📄 3dmapeffect.h
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// 3DMapEffect.h: interface for the C3DMapEffect class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_3DMAPEFFECT_H__4DCD9A12_136D_4BEF_B80D_2204A58B7FBE__INCLUDED_)
#define AFX_3DMAPEFFECT_H__4DCD9A12_136D_4BEF_B80D_2204A58B7FBE__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "3DMapObj.h"
#include "Game3DEffectEx.h"
#include "3DSimpleObj.h"
class C3DMapEffect : public C3DMapObj
{
public:
static BOOL s_bStroke;
protected:
CMyPos m_posWorld;
CGame3DEffectEx m_objEffect;
BOOL m_bDelSelf;
BOOL m_bDie;
int m_nDelay;
int m_nOffsetY;
BOOL m_bSave;
char m_szIndex[64];
float m_fHorizontal;
float m_fVertical;
BOOL m_bOver;
BOOL m_bSimpleObj;
C3DSimpleObj m_objSimple;
DWORD m_dwFrameIndex;
public:
C3DMapEffect();
virtual ~C3DMapEffect();
public:
static C3DMapEffect* CreateNew(CMyPos posWorld, char* pszIndex, BOOL bDelSelf = true, BOOL bSave = false);
BOOL Create(CMyPos posWorld, char* pszIndex, BOOL bDelSelf = true, BOOL bSave = false);
public:
void SetRotate(float fHorizontal, float fVertical);
virtual void Show(void* pInfo);
virtual void Process(void* pInfo);
virtual void SetWorldPos(CMyPos posWorld);
virtual void GetWorldPos(CMyPos& posWorld);
virtual int GetObjType(){return MAP_3DEFFECT;}
virtual BOOL IsFocus();
virtual void Die(){m_bDie = true;}
virtual void SetOffsetY(int nOffset){m_nOffsetY = nOffset;}
public:
BOOL NeedSave(){return m_bSave;}
void LoadDataObj(FILE* fp);
void LoadTextObj(FILE* fp);
void SaveDataObj(FILE* fp);
void SaveTextObj(FILE* fp);
void SetDir(int nDir);
public:
BOOL IsOver(){return m_bOver;}
CGame3DEffectEx* QueryGame3DEffectEx(){return &m_objEffect;}
};
#endif // !defined(AFX_3DMAPEFFECT_H__4DCD9A12_136D_4BEF_B80D_2204A58B7FBE__INCLUDED_)
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