📄 servermem.h
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// ServerMem.h: interface for the ServerMem class.
//
//
//
////////////////////////////////////////////////////////////////////////////////////////
#if !defined( _SERVERMEM_H_ )
#define _SERVERMEM_H_
//#include "command.h"
#include "XPtrList.h"
#include "SafeList.h" // STL LIST
#include "ActiveQuest.h"
#include "MemPool.h"
#include "CGuildSkill.h"
#include "../Parameter/AIMsg.h"
#include "PlayerInfo.h"
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class NPC;
class ServerMem
{
public:
ServerMem();
~ServerMem();
CMemPool< CAIMsg > * m_AIMsgPool; // AI Msg
CMemPool< CGuildSkill > * m_GuildSkillPool; //
private:
CXPtrList m_listZemiPacket; // Zemi Packet
CXPtrList m_listWorldPacket; // World Packet
CXPtrList m_listActiveQuest; // Active Quest
#ifdef DEF_CHECK_QUESTDONE
CXPtrList m_listQuestDoneInfo; // QuestDoneInfo
#endif
SafeList m_PoolMonster; // Monster Memory POOL
SafeList m_PoolAttacker; // Attacker Memory POOL
public:
NPC* Pool_Monster_Pop();
void Pool_Monster_Push(void *pNPC, int pDebugCode = 0 );
void WorldPacket_Push(_LPDBPACKET pWorldPacket);
_LPDBPACKET WorldPacket_Pop();
void ActiveQuest_Push( CActiveQuest *pActiveQuest );
CActiveQuest* ActiveQuest_Pop();
#ifdef DEF_CHECK_QUESTDONE
void QuestSuccessInfo_Push( _QUEST_SUCCESS_INFO* pQuestDone );
_QUEST_SUCCESS_INFO* QuestSuccessInfo_Pop();
#endif
// ZEMI PAKCET
void ZemiPacket_Push( _LPZEMIPACKET pZemiPacket );
_LPZEMIPACKET ZemiPacket_Pop();
// Active Quest
};
#endif
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