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📄 msgmagiceffect.h

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///////////////////////////////////////////////////////////
//
//		CMsgMagicEffect.h
//

#ifndef		_MSGMAGICEFFECT_H_
#define		_MSGMAGICEFFECT_H_

#include "NetMsg.h"


//////////////////////////////////////////////////////////////////////
enum {
		MAGICSORT_ATTACK			= 1,
		MAGICSORT_RECRUIT			= 2,			// auto active too.
		MAGICSORT_CROSS				= 3,
		MAGICSORT_FAN				= 4,
		MAGICSORT_BOMB				= 5,
		MAGICSORT_ATTACHSTATUS		= 6,
		MAGICSORT_DETACHSTATUS		= 7,
		MAGICSORT_SQUARE			= 8,
		MAGICSORT_JUMPATTACK		= 9,			// move, a-lock
		MAGICSORT_RANDOMTRANS		= 10,			// move, a-lock
		MAGICSORT_DISPATCHXP		= 11,
		MAGICSORT_COLLIDE			= 12,			// move, a-lock & b-synchro
		MAGICSORT_SERIALCUT			= 13,			// auto active only.
		MAGICSORT_LINE				= 14,			// support auto active(random).
		MAGICSORT_ATKRANGE			= 15,			// auto active only, forever active.
		MAGICSORT_ATKSTATUS			= 16,			// support auto active, random active.
		MAGICSORT_CALLTEAMMEMBER	= 17,
		MAGICSORT_RECORDTRANSSPELL	= 18,
		MAGICSORT_TRANSFORM			= 19,
		MAGICSORT_ADDMANA			= 20,			// support self target only.
		MAGICSORT_LAYTRAP			= 21,
		MAGICSORT_DANCE				= 22,			// 跳舞(only use for client)
};

///////////////////////////////////////////////////////////
typedef struct 
{
	DWORD	idRole;
	DWORD	dwData;
}EffectRoleStruct;

class CMsgMagicEffect : public CNetMsg
{
public:
	CMsgMagicEffect();
	virtual ~CMsgMagicEffect();

public:		//接口函数
	BOOL	Create(OBJID idUser, int nType, int nLevel, OBJID idTarget, DWORD dwData);
	BOOL	CreateByPos(OBJID idUser, int nType, int nLevel, int x, int y, OBJID idTarget=ID_NONE, DWORD dwPower=0);		// 成片攻击都传坐标
	BOOL	CreateCollide(OBJID idUser, int nType, int nLevel, OBJID idTarget, DWORD dwData, int nCollideDir);
	BOOL	AppendRole(OBJID idRole, DWORD dwData);

public:
	BOOL			Create		(char* pMsgBuf, DWORD dwSize);
	void			Process		(CGameSocket* pSocket);

private:
	typedef struct
	{
		MSGHEAD_DEFINE

		OBJID				idUser;
		union{
			OBJID				idTarget;
			struct{
				USHORT				usPosX;
				USHORT				usPosY;
			};
			UCHAR				ucCollideDir;			// 8: no move
		};
		USHORT				usType;
		USHORT				usLevel;
		UCHAR				ucEffectNum;		// 可能为0
		EffectRoleStruct	setEffectRole[1];			// 变长
	}MSG_Info;

	MSG_Info*	m_pInfo;
};

#endif

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