Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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144
GameTools/Effect/X3DEffect.h
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144
GameTools/Effect/X3DEffect.h
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// X3DEffect.h: interface for the CX3DEffect class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_X3DEFFECT_H__36D22C0B_3861_4B57_B539_4E4BFAD198C1__INCLUDED_)
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#define AFX_X3DEFFECT_H__36D22C0B_3861_4B57_B539_4E4BFAD198C1__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#pragma warning(disable:4786) // don't warn about browse name overflow.
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#include <list>
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#include "z3dmath.h"
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#include "X3DEffectBase.h"
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using namespace std;
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class CX3DEffect
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{
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protected:
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list<CX3DEffectBase *> m_lstEffect;
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LPDIRECT3DDEVICE8 m_lpD3DDevice;
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matrix *m_lpViewMatrix;
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unsigned long m_dwFrameTick;
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float m_fFrame;
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float m_fBeforeFrame;
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float m_fIncFrame;
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unsigned long m_dwMaxFrame;
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unsigned long m_dwMinFrame;
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// <20><><EFBFBD><EFBFBD>Ʈ <20>̵<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool m_MoveState;
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BOOL m_bLoop;
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unsigned long m_dwKindMove;
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vector3 m_vecDest;
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vector3 m_vecPower;
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vector3 m_vecEForce;
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unsigned long m_dwCount;
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unsigned long m_dwOldTick;
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BOOL m_bImportCenter;
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vector3 *m_lpCenter;
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BOOL m_bImportAxis;
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quaternion *m_lpAxis;
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color m_lFlash;
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//scale value
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float m_GemScale[3];
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// effect<63><74> <20><><EFBFBD><EFBFBD> <20>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD>
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bool m_StartEffect;
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bool m_Mine;
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CKeyList<ColorKeyList> m_lstFlash;
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bool m_bLight;
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public:
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bool map_effect;
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int m_SectorX;
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int m_SectorY;
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CX3DEffect();
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virtual ~CX3DEffect();
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void SetMine(bool b);
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void SetCenter(vector3 *pCenter) { m_bImportCenter = TRUE; m_lpCenter = pCenter; }
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void SetCenter(float fX, float fY, float fZ)
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{
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m_bImportCenter = FALSE;
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if(!m_lpCenter) m_lpCenter = new vector3;
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m_lpCenter->x = fX;
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m_lpCenter->y = fY;
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m_lpCenter->z = fZ;
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}
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vector3 *GetCenter(void) { return m_lpCenter; }
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void SetAxis(quaternion *pAxis);
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void SetAxis(float fAxisX, float fAxisY, float fAxisZ);
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quaternion *GetAxis(void) { return m_lpAxis; }
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void SetFlash(unsigned long dwTick, color lColor)
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{
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SetKey(dwTick, m_lstFlash, lColor);
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}
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BOOL GetFlash(unsigned long dwTick, color &lColor)
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{
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return m_lstFlash.Find(dwTick, lColor);
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}
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void SetDevice(LPDIRECT3DDEVICE8 lpD3DDevice) { m_lpD3DDevice = lpD3DDevice; }
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LPDIRECT3DDEVICE8 GetDevice(void) { return m_lpD3DDevice; }
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void SetViewMatrix(matrix *pViewMatrix) { m_lpViewMatrix = pViewMatrix; }
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matrix *GetViewMatrix(void) { return m_lpViewMatrix; }
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void SetFrameTick(unsigned long dwFrameTick) { m_dwFrameTick = dwFrameTick; }
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unsigned long GetFrameTick(void) { return m_dwFrameTick; }
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void SetTick(unsigned long dwTick) { m_dwOldTick = dwTick; }
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unsigned long GetTick(void) { return m_dwOldTick; }
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void SetMaxFrame(unsigned long dwMaxFrame) { m_dwMaxFrame = dwMaxFrame - 1; }
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void SetMinFrame(unsigned long dwMinFrame) {m_dwMinFrame = dwMinFrame;}
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void SetStopParticle(int t);
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unsigned long GetMaxFrame(void) { return m_dwMaxFrame; }
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void SetFrame(float fFrame) { m_fBeforeFrame = m_fFrame; m_fFrame = fFrame; }
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float GetBeforeFrame(void) { return m_fBeforeFrame;}
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float GetFrame(void) { return m_fFrame; }
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void SetIncFrame(float fIncFrame) { m_fIncFrame = fIncFrame; }
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float GetIncFrame(void) { return m_fIncFrame; }
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void SetLoop(BOOL bLoop);
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BOOL GetLoop(void) { return m_bLoop; }
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//effect <20><><EFBFBD><EFBFBD>
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void SetEffectStart(bool t) {m_StartEffect = t;}
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bool GetEffectStart() { return m_StartEffect;}
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unsigned long AddEffect(CX3DEffectBase *pNewEffect);
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CX3DEffectBase *GetEffect(unsigned long dwEffectNumber);
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BOOL DeleteEffect(unsigned long dwEffectNumber);
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void SetEffectSetting(void);
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void SetFreezeMove(void) { m_dwKindMove = 0; }
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void SetDirectMove(vector3 &vecDest, vector3 &vecPower, vector3 &vecEForce);
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void SetMoveState(bool t){ m_MoveState = t;}
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bool GetMoveState() {return m_MoveState;}
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void SetScale(float x,float y,float z); //{m_GemScale[0] = x;m_GemScale[1] = y;m_GemScale[2] = z;}
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void Render(void);
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void SetWorldEffect(bool t);
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void SetLight(bool b) { m_bLight = b;}
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BOOL Interpolation(unsigned long dwTick, float fFrame = -1.0f);
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void Load(const char *strFilePath, const char *strFileName,bool bLoad = true);
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void Save(const char *strFilePath, const char *strFileName);
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void SetStart(bool bStart) { m_StartEffect = bStart;}
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void SetVisibility(bool bVis);
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};
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#endif // !defined(AFX_X3DEFFECT_H__36D22C0B_3861_4B57_B539_4E4BFAD198C1__INCLUDED_)
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