📄 actionsetposition.h
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//////////////////////////////////////////////////////////////////////////////// Filename : ActionSetPosition.h// Written By : // Description :// NPC 狼 檬扁 困摹甫 汲沥茄促. 1雀父 角青登绢具 茄促.//////////////////////////////////////////////////////////////////////////////#ifndef __ACTION_SET_POSITION_H__#define __ACTION_SET_POSITION_H__#include "Types.h"#include "Exception.h"#include "Action.h"#include "ActionFactory.h"#include "Creature.h"//////////////////////////////////////////////////////////////////////////////// class ActionSetPosition;//////////////////////////////////////////////////////////////////////////////class ActionSetPosition : public Action {public: virtual ActionType_t getActionType() const throw() { return ACTION_SET_POSITION; } virtual void read(PropertyBuffer & propertyBuffer) throw(Error); virtual void execute(Creature* pCreature1, Creature* pCreature2 = NULL) throw(Error); virtual string toString() const throw();public: ZoneID_t getZoneID() const throw() { return m_ZoneID; } void setZoneID(ZoneID_t zoneID) throw() { m_ZoneID = zoneID; } ZoneCoord_t getX() const throw() { return m_X; } ZoneCoord_t getY() const throw() { return m_Y; } Dir_t getDir() const throw() { return m_Dir; } void setX(ZoneCoord_t x) throw() { m_X = x; } void setY(ZoneCoord_t y) throw() { m_Y = y; } void setDir(Dir_t dir) throw() { m_Dir = dir; } Creature::MoveMode getMoveMode() const throw() { return m_MoveMode; } void setMoveMode(Creature::MoveMode moveMode) throw() { m_MoveMode = moveMode; }private: ZoneID_t m_ZoneID; ZoneCoord_t m_X; ZoneCoord_t m_Y; Dir_t m_Dir; Creature::MoveMode m_MoveMode;};////////////////////////////////////////////////////////////////////////////////// class ActionSetPositionFactory;////////////////////////////////////////////////////////////////////////////////class ActionSetPositionFactory : public ActionFactory {public: virtual ActionType_t getActionType() const throw() { return Action::ACTION_SET_POSITION; } virtual string getActionName() const throw() { return "SetPosition"; } virtual Action* createAction() const throw() { return new ActionSetPosition(); }};#endif
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