📄 hellfire.h
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#ifndef HELLFIRE_HEADER_KATTY
#define HELLFIRE_HEADER_KATTY
#include <windows.h>
#include <windows.h>
#include <Windef.h>
#include "Ani.h"
#include "MapObj.h"
#include <deque>
using namespace std;
enum{HELLFIRE_FREE= 10,HELLFIRE_FOLLOW,HELLFIRE_CORRECTE,HELLFIRE_CIRCLE,HELLFIRE_TURNTOORIG};
enum{HELLFIRE_NONE,HELLFIRE_CREATE,HELLFIRE_STOP};
const int HELLFIRE_FRAME = 9;
const int HELLFIRE_CIRCLE_RADIUS = 30;
typedef deque<int> deque_int;
class CHellFire : public CMapObj
{
public:
CHellFire(){}
~CHellFire(){Destroy();}
BOOL Create( int iWorldX,int iWorldY);
void Destroy();
// void Process(int nWorldX,int nWorldY );
void Show(void* pInfo);
void SetPicture(char * szTitle);//{m_pPicture = pAni;}
void Initial();
int GetObjType (){return MAP_COVER;}
void GetPos ( CMyPos& posCell);
void GetWorldPos(int& iWorldX, int& iWorldY){iWorldX = m_nShowWorldPoint.x;iWorldY = m_nShowWorldPoint.y;}
void GetBase(CMySize& infoSize) {infoSize.iWidth=1;infoSize.iHeight=1;}
void Process (void* pInfo);
static void AddHellFire(int nDensity);
public:
int m_iAttachMan;
private:
int GetY(int nx);
int m_iYMoved;
int m_iYMoveDir;
int m_iRadius;
int m_iCircleDir;
int m_iStatus;
int m_iAttackRange;
int m_iWorldX;
int m_iWorldY;
DWORD m_dwTimeCount;
POINT m_nCurWorldPoint;
POINT m_nOrigWorldPoint;
POINT m_nShowWorldPoint;
POINT m_nBoundTop;
POINT m_nBoundBottom;
int m_nLayer;
int m_nCurState;
int m_nCurFrame;
int m_nCurX;
int m_nCurY;
int m_nSpeed;
int m_nLoopCount;
int m_iBmpWidth;
int m_iBmpHeight;
char m_szAniTitle[100];
};
#endif
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