📄 magicitem.h
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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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