📄 conditioninfo.h
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#pragma once
//=============================================================================================================================
/// ConditionInfo's class
/**
@author Kim Min Wook < taiyo@webzen.com >
@since 2004. 12. 29
@remark
- 牧叼记 飘府芭(ConditionInfo class)阑 惑加罐篮 阿辆 牧叼记 飘府芭 鸥涝 努贰胶甸 笼钦
@note
-
@history
-
*/
//=============================================================================================================================
#include "TriggerCommon.h"
//-----------------------------------------------------------------------
//
// 弥惑困 努贰胶
//
//-----------------------------------------------------------------------
class ConditionInfo
{
public:
ConditionInfo( WORD type ):m_wTriggerType(type){}
virtual ~ConditionInfo(void){}
inline WORD TriggerType() { return m_wTriggerType; }
private:
WORD m_wTriggerType;
};
//-----------------------------------------------------------------------
//
// 窍困 努贰胶 急攫 沥狼巩
//
//-----------------------------------------------------------------------
#define BEGIN_DECL_CONDITION( ConcreteCondition ) \
class ConcreteCondition##_INFO : public ConditionInfo \
{ \
public: \
ConcreteCondition##_INFO():ConditionInfo(e##ConcreteCondition){} \
virtual ~ConcreteCondition##_INFO(){}
#define END_DECL_CONDITION \
};
//-----------------------------------------------------------------------
//
// 窍困 努贰胶
//
// Warnings : ObjectID啊 INT
// ItemCode啊 INT
//
//-----------------------------------------------------------------------
enum
{
PERSONAL = 0,
PARTY = 1,
};
enum
{
METHOD_GENERAL = 0,
METHOD_ACCUMULATE = 1,
};
BEGIN_DECL_CONDITION( CONDITION_ALWAYS )
END_DECL_CONDITION
BEGIN_DECL_CONDITION( CONDITION_COMPARE_SWITCH )
__PROPERTY( BYTE, SwitchID )
__PROPERTY( BYTE, OperationType )
__PROPERTY( INT, Value )
END_DECL_CONDITION
BEGIN_DECL_CONDITION( CONDITION_CLICK_OBJECT )
__PROPERTY( INT, ObjectID )
END_DECL_CONDITION
BEGIN_DECL_CONDITION( CONDITION_DAMAGE_OBJECT )
__PROPERTY( INT, ObjectID )
__PROPERTY( FLOAT, Damage )
END_DECL_CONDITION
BEGIN_DECL_CONDITION( CONDITION_COUNT_NPCKILL )
__PROPERTY( INT, AreaID )
__PROPERTY( INT, MonsterCode ) //< 各 辆幅 各 Code
__PROPERTY( BYTE, IsParty )
__PROPERTY( INT, KillCount ) //< 割付府
__PROPERTY( BYTE, Method ) //< 规过 = { 老馆 , 穿利 }
END_DECL_CONDITION
BEGIN_DECL_CONDITION( CONDITION_PASS_TIME )
__PROPERTY( INT, PassTime )
END_DECL_CONDITION
BEGIN_DECL_CONDITION( CONDITION_ENTER_AREA )
__PROPERTY( INT, AreaID )
__PROPERTY( INT, PlayerCount )
__PROPERTY( BYTE, IsParty )
END_DECL_CONDITION
BEGIN_DECL_CONDITION( CONDITION_HAVE_ITEM )
__PROPERTY( INT, ItemCode)
__PROPERTY( INT, ItemNum)
END_DECL_CONDITION
BEGIN_DECL_CONDITION( CONDITION_MULTI_SWITCH )
public: enum { _MAX_SWITCH_ID_NUM = 10 };
__ARRAY_PROPERTY( BYTE, _MAX_SWITCH_ID_NUM, SwitchID)
__PROPERTY( BYTE, OperationType1)
__PROPERTY( INT, Value1 )
__PROPERTY( BYTE, OperationType2)
__PROPERTY( INT, Value2 )
END_DECL_CONDITION
BEGIN_DECL_CONDITION( CONDITION_MISSION_POINT )
__PROPERTY( INT, MissionPoint ) // 捞 器牢飘焊促
__PROPERTY( BYTE, Flag ) // 0:捞惑 1:捞窍 2:悼殿
END_DECL_CONDITION
BEGIN_DECL_CONDITION( CONDITION_COMPARE_VARIABLE )
__PROPERTY( INT, VarID )
__PROPERTY( BYTE, OperationType )
__PROPERTY( INT, Value )
END_DECL_CONDITION
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