📄 msgitem.h
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// MsgItem.h: interface for the CMsgItem class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_MSGITEM_H__9AB1BCEA_F6D1_4413_A39D_8AC35C9FF655__INCLUDED_)
#define AFX_MSGITEM_H__9AB1BCEA_F6D1_4413_A39D_8AC35C9FF655__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "NetMsg.h"
enum { ITEMACT_NONE =0,
ITEMACT_BUY, // to server, id: idNpc, data: idItemType
ITEMACT_SELL, // to server, id: idNpc, data: idItem
ITEMACT_DROP, // to server, x, y
ITEMACT_USE, // to server, data: position
ITEMACT_EQUIP =5, // to client,通知装备物品
ITEMACT_UNEQUIP, // to server, data: position
ITEMACT_SPLITITEM, // to server, data: num
ITEMACT_COMBINEITEM, // to server, data: id
ITEMACT_QUERYMONEYSAVED, // to server/client, id: idNpc, data: nMoney
ITEMACT_SAVEMONEY =10, // to server, id: idNpc, data: nMoney
ITEMACT_DRAWMONEY, // to server, id: idNpc, data: nMoney
ITEMACT_DROPMONEY, // to server, x, y
ITEMACT_SPENDMONEY, // 无意义,暂保留
ITEMACT_REPAIR, // to server, return MsgItemInfo
ITEMACT_REPAIRALL =15, // to server, return ITEMACT_REPAIRAll, or not return if no money
ITEMACT_IDENT, // to server, return MsgItemInfo
ITEMACT_DURABILITY, // to client, update durability
ITEMACT_DROPEQUIPMENT, // to client, delete equipment
ITEMACT_IMPROVE, // to server, improve equipment
ITEMACT_UPLEV =20, // to server, upleve equipment
ITEMACT_BOOTH_QUERY, // to server, open booth, data is npc id
ITEMACT_BOOTH_ADD, // to server/client(broadcast in table), id is idItem, data is money
ITEMACT_BOOTH_DEL, // to server/client(broadcast), id is idItem, data is npc id
ITEMACT_BOOTH_BUY, // to server, id is idItem, data is npc id
ITEMACT_SYNCHRO_AMOUNT =25, // to client(data is amount)
ITEMACT_FIREWORKS,
ITEMACT_COMPLETE_TASK, // to server, 完成佣兵任务, id=任务ID, dwData=提交的物品,如果没有则为ID_NONE
ITEMACT_EUDEMON_EVOLVE, // to server, 幻兽进化, id=幻兽物品ID,dwData=进化成的类型,取值范围1~2
ITEMACT_EUDEMON_REBORN, // to server, 幻兽复活,id=幻兽物品ID, data=宝石ID
ITEMACT_EUDEMON_ENHANCE =30, // to server, 幻兽强化,id=幻兽物品ID, data=宝石ID
ITEMACT_CALL_EUDEMON, // to server, 召唤幻兽,id=幻兽物品ID
ITEMACT_KILL_EUDEMON, // to server, 收回幻兽,id=幻兽物品ID
// to client, 收回幻兽的光效表现,id=幻兽物品ID, dwData=幻兽ID
ITEMACT_EUDEMON_EVOLVE2, // to server, 幻兽二次进化, id=幻兽物品ID,dwData=进化成的类型,取值范围1~8
ITEMACT_EUDEMON_ATKMODE, // to server, 设置幻兽攻击模式, id=幻兽物品ID,dwData=攻击模式,取值范围1~3
ITEMACT_ATTACH_EUDEMON =35, // 幻兽与人合体, id=幻兽物品ID
ITEMACT_DETACH_EUDEMON, // 解除幻兽与人合体状态, id=幻兽物品ID
};
class CMsgItem : public CNetMsg
{
public:
CMsgItem();
virtual ~CMsgItem();
BOOL Create (OBJID id, int nAction, int nPosition = ITEMPOSITION_NONE);
// BOOL Create (DWORD dwData, int nAction);
public:
BOOL Create (char* pMsgBuf, DWORD dwSize);
void Process (void* pInfo);
protected:
typedef struct {
MSGHEAD_DEFINE
OBJID id;
union {
DWORD dwData;
struct {
USHORT usPosY;
USHORT usPosX;
};
};
USHORT usAction;
OBJID idTarget; // 目标对象ID,ID_NONE表示自己
}MSG_Info;
MSG_Info* m_pInfo;
};
#endif // !defined(AFX_MSGITEM_H__9AB1BCEA_F6D1_4413_A39D_8AC35C9FF655__INCLUDED_)
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