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📄 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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