📄 winmain.h
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#ifndef _WINMAIN_H_
#define _WINMAIN_H_
#include "CharICS.h"
#include "Chars.h"
#include "Script.h"
#include "Spell.h"
class cApp;
class cChars : public cCharacterController
{
private:
cApp *m_App;
BOOL PCUpdate(sCharacter *Character, long Elapsed, \
float *XMove, float *YMove, float *ZMove);
BOOL ValidateMove(sCharacter *Character, \
float *XMove, float *YMove, float *ZMove);
public:
BOOL SetData(cApp *App);
};
class cGameScript : public cScript
{
private:
BOOL m_Flags[256];
cGraphics *m_Graphics;
cFont *m_Font;
cInputDevice *m_Keyboard;
cApp *m_App;
cWindow m_Window;
cChars *m_CharController;
long m_NumRoutePoints;
sRoutePoint *m_Route;
// The script function prototypes
sScript *Script_End(sScript*);
sScript *Script_IfFlagThen(sScript*);
sScript *Script_Else(sScript*);
sScript *Script_EndIf(sScript*);
sScript *Script_SetFlag(sScript*);
sScript *Script_Message(sScript*);
sScript *Script_AddChar(sScript*);
sScript *Script_RemoveChar(sScript*);
sScript *Script_CharMessage(sScript*);
sScript *Script_CharType(sScript*);
sScript *Script_CharAI(sScript*);
sScript *Script_CharDistance(sScript*);
sScript *Script_CharBounds(sScript*);
sScript *Script_TargetChar(sScript*);
sScript *Script_NoTarget(sScript*);
sScript *Script_CreateRoute(sScript*);
sScript *Script_AddPoint(sScript*);
sScript *Script_AssignRoute(sScript*);
sScript *Script_MoveChar(sScript*);
sScript *Script_CharScript(sScript*);
// The overloaded processing functions
BOOL Prepare();
BOOL Release();
sScript *Process(sScript *Script);
public:
cGameScript();
~cGameScript();
BOOL SetData(cApp *Application, cGraphics *Graphics, \
cFont *Font, cInputDevice *Keyboard, \
cChars *Chars);
};
class cApp : public cApplication
{
friend class cGameScript;
friend class cChars;
private:
cGraphics m_Graphics;
cCamera m_Camera;
cFont m_Font;
cInput m_Input;
cInputDevice m_Keyboard;
cInputDevice m_Mouse;
cMesh m_TerrainMesh;
cObject m_TerrainObject;
cChars m_CharController;
cSpellController m_SpellController;
cGameScript m_Script;
sItem m_MIL[1024];
public:
cApp();
BOOL Init();
BOOL Shutdown();
BOOL Frame();
// Retrieve bit flag encoded keyboard input
long GetInput();
// Check if player collides with level mesh
BOOL CheckIntersect( \
float XStart, float YStart, float ZStart, \
float XEnd, float YEnd, float ZEnd);
};
#endif
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