📄 terrainnpcview.cpp
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// TerrainNpcView.cpp: implementation of the CTerrainNpcView class.
//
//////////////////////////////////////////////////////////////////////
#include "TerrainNpcView.h"
#include "3DGameMap.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CTerrainNpcView::CTerrainNpcView()
{
m_idNpc = ID_NONE;
}
CTerrainNpcView::~CTerrainNpcView()
{
g_objGameMap.DeleteTerrainNpc(m_idNpc);
}
//-----------------------------------------------------------------------------------------------
void CTerrainNpcView::SetPos ( int nX, int nY, int nHeight, int nRotate, float fScale )
{
/* CMyPos posCell, posWorld;
g_objGameMap.Bg2World(nX, nY, posWorld.x, posWorld.y);
g_objGameMap.World2Cell(posWorld.x, posWorld.y, posCell.x, posCell.y);
g_objGameMap.SetTerrainNpcPos(m_idNpc, posCell);*/
}
//-----------------------------------------------------------------------------------------------
void CTerrainNpcView::SetLightOffset( int type, float x, float y, float z, float a, float r, float g, float b )
{
return;
}
//-----------------------------------------------------------------------------------------------
void CTerrainNpcView::SetRGBA ( float alpha, float red, float green, float blue )
{
return;
}
//-----------------------------------------------------------------------------------------------
BOOL CTerrainNpcView::HitTest ( int nHitScreenX, int nHitScreenY, int nMapX, int nMapY )
{
return g_objGameMap.IsTerrainNpcFocus(m_idNpc);
}
//-----------------------------------------------------------------------------------------------
BOOL CTerrainNpcView::Draw ( int nMapX, int nMapY )
{
return true;
}
//-----------------------------------------------------------------------------------------------
DWORD CTerrainNpcView::GetVariable(int nVariableType)
{
return 0;
}
//-----------------------------------------------------------------------------------------------
int CTerrainNpcView::SetAction(int nActionType, BOOL bResetMotion, BOOL bPlayerSound, int nWorldX, int nWorldY, BOOL bSetEffect)
{
return 100;
}
//-----------------------------------------------------------------------------------------------
BOOL CTerrainNpcView::SetVariable(int nVariableType, DWORD dwData)
{
return false;
}
//-----------------------------------------------------------------------------------------------
IRoleView* CTerrainNpcView::CreateNewView(int nLook, OBJID idNpc, CMyPos posCell)
{
CTerrainNpcView* pView = new CTerrainNpcView;
MYASSERT(pView);
if(pView->Create(idNpc))
{
g_objGameMap.AddTerrainNpc(nLook/10, nLook%10, idNpc, posCell);
}
return pView;
}
//-----------------------------------------------------------------------------------------------
BOOL CTerrainNpcView::Create(OBJID idNpc)
{
if(idNpc == ID_NONE)
return false;
m_idNpc = idNpc;
return true;
}
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