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📄 magicitem.h

📁 网络游戏魔域源代码 测试可以完整变异
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// MagicItem.h: interface for the CMagicItem class.
//
//////////////////////////////////////////////////////////////////////

#if !defined(AFX_MAGICITEM_H__D96FDA8E_53C7_44A1_9C2D_CF20E80FEA21__INCLUDED_)
#define AFX_MAGICITEM_H__D96FDA8E_53C7_44A1_9C2D_CF20E80FEA21__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#include <vector>
using namespace std;

#include "BaseFunc.h"
#include "IRoleView.h"
#include "Game3DEffectEx.h"

class CMagicItem  : public IRoleView
{
public:
	CMagicItem();
	virtual ~CMagicItem();
private:
	char m_szStart[_MAX_STRING];
	char m_szLast[_MAX_STRING];
	char m_szEnd[_MAX_STRING];

	DWORD m_dwTimeBegin;
	int	  m_nMoment;

	vector<CGame3DEffectEx*> m_setEffect;
private:
	BOOL	Load(int nLook);
	void	Init(int );
public:
	virtual BOOL	SetVariable(int nVariableType, DWORD dwData);
	virtual int		SetAction(int nActionType, BOOL bResetMotion= true, BOOL bPlayerSound = false, int nWorldX=0, int nWorldY=0, BOOL bSetEffect = false);
	virtual void	SetPos ( int nX, int nY, int nHeight, int nRotate, float fScale );
	virtual void	SetLightOffset( int type, float x, float y, float z, float a, float r, float g, float b );
	virtual void	SetRGBA ( float alpha, float red, float green, float blue );
	virtual BOOL	HitTest ( int nHitScreenX, int nHitScreenY, int nMapX, int nMapY );
	virtual BOOL	Draw ( int nMapX, int nMapY );
	virtual DWORD	GetVariable(int nVariableType);

	static  IRoleView* CreateNewView();			
};

#endif // !defined(AFX_MAGICITEM_H__D96FDA8E_53C7_44A1_9C2D_CF20E80FEA21__INCLUDED_)

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