📄 npcmanager.h
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// NpcManager.h: interface for the CNpcManager class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_NPCMANAGER_H__D2C21D0D_B629_4AD2_9CE4_0BB87EA93A8C__INCLUDED_)
#define AFX_NPCMANAGER_H__D2C21D0D_B629_4AD2_9CE4_0BB87EA93A8C__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "define.h"
#include "protocol.h"
#include "AiNpc.h"
#include "GameObjSet.h"
#include "T_MyQueue.h"
typedef IGameObjSet<CNpc> INpcSet;
typedef CGameObjSet<CNpc> CNpcSet;
class INpcManager
{
public:
virtual ~INpcManager() {}
virtual void Release() PURE_VIRTUAL_FUNCTION
virtual bool DelAllMonster() PURE_VIRTUAL_FUNCTION_0
virtual bool CreateMonster(const ST_CREATENEWNPC* pInfo) PURE_VIRTUAL_FUNCTION_0
virtual bool CreateSynPet(const ST_CREATENEWNPC* pInfo, LPCTSTR pszName=NULL) PURE_VIRTUAL_FUNCTION_0
virtual CMonster* CreateCallPet(CUser* pUser, OBJID idType, int x, int y) PURE_VIRTUAL_FUNCTION_0
// 创建幻兽 -- zlong 2004-02-05
virtual CMonster* CreateEudemon(CUser* pUser, CItem* pItem, int x, int y) PURE_VIRTUAL_FUNCTION_0
};
class CNpcManager : INpcManager
{
public:
CNpcManager(PROCESS_ID idProcess);
virtual ~CNpcManager();
INpcManager* GetInterface() { return (INpcManager*)this; }
bool Create();
public:
virtual void Release() { delete this; }
virtual bool DelAllMonster();
virtual bool CreateMonster(const ST_CREATENEWNPC* pInfo);
virtual bool CreateSynPet(const ST_CREATENEWNPC* pInfo, LPCTSTR pszName=NULL);
virtual CMonster* CreateCallPet(CUser* pUser, OBJID idType, int x, int y);
// 创建幻兽 -- zlong 2004-02-05
virtual CMonster* CreateEudemon(CUser* pUser, CItem* pItem, int x, int y);
protected: // ctrl
PROCESS_ID m_idProcess;
public:
MYHEAP_DECLARATION(s_heap)
};
#endif // !defined(AFX_NPCMANAGER_H__D2C21D0D_B629_4AD2_9CE4_0BB87EA93A8C__INCLUDED_)
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