📄 gameplayerset.h
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// GamePlayerSet.h: interface for the CGamePlayerSet class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_GAMEPLAYERSET_H__002C9957_B925_44B4_A009_7335AD638B68__INCLUDED_)
#define AFX_GAMEPLAYERSET_H__002C9957_B925_44B4_A009_7335AD638B68__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "basefunc.h"
#include "Role.h"
#include "Game3DEffectEx.h"
#include <deque>
#include "Player.h"
using namespace std;
class CPlayer;
typedef deque<CPlayer* > DEQUE_PLAYER;
enum
{
SYNDICATE_ALLY = 0, // 结盟
SYNDICATE_ANTAGONIZE = 1, // 敌对
SYNDICATE_SELF = 2, // 本帮
SYNDICATE_NORMAL = 3, // 其他帮派
SYNDICATE_SUB = 4, // 分团
SYNDICATE_SUBSUB = 5, // 分队
};
enum
{
PLAYER_NORMAL = 0x0000,
PLAYER_INCLUDESELF = 0x0001,
PLAYER_INCLUDEDEAD = 0x0002,
PLAYER_MONSTERPRI = 0x0004,
PLAYER_PLAYERPRI = 0x0008,
PLAYER_INCLUDEDEADMONSTER = 0x0010,
PLAYER_DEADONLY = 0x0020,
};
typedef struct
{
OBJID idTopSyndicate;
OBJID idSyndicate;
char szSyndicateName[_MAX_NAMESIZE];
char szSyndicateLeaderName[_MAX_NAMESIZE];
DWORD dwStatus;
}InfoSyndicate;
#include <vector>
typedef vector<InfoSyndicate*> VECTOR_SYNDICATEINFO;
class CGamePlayerSet {
public:
CGamePlayerSet(void);
virtual ~CGamePlayerSet(void);
void Init (void);
void Destroy (void);
BOOL AddPlayer (CPlayer* pPlayer);
BOOL DelPlayer (OBJID id, BOOL bDelobj=true);
void DelAllPlayer(BOOL bExcludeMyPet = false);
int GetPlayerAmount (void) const {return m_dequePlayer.size();}
CPlayer* GetPlayerByIndex(DWORD dwIndex) const;
CPlayer* GetPlayer (const char* pszName) const;
CPlayer* GetPlayer (OBJID id, BOOL bIncludeSelf=false) const;
CPlayer* GetPlayer (int nMapX, int nMapY, int nRoleType = _ROLE_NPC_NONE) const;
void ShowX (void);
void Process (int nHeroX, int nHeroY);
void ProcessManager(int nHeroX, int nHeroY);
CPlayer* GetFocusPlayer (DWORD dwFlag=PLAYER_NORMAL);
private:
DEQUE_PLAYER m_dequePlayer;
CPlayer* m_pFocusPlayer;
DWORD m_dwTimeFor3DRole;
private:
VECTOR_SYNDICATEINFO m_setSyndicateInfo;
void DestroySyndicateInfo();
OBJID m_idWhiteSyn;
OBJID m_idBlackSyn;
public:
CGame3DEffectEx m_objFaceEffectWhite;
CGame3DEffectEx m_objFaceEffectBlack;
public:
BOOL AddSyndicate(OBJID idSyndaicate,OBJID idTopSyndaicate, char* pszName,char* pszLeaderName,DWORD dwStatus);
void UpdateSyndicateName(OBJID idSyndaicate);
char* GetSyndicateName(OBJID idSyndaicate);
OBJID GetSyndicateIdByName(char* pszSynName);
void SetSyndicateName(OBJID idSyndaicate, char* pszName, char* pszSubName);
char* GetSyndicateLeaderName(OBJID idSyndaicate);
void SetSyndicateStatus(OBJID idSyndaicate, DWORD dwStatus);
void ClearAllSyndicateStatus();
DWORD GetSyndicateStatus(OBJID idSyndaicate);
DWORD GetAllySyndicateAmount();
char* GetAllySyndicateNameByIndex(int nIndex);
DWORD GetAntagonizeSyndicateAmount();
char* GetAntagonizeNameByIndex(int nIndex);
DWORD GetSubSyndicateId(OBJID idSyndicate,int nIndex);
int GetSubSyndicateAmount(OBJID idSyndicate);
void SetWhiteSynId(OBJID idWhiteSyn);
OBJID GetWhiteSynId();
void SetBlackSynId(OBJID idBlackSyn);
OBJID GetBlackSynId();
void DestroySyndicate(OBJID idSyndicate);
void SetMantle(OBJID idSyndicate, DWORD dwMantle);
static CPlayer* CreateNewPlayer(){CPlayer* pPlayer = new CPlayer; return pPlayer;}
};
extern CGamePlayerSet g_objPlayerSet;
#endif // !defined(AFX_GAMEPLAYERSET_H__002C9957_B925_44B4_A009_7335AD638B68__INCLUDED_)
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