📄 msgaction.h
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// MsgAction.h: interface for the CMsgAction class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_MSGDIR_H__950C0770_DB2D_4D79_970C_E2863ECE9614__INCLUDED_)
#define AFX_MSGDIR_H__950C0770_DB2D_4D79_970C_E2863ECE9614__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "NetMsg.h"
enum { actionNone =0,
actionChgDir =1,
actionPosition =2,
actionEmotion =3,
actionBroadcastPos =4,
actionDivorce = 5,
actionSelfUnfreeze =6,
actionChgMap =7,
actionFlyMap =8,
actionChgWeather =9,
actionFireworks = 10,
actionDie =11,
actionQuitSyn =12,
actionWalk =13,
actionEnterMap =14, // 登录第1步,通知客户端登录成功,玩家已经进入地图。仅玩家! (to client: idUser is Map)
actionGetItemSet = 15,
actionGetGoodFriend =16,
actionForward =17,
actionLeaveMap =18, // 服务器->客户端,idPlayer。与CMsgPlayer对应,表示玩家离开地图,要求删除对象。
actionJump =19,
actionRun = 20,
actionEquip =21,
actionUnequip =22,
actionUplev =23, // 玩家升级(只显示动画)
actionXpCLear =24,
actionReborn = 25,
actionDelRole =26,
actionGetWeaponSkillSet =27,
actionGetMagicSet =28,
actionSetPkMode =29,
actionGetSynAttr = 30,
actionGhost =31, // 变鬼
actionSynchro =32, // 坐标同步
actionQueryFriendInfo =33, // idTarget = friend id
actionQueryLeaveWord =34,
actionChangeFace = 35,
actionMine =36,
actionTeamMemeberPos =37,
actionQueryPlayer =38,
actionAbordMagic =39,
actionMapARGB = 40, // to client only
actionMapStatus =41, // to npc server only, idTarget = map id.
actionQueryTeamMember =42,
actionCreateBooth =43, // 开始摆摊 to server - unPosX,unPosY: playerpos; unDir:dirofbooth; to client - idTarget:idnpc;
actionSuspendBooth =44, // 收起摆摊
actionResumeBooth = 45, // 继续摆摊 to server - unPosX,unPosY: playerpos; unDir:dirofbooth; to client - idTarget:idnpc;
actionDestroyBooth =46, // 停止摆摊
actionQueryCryOut =47, // 查询摆摊吆喝
actionPostCmd =48, // to client only
actionQueryEquipment =49, // to server //idTarget为需要query的PlayerID
actionAbortTransform = 50, // to server
actionCombineSubSyn =51, // to client, idUser-> idSubSyn, idTarget-> idTargetSyn
actionTakeOff =52, // to server, wing user take off
actionGetMoney =53, // to client only // 捡到500以及500以上钱,只传给自己,dwData为捡到的钱
actionCancelKeepBow =54, // to server, cancel keep_bow status
actionQueryEnemyInfo = 55, // idTarget = enemy id // to server
actionMoveStop =56, // to target client, data=milli secs.
actionKickBack =57, // to client idUser is Player ID, unPosX unPosY is Player pos, client answer actionSynchro
actionLockUser =91, // 锁定客户端并同步坐标方向
actionUnlockUser =92, // 解锁客户端并同步坐标方向
actionMagicTrack =93, // 同步坐标方向
// for ai server
actionSuperChgMap = 200, // to game server, data=idMap
actionFullItem = 201, // to game server, data=itemtype
actionChangeMapDoc = 202,//no use // to ai server, idUser=idMap, data=idDoc
actionAddTerrainObj = 203, // to ai server, idUser=idMap, data=idOwner, ncp_id=idTerrainObj
actionDelTerrainObj = 204, // to ai server, idUser=idMap, data=idOwner
};
class CMsgAction : public CNetMsg
{
public:
CMsgAction();
virtual ~CMsgAction();
BOOL Create (OBJID idPlayer, int nPosX, int nPosY, USHORT usDir, USHORT usAction, DWORD dwData=0);
BOOL Create (OBJID idPlayer, int nPosX, int nPosY, USHORT usDir, USHORT usAction, USHORT usTargetPosX, USHORT usTargetPosY);
public:
BOOL Create (char* pMsgBuf, DWORD dwSize);
void Process (void *pInfo);
protected:
typedef struct {
MSGHEAD_DEFINE
DWORD dwTimeStamp;
OBJID idUser;
USHORT unPosX, unPosY;
USHORT unDir;
union {
OBJID idTarget;
DWORD dwData;
INT iData;
BOOL bSucDone;
struct {
USHORT usTargetPosX;
USHORT usTargetPosY;
};
};
USHORT usAction;
}MSG_Info;
MSG_Info* m_pInfo;
};
#endif // !defined(AFX_MSGDIR_H__950C0770_DB2D_4D79_970C_E2863ECE9614__INCLUDED_)
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