📄 lootingmanager.h
字号:
// LootingManager.h: interface for the CLootingManager class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_LOOTINGMANAGER_H__4CC47E46_1F53_463C_8A19_C021E23BCAF2__INCLUDED_)
#define AFX_LOOTINGMANAGER_H__4CC47E46_1F53_463C_8A19_C021E23BCAF2__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define LOOTINGMGR CLootingManager::GetInstance()
class CPlayer;
class CLootingRoom;
class CLootingManager
{
protected:
CYHHashTable<CLootingRoom> m_htLootingRoom;
CMemoryPoolTempl<CLootingRoom>* m_mpLootingRoom;
CYHHashTable<CLootingRoom> m_htDeleteRoom;
public:
CLootingManager();
virtual ~CLootingManager();
MAKESINGLETON( CLootingManager );
BOOL IsLootingSituation( CPlayer* pDiePlayer, CObject* pAttacker );
void CreateLootingRoom( CPlayer* pDiePlayer, CPlayer* pAttackPlayer );
CLootingRoom* GetLootingRoom( DWORD dwDiePlayer );
BOOL IsLootedPlayer( DWORD dwPlayerIdx );
void Loot( DWORD dwDiePlayer, int nArrayNum );
int GetLootingChance( DWORD dwBadFame );
int GetLootingItemNum( DWORD dwBadFame );
int GetWearItemLootingRatio( DWORD dwBadFame );
void CloseLootingRoom( DWORD dwDiePlayer, BOOL bMsgToClient );
void DiePlayerExitPanelty( CPlayer* pPlayer );
void LootingCancel( CPlayer* pPlayer );
void ProcessTimeOutCheck();
};
#endif // !defined(AFX_LOOTINGMANAGER_H__4CC47E46_1F53_463C_8A19_C021E23BCAF2__INCLUDED_)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -