📄 serversystem.h
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// ServerSystem.h: interface for the CServerSystem class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SERVERSYSTEM_H__FD3EBFC3_EE3D_4505_A5A1_24DA471D20AB__INCLUDED_)
#define AFX_SERVERSYSTEM_H__FD3EBFC3_EE3D_4505_A5A1_24DA471D20AB__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "MHMap.h"
#include "IndexGenerator.h"
class CObject;
class CGridSystem;
class CPlayer;
class CMonster;
class CNpc;
class CTacticObject;
class CTacticStartInfo;
class CSkillObject;
class CBossMonster;
enum eNATION
{
eNATION_KOREA,
eNATION_CHINA,
};
class CServerSystem
{
// CYHHashTable<CItemObject> m_ItemObjectTable;
CGridSystem* m_pGridSystem;
CMHMap m_Map;
friend class CCharMove;
friend void GameProcess();
BOOL m_start;
// CIndexGenerator m_objectIdxGen;
WORD m_wMapNum;
//烙矫
int m_Nation;
public:
CServerSystem();
virtual ~CServerSystem();
//烙矫?
void SetNation();
int GetNation() { return m_Nation; }
void _5minProcess();
void Process();
void Start(WORD ServerNum);
void End();
CMHMap* GetMap() { return &m_Map; }
WORD GetMapNum() { return m_wMapNum; }
BOOL GetStart() { return m_start; }
void SetStart(BOOL state) { m_start = state; }
/*
CObject* GetObject(DWORD dwObjectID);
CPlayer* GetPlayer(DWORD dwPlayerID);
CMonster* GetMonster(DWORD dwMonsterID);
CNpc* GetNpc(DWORD dwNpcID);
*/
// CItemObject* GetItemObject(DWORD dwItemID);
CPlayer* AddPlayer(DWORD dwPlayerID, DWORD dwAgentNum,DWORD UniqueIDinAgent,int ChannelNum);
CPlayer* InitPlayerInfo(BASEOBJECT_INFO* pBaseObjectInfo,CHARACTER_TOTALINFO* pTotalInfo,HERO_TOTALINFO* pHeroInfo);
CMonster* AddMonster(DWORD dwSubID, BASEOBJECT_INFO* pBaseObjectInfo,MONSTER_TOTALINFO* pTotalInfo,VECTOR3* pPos);
CBossMonster* AddBossMonster(DWORD dwSubID, BASEOBJECT_INFO* pBaseObjectInfo,MONSTER_TOTALINFO* pTotalInfo,VECTOR3* pPos);
CNpc* AddNpc(BASEOBJECT_INFO* pBaseObjectInfo,NPC_TOTALINFO* pTotalInfo,VECTOR3* pPos);
CTacticObject* AddTacticObject(BASEOBJECT_INFO* pBaseObjectInfo,CTacticStartInfo* pInfo,CPlayer* pOperator,DIRINDEX Direction);
CSkillObject* AddSkillObject(CSkillObject* pSkillObj,VECTOR3* pPos);
// CItemObject* AddItemObject(ITEMBASE* pItemInfo,VECTOR3* pPos);
void RemovePlayer(DWORD dwPlayerID);
void RemoveMonster(DWORD dwPlayerID);
void RemoveBossMonster(DWORD dwMonster);
void RemoveNpc(DWORD dwPlayerID);
void RemoveTacticObject(DWORD dwTacticObjID);
void RemoveItemObject(DWORD ItemID);
void RemoveSkillObject(DWORD SkillObjectID);
inline CGridSystem* GetGridSystem() { return m_pGridSystem; }
void SendToOne(CObject* pObject,void* pMsg,int MsgLen);
void ReloadResourceData();
//////////////////////////////////////////////////////////////////////////
// Npc AI包访 窃荐甸
//void MonsterStateProc();
};
void GameProcess();
void _5minGameProcess();
extern CServerSystem * g_pServerSystem;
void OnConnectServerSuccess(DWORD dwIndex, void* pVoid);
void OnConnectServerFail(void* pVoid);
#endif // !defined(AFX_SERVERSYSTEM_H__FD3EBFC3_EE3D_4505_A5A1_24DA471D20AB__INCLUDED_)
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