📄 msgitem.h
字号:
// 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 =1, // to server, id: idNpc, data: idItemType
ITEMACT_SELL =2, // to server, id: idNpc, data: idItem
ITEMACT_DROP =3, // to server, HIWORD(data): x, LOWORD(data): y
ITEMACT_USE =4, // to server, data: position
ITEMACT_EQUIP =5, // to client,通知装备物品
ITEMACT_UNEQUIP =6, // to server, data: position
ITEMACT_SPLITITEM =7, // to server, data: num
ITEMACT_COMBINEITEM =8, // to server, data: id
ITEMACT_QUERYMONEYSAVED =9, // to server/client, id: idNpc, data: nMoney
ITEMACT_SAVEMONEY =10, // to server, id: idNpc, data: nMoney
ITEMACT_DRAWMONEY =11, // to server, id: idNpc, data: nMoney
ITEMACT_DROPMONEY =12, // to server, HIWORD(data): x, LOWORD(data): y
ITEMACT_SPENDMONEY =13, // 无意义,暂保留
ITEMACT_REPAIR =14, // to server, return MsgItemInfo
ITEMACT_REPAIRALL =15, // to server, return ITEMACT_REPAIRAll, or not return if no money
ITEMACT_IDENT =16, // to server, return MsgItemInfo
ITEMACT_DURABILITY =17, // to client, update durability
ITEMACT_DROPEQUIPMENT =18, // to client, delete equipment
ITEMACT_IMPROVE =19, // to server, improve equipment
ITEMACT_UPLEV =20, // to server, upleve equipment
ITEMACT_BOOTH_QUERY =21, // to server, open booth, data is npc id
ITEMACT_BOOTH_ADD =22, // to server/client, id is idItem, data is money
ITEMACT_BOOTH_DEL =23, // to server/client, id is idItem, data is npc id
ITEMACT_BOOTH_BUY =24, // to server, id is idItem, data is npc id
ITEMACT_SYNCHRO_AMOUNT =25, // to client(data is amount)
ITEMACT_FIREWORKS =26,
ITEMACT_COMPLETE_TASK =27, // 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 =28, // to server, 幻兽进化, id=幻兽物品ID,其它参数无意义
ITEMACT_EUDEMON_REBORN =29, // to server, 幻兽复活,id=幻兽ID, data=宝石ID
ITEMACT_EUDEMON_ENHANCE =30, // to server, 幻兽强化,id=幻兽ID, data=宝石ID
ITEMACT_CALL_EUDEMON =31, // to server, 召唤幻兽,id=幻兽物品ID
ITEMACT_KILL_EUDEMON =32, // to server, 收回幻兽,id=幻兽物品ID
ITEMACT_EUDEMON_EVOLVE2 =33, // 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 =34, // 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, // to server, 幻兽与人合体, id=幻兽物品ID
ITEMACT_DETACH_EUDEMON =36, // to server, 解除幻兽与人合体状态, id=幻兽物品ID
};
enum EATK_MODE {
EATK_MODE_NONE = 0, // 无类型
EATK_MODE_ATK, // 攻击
EATK_MODE_ATKDEF, // 攻防
EATK_MODE_DEF, // 防御
EATK_MODE_LIMIT,
};
class CMsgItem : public CNetMsg
{
public:
CMsgItem();
virtual ~CMsgItem();
BOOL CreateForUseItem (OBJID id, DWORD data, int nAction, OBJID idTarget);
BOOL Create (OBJID id, DWORD data, int nAction);
BOOL Create (OBJID id, int nAction);
BOOL Create (OBJID id, USHORT usPosX, USHORT usPosY, int nAction);
public:
BOOL Create (char* pMsgBuf, DWORD dwSize);
void Process (void* pInfo);
protected:
typedef struct {
unsigned short unMsgSize;
unsigned short unMsgType;
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_)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -