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// blitz.h
#ifndef _BLITZ_H_
#define _BLITZ_H_
class CInstanceManager;
class CD3DEngine;
class CTerrain;
class CCamera;
class CSound;
#define BLITZPARA 200.0f // rayon de protection du paratonnerre
#define BLITZMAX 50
enum BlitzPhase
{
BPH_WAIT,
BPH_BLITZ,
};
class CBlitz
{
public:
CBlitz(CInstanceManager* iMan, CD3DEngine* engine);
~CBlitz();
void Flush();
BOOL EventProcess(const Event &event);
BOOL Create(float sleep, float delay, float magnetic);
BOOL GetStatus(float &sleep, float &delay, float &magnetic, float &progress);
BOOL SetStatus(float sleep, float delay, float magnetic, float progress);
void Draw();
protected:
BOOL EventFrame(const Event &event);
CObject* SearchObject(D3DVECTOR pos);
protected:
CInstanceManager* m_iMan;
CD3DEngine* m_engine;
CTerrain* m_terrain;
CCamera* m_camera;
CSound* m_sound;
BOOL m_bBlitzExist;
float m_sleep;
float m_delay;
float m_magnetic;
BlitzPhase m_phase;
float m_time;
float m_speed;
float m_progress;
D3DVECTOR m_pos;
FPOINT m_shift[BLITZMAX];
float m_width[BLITZMAX];
};
#endif //_BLITZ_H_
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