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📄 magicitem.cpp

📁 网络游戏魔域源代码 测试可以完整变异
💻 CPP
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// MagicItem.cpp: implementation of the CMagicItem class.
//
//////////////////////////////////////////////////////////////////////
#pragma warning(disable:4786)
#include "MagicItem.h"
#include "3DRoleData.h"
//#include ""

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CMagicItem::CMagicItem()
{
	strcpy(m_szStart, "NULL");
	strcpy(m_szLast, "NULL");
	strcpy(m_szEnd, "NULL");
	m_dwTimeBegin = ::TimeGet();
	m_nMoment = 0;
}

CMagicItem::~CMagicItem()
{

}

//-------------------------------------------------------------------

BOOL	CMagicItem::Load(int nLook)
{
	MapMagicItemInfo* pInfo = g_obj3DRoleData.GetMapMagicItemInfo(nLook);
	if(pInfo)
	{
		strcpy(m_szStart, pInfo->szStart);
		strcpy(m_szLast, pInfo->szLast);
		strcpy(m_szEnd, pInfo->szEnd);
	}
	m_dwTimeBegin = ::TimeGet();
	return true;
}

//-------------------------------------------------------------------

BOOL	CMagicItem::SetVariable(int nVariableType, DWORD dwData)
{
	switch(nVariableType)
	{
	case _VAR_LOOK:
		this->Load((int)dwData);
		return true;
	case _VAR_MOMENT:
		return true;
	}
	return false;
}

//-------------------------------------------------------------------
int		CMagicItem::SetAction(int nActionType, BOOL bResetMotion, BOOL bPlayerSound, int nWorldX, int nWorldY, BOOL bSetEffect)
{
	return 100;
}

//-------------------------------------------------------------------
void	CMagicItem::SetPos ( int nX, int nY, int nHeight, int nRotate, float fScale )
{
	return;
}

//-------------------------------------------------------------------
void	CMagicItem::SetLightOffset( int type, float x, float y, float z, float a, float r, float g, float b )
{
	return;
}

//-------------------------------------------------------------------
void	CMagicItem::SetRGBA ( float alpha, float red, float green, float blue )
{
	return;
}

//-------------------------------------------------------------------
BOOL	CMagicItem::HitTest ( int nHitScreenX, int nHitScreenY, int nMapX, int nMapY )
{
	return false;
}

//-------------------------------------------------------------------
BOOL	CMagicItem::Draw ( int nMapX, int nMapY )
{
	switch(m_nMoment)
	{
	case 0: // 初始化Tme, 从创建开始播放...

//		g_objGameMap.AddTerrainMagicUnit();
		break;
	case 1: // 初始化Tme, 从持续开始播放...

		break;
	case 2: // 初始化Tme, 播放结束

		break;
	}
	return true;
}

//-------------------------------------------------------------------
DWORD	CMagicItem::GetVariable(int nVariableType)
{
	return false;
}

//-------------------------------------------------------------------

IRoleView* CMagicItem::CreateNewView()
{
	CMagicItem* pItem = new CMagicItem;
	MYASSERT(pItem);
	return pItem;
}

//-------------------------------------------------------------------

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