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GameEvents.h
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GameEvents.h
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struct GunShotEvent
{
bool MuzzleFlashDone;
Sprite* MuzzleFlash;
UCHAR FlashLevel;
GunShotEvent() : MuzzleFlashDone(true), MuzzleFlash(NULL)
{
}
void GunShotGo(POINT cursorpos);
bool ReloadGo(POINT cursorpos);
bool Update(int timediff, POINT cursorpos, bool LMBDOWN);
~GunShotEvent()
{
if(MuzzleFlash)
delete MuzzleFlash;
}
};
struct NotificationStringEvent
{
//STATUS
//0. FULL OUT (ACTIVATED)
//1. OPENING
//2. CLOSING
//3. FULL IN (DEACTIVATED)
char* String;
int mStatus;
int mXOrigin;
int mYOrigin;
int mXStop; //CALCULATED WHEN STRING CHANGED.
int mXCloseStop;
int mHoldTimer;
NotificationStringEvent() : mStatus(0), String(NULL), mHoldTimer(0) {}
void Update(int timediff);
void ChangeString(char* Str, int HoldTime);
void Draw();
~NotificationStringEvent() {if(String)delete [] String;}
};
struct GameEvents
{
bool mGunShotActive;
bool mGunShotsAllowed;
GunShotEvent mGunShot;
NotificationStringEvent mNotification;
DWORD mScreenFlashColor;
char* CursorDrawString;
GameEvents() : mGunShotActive(false), CursorDrawString(NULL) {}
void Update(int timediff, POINT cursorpos, bool LMBDOWN, bool RMBDOWN);
void ChangeCursorDrawString(char* Str)
{
if(CursorDrawString)
delete [] CursorDrawString;
CursorDrawString = new char[strlen(Str)+1];
strcpy(CursorDrawString, Str);
}
void DrawCursorString(POINT cursor);
void UpdateNotificationString(int timediff);
void ChangeNotificationString(char* Str, int HoldTime);
void AllowGunShots();
void DisallowGunShots();
~GameEvents() {if(CursorDrawString)delete [] CursorDrawString;}
};
void GunShot(POINT cursorpos);