📄 dummyobjmng.h
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// DummyObjMng.h: interface for the CDummyObjMng class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_DUMMYOBJMNG_H__ED6153B9_0B7A_42FC_97B0_B9112657B395__INCLUDED_)
#define AFX_DUMMYOBJMNG_H__ED6153B9_0B7A_42FC_97B0_B9112657B395__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define MAX_ACTION_NUM 20
#include "DummyNetwork.h"
#include "ResourceMng.h"
enum eDUMMYOBJSTATE
{
eDUMMYOBJSTATE_Alive = 0,
eDUMMYOBJSTATE_Die,
};
enum eACTION
{
eACTION_Revive = 0,
eACTION_Peace,
eACTION_Run,
eACTION_Ungi,
eACTION_MapChange,
eACTION_SaveLogin,
eACTION_Hunt,
};
// dummy obj °ü·Ã ¸ðµç 󸮸¦ ÇÑ´Ù.
class CDummyObjMng
{
protected:
CDummyNetwork* m_pNetwork;
DWORD m_dwHeroID;
int m_nObjectNum; // »ý¼ºµÈ ij¸¯ÅÍ ¼ö(0~3)
// hero info
SEND_HERO_TOTALINFO m_HeroTotalInfo;
BASEOBJECT_INFO* m_pHeroBaseObjInfo;
CHARACTER_TOTALINFO* m_pHeroChrTotalInfo;
HERO_TOTALINFO* m_pHeroTotalInfo;
SEND_MOVEINFO* m_pSendMoveInfo;
MOVE_INFO m_HeroMoveInfo;
// MUGONG_TOTALINFO* m_pHeroMugongTotalInfo;
// ITEM_TOTALINFO* m_pItemTotalInfo;
// BASEMOVE_INFO* m_pHeroBaseMoveInfo;
eDUMMYOBJSTATE m_DummyObjState;
SEND_MONSTER_TOTALINFO m_MonsterInfo;
// map
MAPDESC m_MapDesc;
DWORD m_dwCurMapNum;
DWORD m_dwToMap;
DWORD m_dwToMapNum;
// action
DWORD m_dwActionStartTime;
DWORD m_dwActionEstimateTime;
// move
float m_fMoveSpeed;
VECTOR3 m_vOldPosition;
int m_nMoveFlag;
// chatting
char m_sChat[256];
public:
BOOL m_bEnableMapChange; // ¿ÜºÎ controlº¯¼ö
BOOL m_bEnableAttack;
BOOL m_bEnableChat;
public:
CDummyObjMng();
virtual ~CDummyObjMng();
void Init( int id, CDummyNetwork* pNetwork );
void Exit();
void Process();
int m_nID;
public:
void SetObjectNum( int num ) { m_nObjectNum = num; }
int GetObjectNum();
void SetMapNum( DWORD mapnum );
void SetHeroTotalInfo( SEND_HERO_TOTALINFO info );
void SetDummyObjStateDie( DWORD id );
void SetLevelUp( int level );
void SetExp( int exp, int flag ); // flag 1 = get, 0 = loss
void SetMoney( int money, int flag ); // flag 0 = ¾ò±â, 1 = »ç¿ë, 2 = ÀÒ±â
void SetItem();
public:
int SelectAction(); // action ¼±ÅÃ
void ExeAction( int action ); // ½ÇÁ¦·Î action func ½ÇÇà
// action
// hero state flag
BOOL m_bPeace;
BOOL m_bUngi;
BOOL m_bRun;
BOOL m_bMapChange;
BOOL m_bLogin;
BOOL m_bHunt;
BOOL m_bRevive;
BOOL m_bMustUngi;
BOOL m_bFirstMove;
BOOL m_bForcedToMapChange;
int m_nSkillNum;
int m_nHuntCount;
int m_nMaxHuntCount;
void ActionPeaceWarMode();
void ActionUngiMode();
void ActionRunMode();
void ActionMapChange();
void ActionSaveLogin();
void ActionMoveToMapchangePoint();
void ActionMoveToLoginPoint();
void ActionMoveToMonster();
void ActionMove();
void ActionFollowMonster();
void ActionRevive();
void ActionSkill();
void ActionChatting( char* str );
// move
void CalMapChangePosition();
void CalLoginPosition();
void CalMonsterPosition();
void CalMovePosition();
void CalEstimateTime();
void ForcedToMapChange( int mapnum );
BOOL m_bFollow;
};
#endif // !defined(AFX_DUMMYOBJMNG_H__ED6153B9_0B7A_42FC_97B0_B9112657B395__INCLUDED_)
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