//------------------------------------------------------------------------------ /** TerrainObject @author ±èÁö¿Ï @since @remarks - */ #pragma once #include "mapobject.h" class TerrainObject : public MapObject { public: TerrainObject(); virtual ~TerrainObject(); BOOL IsFallDown(); void SetFallDown(BOOL bStart); BOOL AddTileIndex(int iIndex); BOOL DeleteTileIndex(int iIndex); void DeleteAllTileIndex(); inline int pubGetTileNum(){ return m_iTileIndexArray.Size();} inline int pubGetTileIndex(int iIndex){return m_iTileIndexArray[iIndex];} private: virtual BOOL Create(DWORD dwObjectKey, APPEARANCEINFO * pAppearInfo); virtual void Destroy( void ); virtual BOOL Render(); virtual void RenderInfo(); virtual void RenderFocus(); virtual WzID GetCurrentIdleAnimation(); BOOL AddFallDownPlayer(DWORD dwId); BOOL RemoveAllFallDownPlayer(); inline int GetTileNum(){ return m_iTileIndexArray.Size();} inline int GetTileIndex(int iIndex){return m_iTileIndexArray[iIndex];} private: nArray m_iTileIndexArray; nArray m_dwPlayerIdArray; BOOL m_bStartFallDown; };