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Divine FantasyDlg.h
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Divine FantasyDlg.h
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// Divine FantasyDlg.h : header file
//
#pragma once
#include <string>
#include <iostream>
#include "Player.h"
#include <stdlib.h>
#include "Mage.h"
#include "Warlock.h"
#include "Wizard.h"
#include "Warrior.h"
#include "Knight.h"
#include "Assassin.h"
#include <stack>
#include <vector>
#include "Command.h"
// CDivineFantasyDlg dialog
class CDivineFantasyDlg : public CDialogEx
{
// Construction
public:
CDivineFantasyDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
enum { IDD = IDD_DIVINEFANTASY_DIALOG };
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
// Implementation
protected:
HICON m_hIcon;
// Generated message map functions
virtual BOOL OnInitDialog();
afx_msg void OnSysCommand(UINT nID, LPARAM lParam);
afx_msg void OnPaint();
afx_msg HCURSOR OnQueryDragIcon();
DECLARE_MESSAGE_MAP()
public:
afx_msg void OnLbnSelchangeresponse();
afx_msg void OnBnClickedStart();
afx_msg void OnBnClickeddiceroll();
afx_msg void OnStnClickeddiceroll();
int m_roll;
int type;
int m_isPressed;
int numPlayerTurn;
void addPlayer(int player_type);
void Execute(int dice_result);
void setLoc(Player &p, int dice_result);
void encounter(Player &p);
// afx_msg void OnEnChangeplayerturn();
int m_turn;
int player1_type;
int player2_type;
CString player1_name;
CString player2_name;
CString terrain;
CString info;
afx_msg void OnBnClickedundo();
afx_msg void OnBnClickedredo();
CTypedPtrArray<CObArray, Player*> players;
stack<Command*> commands, undoes;
afx_msg void OnBnClickedsave();
afx_msg void OnBnClickedsave2();
CBitmap end, market, gate, village;
int m_2gold;
int m_2hp;
int m_2kills;
int m_2stat;
int m_2sword1;
int m_2sword2;
int m_2sword3;
int m_1hp;
int m_1gold;
int m_1kills;
int m_1stat;
int m_1sword1;
int m_1sword2;
int m_1sword3;
};