📄 2dmapterrainobj.h
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//-------------------------------------
// 2DMapTerrainObj.h
//-------------------------------------
#ifndef _2DMAPTERRAINOBJ_H
#define _2DMAPTERRAINOBJ_H
//-------------------------------------
#include "2DMapTerrainObjPart.h"
#include "2DMapObj.h"
//-------------------------------------
class C2DMapTerrainObj : public C2DMapObj
{
public:
C2DMapTerrainObj();
virtual ~C2DMapTerrainObj();
private:
DEQUE_SCENEPART m_setPart;
BOOL m_bSyn;
char m_szFileName[_MAX_PATH];
BOOL m_bFixed;
BOOL m_bDie;
//--------------------------------------------
// for mapobj
public:
void Show (void* pInfo);
void Process (void* pInfo);
int GetObjType (){return MAP_TERRAIN;}
void GetWorldPos(CMyPos& posWorld){}
void GetPos(CMyPos& posCell){posCell = m_posCell;}
void SetPos(CMyPos posCell);
BOOL IsFocus();
//--------------------------------------------
// additional
public:
BOOL GetFixed(){return m_bFixed;}
void SetFixed(BOOL bFix){m_bFixed = bFix;}
void Init();
void Destory();
void LoadData(FILE* fp);
void LoadText(FILE* fp);
void SaveData(FILE* fp);
void SaveText(FILE* fp);
void Load(char* pszFile);
void ClearScenePart();
void AddPart(C2DMapTerrainObjPart* pPart);
void DeletePart(int nIndex);
int GetPartAmount();
C2DMapTerrainObjPart* GetPartByIndex(int nIndex);
BOOL GetMouseOffset(CMyPos posMouse, int& nOffset);
void Die(){m_bDie = true;}
BOOL IsDie(){return m_bDie;}
};
//-------------------------------------
#endif
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