📄 battlefactory_munpafield.cpp
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// BattleFactory_MunpaField.cpp: implementation of the CBattleFactory_MunpaField class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "BattleFactory_MunpaField.h"
#include "BattleTeam_MunpaField.h"
#ifdef _MAPSERVER_
#include "BattleSystem_server.h"
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CBattleFactory_MunpaField::CBattleFactory_MunpaField()
{
}
CBattleFactory_MunpaField::~CBattleFactory_MunpaField()
{
}
CBattle* CBattleFactory_MunpaField::CreateBattle(BATTLE_INFO_BASE* pCreateInfo, MAPTYPE MapNum)
{
MSG_BATTLESETTING_SYN_MUNPAFIELD* Info = (MSG_BATTLESETTING_SYN_MUNPAFIELD*)pCreateInfo;
#ifdef _MAPSERVER_
ASSERT(pCreateInfo->BattleKind == eBATTLE_KIND_MURIMFIELD)
CBattleFactory::CreateBattle(pCreateInfo, MapNum); //弊府靛甫 父电促.
#endif
// team1 setting
CBattleTeam_MunpaField* pBattleTeam1 = new CBattleTeam_MunpaField;
pBattleTeam1->Initialize(Info->BattleID,&Info->TeamInfo[eBattleTeam1]);
// team2 setting
CBattleTeam_MunpaField* pBattleTeam2 = new CBattleTeam_MunpaField;
pBattleTeam2->Initialize(Info->BattleID,&Info->TeamInfo[eBattleTeam2]);
// battle setting
CBattle_MunpaField* pBattle = new CBattle_MunpaField;
pBattle->Initialize(Info,pBattleTeam1,pBattleTeam2);
return pBattle;
}
void CBattleFactory_MunpaField::DeleteBattle(CBattle* pBattle)
{
#ifdef _MAPSERVER_
ASSERT(pBattle->GetBattleKind() == eBATTLE_KIND_MURIMFIELD)
CBattleFactory::DeleteBattle(pBattle); //弊府靛甫 瘤款促.
#endif
delete pBattle;
}
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