📄 cloud.h
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#ifndef CLOUDDEFINE_HEADER
#define CLOUDDEFINE_HEADER
#include <windows.h>
#include <Windef.h>
#include <deque>
#include "ani.h"
using namespace std;
enum{CLOUD_NONE, CLOUD_CREATE,CLOUD_RESET,CLOUD_STOP,CLOUD_PAUSE};
const int MAXCLOUD = 30;
struct CLOUDOFF{
char nSportDirX;
char nSportDirY;
char nCurSport;
char AlphaChange;
WORD nSportRadian;
int nCurAlpha;
int nCurFrame;
int nWorldX;
int nWorldY;
};
class CCloud
{
public:
CCloud(){}
~CCloud(){Destroy();}
BOOL Create(int nCloud0,int nCloud1,int nCloud2,int nCloud3);
void Destroy(){}
void Process();
private:
int m_nCloudResource[4];
CLOUDOFF m_infoCloud[4];
BYTE m_bCount;
};
typedef deque<CCloud * > CLOUDDEQUE;
class CCloudSys
{
public:
CCloudSys(){m_bStatus=CLOUD_NONE;}
~CCloudSys(){Destroy();}
BOOL Create(int nCloudNum);
void Destroy();
void Process(int & nStatus);
void Stop();
void ReSet(int inum);
void Pause();
void Continue();
private:
CLOUDDEQUE m_dequeCloud;
BYTE m_bStatus;
BYTE m_nCurAmound;
BYTE m_nTargetAmound;
};
#endif
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