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📄 characterdialog.h

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// CharacterDialog.h: interface for the CCharacterDialog class.
//
//////////////////////////////////////////////////////////////////////

#if !defined(AFX_CHARACTERDIALOG_H__EF27ABB3_EA18_4466_88E9_4035E3807912__INCLUDED_)
#define AFX_CHARACTERDIALOG_H__EF27ABB3_EA18_4466_88E9_4035E3807912__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#include "./Interface/cDialog.h"
#include "./Interface/cStatic.h"
#include "./Interface/cGuagen.h"

class CMunpaMarkDialog;
class cStatic;


struct CHARSTATICCTRL
{
	cStatic* munpa;
	cStatic* jikwe;
	cStatic* fame;
	cStatic* badfame;
	cStatic* name;
//	cStatic* stage;		// °æÁö
//	cStatic* job;		// Á÷¾÷
//	cStatic* ideology;	// °¡Ä¡°ü

	cStatic* genGoal;
	cStatic* simmak;
	cStatic* minchub;
	cStatic* cheryuk;
	cStatic* level;
	cStatic* expPercent;		// °ÔÀÌÁö·Î Ç¥½Ã
	cStatic* point;		// ÀÜ¿©Æ÷ÀÎÆ®

	cStatic* meleeattack;	// °ø°Ý·Â
	cStatic* rangeattack;	// °ø°Ý·Â
	cStatic* defense;
//	cStatic* kyeongkong;
//	cStatic* move;
	cStatic* life;
	cStatic* Shield;
	cStatic* naeryuk;
//	cStatic* dok;

	cStatic* spname;
	cStatic* critical;
	cStatic* attackdistance;
	
};

struct ATTRDEFENCE
{
	ATTRIBUTE_VAL<cStatic*> pStatic;
	ATTRIBUTE_VAL<cGuagen*> pGuage;

	void SetValue(WORD attrib,WORD value)
	{
		char temp[32];
		sprintf(temp,"%d%%",value);
		pStatic.GetElement_Val(attrib)->SetStaticText(temp);
		pGuage.GetElement_Val(attrib)->SetValue(value*0.01f);
	}
};
class cGuagen;

class CCharacterDialog  : public cDialog
{
	CHARSTATICCTRL		m_ppStatic;			// °ªÀÌ Ãâ·ÂµÉ º¯¼öµé
	cButton *			m_pPointBtn[MAX_BTN_POINT];
	int					m_nocoriPoint;
	CMunpaMarkDialog*	m_pMunpaMarkDlg;

	ATTRDEFENCE			m_AttrDefComponent;

public:
	CCharacterDialog();
	virtual ~CCharacterDialog();
	virtual void Init(LONG x, LONG y, WORD wid, WORD hei, cImage * basicImage, LONG ID=0);
	void Linking();
	virtual void SetActive( BOOL val );	

	void UpdateData();				// °ÅÀÇ º¯ÇÏÁö ¾Ê´Â°Í
	CHARSTATICCTRL * GetCharacterData(){return &m_ppStatic;}
	void RefreshMunpaInfo();

	void SetLevel(LEVELTYPE level);
	void SetLife(DWORD life);
	void SetShield(DWORD Shield);
	void SetNaeRyuk(DWORD naeryuk);
	void SetGenGol();
	void SetMinChub();
	void SetCheRyuk();
	void SetSimMek();
	void SetExpPointPercent(float perc);
	void SetAttackRate();
	void SetDefenseRate();
	
	void SetCritical();
	void SetAttackRange();
	void SetFame(FAMETYPE fame);
	void SetBadFame(FAMETYPE badfame);

	void SetPointLeveling(BOOL val, WORD point=0);
	void OnAddPoint(BYTE whatsPoint);
};

#endif // !defined(AFX_CHARACTERDIALOG_H__EF27ABB3_EA18_4466_88E9_4035E3807912__INCLUDED_)

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