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📄 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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