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>
99 lines
1.9 KiB
C++
99 lines
1.9 KiB
C++
#ifndef __SNOWFALL_H__
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#define __SNOWFALL_H__
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#include <d3dx8.h>
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#include <d3d8.h>
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#include "texture.h"
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#include "BaseDataDefine.h"
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#define SDEFAULTNUM 100
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#define SMAXSIZE 50.0 //snow Max size
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#define SMINSIZE 1.0 // snow Min size
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#define CSNOWRAND 5
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#define D3DFVF_POINTVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
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enum CSNOWAXIS {
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CSNOWX,
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CSNOWZ,
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};
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class CSnowFall{
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public:
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class CSnowUnit {
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public:
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D3DXVECTOR3 m_Pos;
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float m_Size;
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float m_HeightFieldHigh;
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bool m_Life;
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float m_Alpha;
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float m_RGB[3];
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float m_UnitAlpha;
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DWORD m_Color;
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CSnowUnit() {
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m_Pos.x = m_Pos.y = m_Pos.z = 0.0f;
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m_Size = SMINSIZE;
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m_HeightFieldHigh = -1.0f;
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m_Life = false;
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m_Alpha = 1.0f;
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m_UnitAlpha = 0.1f;
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m_RGB[0] = m_RGB[1] = m_RGB[2] = 1.0f;
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m_Color = D3DCOLOR_COLORVALUE(m_RGB[0],m_RGB[1],m_RGB[2],m_Alpha);
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}
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~CSnowUnit() {}
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};
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class CSnowVertex {
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public:
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D3DXVECTOR3 v;
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D3DCOLOR color;
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CSnowVertex() {
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v.x = v.y = v.z = 0.0f;
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color = D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f);
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}
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~CSnowVertex() {}
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};
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float m_Size[2];
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float m_UnitSize[2];
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float m_StartHeight;
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int m_SnowNum;
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D3DXVECTOR3 m_PlayerPos;
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D3DXVECTOR3 m_Gravity;
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D3DXVECTOR3 m_WindSpeed;
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float m_Color[3];
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LPDIRECT3DDEVICE8 m_Device;
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LPDIRECT3DVERTEXBUFFER8 m_VBuffer;
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CTexture *m_STexture;
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CSnowUnit *m_Units;
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bool m_bValueSet;
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CSnowFall();
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~CSnowFall();
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void Init(LPDIRECT3DDEVICE8 device,int num,float x,float y,float z,float xsize,float zsize,float height);
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void SetColor(float r,float g,float b);
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void SetUnitInfo(int num);
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void SetWorldValue(float gx,float gy,float gz,float wx,float wy,float wz,char *texture);
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void SetDevice(LPDIRECT3DDEVICE8 device) { m_Device = device;}
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void SetVertexBuffer();
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void Render();
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void Update(float x,float y,float z,float xsize,float zsize,float height);
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DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
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};
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#endif |