📄 magicitem.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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