📄 boothnpc.cpp
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// BoothNpc.cpp: implementation of the CBoothNpc class.
//
//////////////////////////////////////////////////////////////////////
#include "BoothNpc.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CBoothNpc::CBoothNpc()
{
m_dwItem1 = m_dwItem0 = ID_NONE;
}
CBoothNpc::~CBoothNpc()
{
}
//----------------------------------------------------------------------------------
BOOL CBoothNpc::HitTest ( int nHitScreenX, int nHitScreenY, int nMapX, int nMapY )
{
CMyPos posNpc;
posNpc.x = nHitScreenX;
posNpc.y = nHitScreenY;
for(int i = -4; i < 3; i ++)
{
for(int j = -1; j < 4; j ++)
{
int nX = nMapX + j;
int nY = nMapY + i;
if(nX == nHitScreenX && nY == nHitScreenY)
return true;
}
}
return false;
}
//----------------------------------------------------------------------------------
IRoleView* CBoothNpc::CreateNewView()
{
CBoothNpc* pNpc = new CBoothNpc;
MYASSERT(pNpc);
return pNpc;
}
//----------------------------------------------------------------------------------
BOOL CBoothNpc::Draw (int nMapX, int nMapY)
{
return true;
return C3DTaskNpc::Draw(nMapX, nMapY);
}
//----------------------------------------------------------------------------------
BOOL CBoothNpc::SetVariable(int nVariableType, DWORD dwData)
{
switch(nVariableType)
{
case _VAR_ITEM0:
m_dwItem0 = nVariableType;
break;
case _VAR_ITEM1:
m_dwItem1 = nVariableType;
break;
default:
return C3DTaskNpc::SetVariable(nVariableType, dwData);
break;
}
return true;
}
//----------------------------------------------------------------------------------
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