📄 gamezonemanager.h
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#pragma once
#include <SolarHashTable.h>
class GameZone;
class GameRoom;
class GameVillage;
class GameLobbyRoom;
class GameHuntingRoom;
class GameMissionRoom;
class GamePVPRoom;
class GameZoneManager
{
public:
GameZoneManager(void);
~GameZoneManager(void);
GameVillage * CreateVillage( KEYTYPE Key, CODETYPE MapCode, const TCHAR * pszRoomTitle, const TCHAR * pszRoomPWD, const BASE_ROOMINFO * IN pRoomInfo );
GameLobbyRoom * CreateLobbyRoom( KEYTYPE Key, CODETYPE MapCode, const TCHAR * pszRoomTitle, const TCHAR * pszRoomPWD, const BASE_ROOMINFO * IN pRoomInfo );
GameHuntingRoom * CreateHuntingRoom( KEYTYPE Key, CODETYPE MapCode, const TCHAR * pszRoomTitle, const TCHAR * pszRoomPWD, const BASE_ROOMINFO * IN pRoomInfo, const ADDITIONAL_ROOMINFO * IN pAdditionalInfo );
GameMissionRoom * CreateMissionRoom( KEYTYPE Key, CODETYPE MapCode, const TCHAR * pszRoomTitle, const TCHAR * pszRoomPWD, const BASE_ROOMINFO * IN pRoomInfo );
GamePVPRoom * CreatePVPRoom( KEYTYPE Key, CODETYPE MapCode, const TCHAR * pszRoomTitle, const TCHAR * pszRoomPWD, const BASE_ROOMINFO * IN pRoomInfo, const ADDITIONAL_PVPINFO * IN pAdditionalPVPInfo );
VOID Release();
VOID DestroyZoneAll();
VOID DestroyZone( KEYTYPE Key );
VOID ReadyPlayer( KEYTYPE Key, Player * pPlayer, CODETYPE FieldCode, WzID AreaID );
VOID JoinPlayer( KEYTYPE Key, Player * pPlayer, CODETYPE FieldCode, WzID AreaID );
VOID LeavePlayer( KEYTYPE Key, Player * pPlayer );
VOID WarpPlayer( KEYTYPE Key, Player * pPlayer, CODETYPE FieldCode, WzID AreaID );
// 鞘靛 滚傈 眉农
BOOL FieldVersionCheck( KEYTYPE Key, CODETYPE FieldCode, DWORD checksum );
VOID Update( DWORD dwDeltaTick );
GameZone * GetZone( KEYTYPE Key );
VOID Display();
VOID DisplayPoolInfo();
private:
VOID _AddZone( GameZone * pZone );
VOID _RemoveZone( KEYTYPE Key );
private:
util::SolarHashTable<GameZone *> * m_pZoneHash;
};
extern GameZoneManager g_GameZoneManager;
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