📄 msgnpc.h
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// MsgNpc.h: interface for the CMsgNpc class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_MSGNPC_H__B662BA21_4E11_41B2_B997_584B4833F266__INCLUDED_)
#define AFX_MSGNPC_H__B662BA21_4E11_41B2_B997_584B4833F266__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "NetMsg.h"
//define constant ..
enum {
EVENT_BEACTIVED = 0, // to server // 触发
EVENT_ADDNPC, // no use
EVENT_LEAVEMAP, // to client // 删除
EVENT_DELNPC, // to server
EVENT_CHANGEPOS, // to client/server
EVENT_LAYNPC, // to client(id=region,data=lookface), answer MsgNpcInfo(CMsgPlayer for statuary)
};
class CMsgNpc : public CNetMsg
{
public:
CMsgNpc();
virtual ~CMsgNpc();
BOOL Create (int nAction, OBJID id, int nType = 0, DWORD dwData = 0);
public:
BOOL Create (char* pMsgBuf, DWORD dwSize);
void Process (CGameSocket* pSocket);
protected:
typedef struct {
MSGHEAD_DEFINE
OBJID id; // may be ID_NONE, EVENT_LAYNPC: region
union{
DWORD dwData;
struct{
USHORT usPosX;
USHORT usPosY;
};
};
unsigned short usAction;
unsigned short usType;
}MSG_Info;
MSG_Info* m_pInfo;
};
#endif // !defined(AFX_MSGNPC_H__B662BA21_4E11_41B2_B997_584B4833F266__INCLUDED_)
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