📄 mnplayer.cpp
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// MNPlayer.cpp: implementation of the MNPlayer class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "MNPlayer.h"
#include "NetWork.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CMNPlayer::CMNPlayer()
{
m_Location.nKind = eLOCATION_NULL;
m_Location.dwIndex = 0;
}
CMNPlayer::~CMNPlayer()
{
}
BOOL CMNPlayer::Init( DWORD dwPlayerID, DWORD dwAgentNum, DWORD UniqueIDinAgent, DWORD dwBackMapNum )
{
memset( &m_BaseObjectInfo, 0, sizeof(BASEOBJECT_INFO) );
memset( &m_CharacterInfo, 0, sizeof(CHARACTER_TOTALINFO) );
memset( &m_HeroInfo, 0, sizeof(HERO_TOTALINFO) );
m_AgentNum = dwAgentNum;
m_UnigueIDinAgent = UniqueIDinAgent;
m_BaseObjectInfo.dwObjectID = dwPlayerID;
m_dwBackMapNum = dwBackMapNum;
m_bCaptain = FALSE;
return TRUE;
}
void CMNPlayer::InitPlayerInfo(BASEOBJECT_INFO* pObjinfo, CHARACTER_TOTALINFO* pTotalinfo, HERO_TOTALINFO* pHeroinfo)
{
memcpy(&m_BaseObjectInfo,pObjinfo,sizeof(BASEOBJECT_INFO));
memcpy(&m_CharacterInfo,pTotalinfo,sizeof(CHARACTER_TOTALINFO));
memcpy(&m_HeroInfo,pHeroinfo,sizeof(HERO_TOTALINFO));
}
void CMNPlayer::SendMsg( MSGBASE* pMsg, int MsgLen )
{
pMsg->dwObjectID = GetID();
g_Network.Send2Server( m_AgentNum, (char*)pMsg, MsgLen );
}
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