// eyesight -->视野
//	int		SoldierAmount;				// amount -->人数
};
/////////////////////////////////////////////////////////////////////
// to define more soldier information
struct	SOLDIER_MORE
{
	int		UnitNumber;		// 一共有几个单位
	int		Amount;			// 几个单位的总人数
};
////////////////////////////////////////////////////////////////
//	to define the unit that been select
struct	TRANSPORT_SHIP
{
	int		SoldierBitmapId;
	char	SoldierKind[50];			// the kind of this soldier
	int		SoldierPower;				// power -->体力
	int		NumberOfUnit ;
	int		NumberOfSolider;
};
//////////////////////////////////////////////////////////////////////
//	to define a union to include the above struct
union	PROMPT_BLOCK_UNION
{
	struct	CONSTRUCTION_BUILDING		Construction_Building;
	struct	CONSTRUCTION_WORKING		Construction_Working;
	struct	CONSTRUCTION_IDLESS			Construction_Idless;
	struct	UNIT						Unit;
	struct	SOLDIER_SINGLE				Soldier_Single;
	struct	SOLDIER_MORE				Soldier_More;
	struct	TRANSPORT_SHIP				Transport_Ship ;
};
//////////////////////////////////////////////////////////////////////
//	to define the struct for all prompt informaiton
struct	PROMPT_BLOCK
{
	int		PromptBlockId;		// the id of one of above block
	union	PROMPT_BLOCK_UNION	PromptBlockUnion;	// to store all kind of prompt block, but only one kind in a just time
};

///////////////////////////////////////
//	to show the four process bars
///////////////////////////////////////
BOOL	FACE_ShowProcessBar( int BarID, int NewData );

///////////////////////////////////////////////////////////////////////////
// to show prompt block
void	FACE_ShowPromptBlock( struct	PROMPT_BLOCK PromptBlock );
// to set the prompt block to the global struct veriable FACE_PROMPT_BLOCK
void	FACE_SetCurrentPromptBlock( struct	PROMPT_BLOCK PromptBlock );
//		to define the function to show the prompt block to the prompt area
BOOL	FACE_ShowCurrentBlock(void);
//////////////////////////////////////////
//	to fine the button by a command id
CDDButton * GetButtonPointer( int ID, int grade = 0 );
//////////////////////////////////////////////////////
// to get the office by a number
void	GetOffice( int OfficeFlag );
// to get the line up by a number
void	GetLineUp( int LineUpFlag );
////////////////////////////////////
// to updata the resource amount
BOOL	FACE_UpdateGrade(int grade);
// to updata the value of experence
BOOL	FACE_UpdateExperience(int experience) ;
// to updata the value of ruse
BOOL	FACE_UpdateRuse(int ruse);
// to updata the value of morale
BOOL	FACE_UpdateMorale(int morale) ;
// to updata the value of solider number
BOOL	FACE_UpdateSoliderNumber(int solider);
// to updata the office of general
BOOL	FACE_UpdateOffice(LPCTSTR office);
//////////////////////////////////////////////
//	to define the unit that been select
struct	GENERAL_UNIT
{
	int		UnitId ;
	int		GeneralBitmapId;
	char	GeneralName[50];
	int		GeneralPower;	//武 力
	int		GeneralBlood;	//体 力	
};
//////////////////////////////////////////////
//	to define the unit of general 
struct	SINGLE_UNIT
{
	int		Winner ;	// 1-->if Genral_One win
						// 2-->if Genral_Two win
						// 3-->if two general equal
	BOOL	PlayerWant ;	// TRUE-->the player want to fight 
							// FALSE--> the computer want to fight
	struct	GENERAL_UNIT		General_One ;
	struct	GENERAL_UNIT		General_Two ;
};
//////////////////////////////////////////////
#endif

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