📄 maingame.h
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// MainGame.h: interface for the CMainGame class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_MAINGAME_H__7AEA4DB0_7847_40E1_8CDC_15C321ED0CB3__INCLUDED_)
#define AFX_MAINGAME_H__7AEA4DB0_7847_40E1_8CDC_15C321ED0CB3__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define MAINGAME USINGTON(CMainGame)
class CGameState;
class CEngine;
enum eGAMESTATE
{
eGAMESTATE_END = 0,
eGAMESTATE_CONNECT,
eGAMESTATE_TITLE,
eGAMESTATE_CHARSELECT,
eGAMESTATE_CHARMAKE,
eGAMESTATE_GAMELOADING,
eGAMESTATE_GAMEIN,
eGAMESTATE_MAPCHANGE,
eGAMESTATE_MURIMNET,
};
class CMainGame
{
BOOL m_bEndGame;
CEngine* m_pEngine;
CGameState** m_ppGameState;
BOOL m_bChangeState;
int m_ChangeState;
CGameState* m_pCurrentGameState;
CGameState* GetGameState(int StateNum);
char* m_pStateInitParam;
//KES 030827 Ãß°¡
int m_nCurStateNum;
int m_nUserLevel;
public:
CGameState* GetCurGameState() { return m_pCurrentGameState; }
void EndGame() { m_bEndGame = TRUE; }
CMainGame();
virtual ~CMainGame();
void Init(HWND hMainWnd);
void Release();
void SetGameState(int StateNum,void* pStateInitParam = 0,int ParamLen = 0);
BOOL IsChangeState() { return m_bChangeState; }
int Process();
void BeforeRender();
void AfterRender();
CEngine* GetEngine() { return m_pEngine; }
//KES 030827 Ãß°¡
int GetCurStateNum() { return m_nCurStateNum; }
int GetUserLevel() { return m_nUserLevel; }
void SetUserLevel( int nUserLevel ) { m_nUserLevel = nUserLevel; }
void PauseRender( BOOL bPause );
};
EXTERNGLOBALTON(CMainGame);
DWORD __stdcall MapLoadCallback(DWORD dwCurCount,DWORD dwTotalCount,void* pArg);
DWORD _stdcall BeforeRenderFunc();
DWORD _stdcall AfterRenderFunc();
#endif // !defined(AFX_MAINGAME_H__7AEA4DB0_7847_40E1_8CDC_15C321ED0CB3__INCLUDED_)
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