📄 actioninfo.h
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#pragma once
//=============================================================================================================================
/// ActionInfo's class
/**
@author Kim Min Wook < taiyo@webzen.com >
@since 2004. 12. 29
@remark
- 咀记 飘府芭(ActionInfo class)阑 惑加罐篮 阿辆 咀记 飘府芭 鸥涝 努贰胶甸 笼钦
@note
-
@history
-
*/
//=============================================================================================================================
#include "ConditionInfo.h"
#include "TriggerCommon.h"
//-----------------------------------------------------------------------
//
// 弥惑困 努贰胶
//
//-----------------------------------------------------------------------
class ActionInfo : public ConditionInfo
{
public:
ActionInfo(WORD wType):ConditionInfo(wType){}
virtual ~ActionInfo(void){}
};
//-----------------------------------------------------------------------
//
// 窍困 努贰胶 急攫 沥狼巩
//
//-----------------------------------------------------------------------
#define BEGIN_DECL_ACTION( ConcreteAction ) \
class ConcreteAction##_INFO : public ActionInfo \
{ \
public: \
ConcreteAction##_INFO():ActionInfo(e##ConcreteAction){} \
virtual ~ConcreteAction##_INFO(){}
#define END_DECL_ACTION \
};
//-----------------------------------------------------------------------
//
// 窍困 努贰胶
//
// Warnings : ObjectID啊 INT
// ItemCode啊 INT
//
//-----------------------------------------------------------------------
enum
{
CANMOVE,
CANNOTMOVE,
}; //< ACTION_CHANGE_PATHTILE狼 Attribute 加己 沥焊
/*
BEGIN_DECL_ACTION( ACTION_CHANGE_SWITCH )
__PROPERTY( BYTE, SwitchID )
__PROPERTY( INT, Value )
END_DECL_ACTION
*/
BEGIN_DECL_ACTION( ACTION_CHANGE_OBJECTANI )
__PROPERTY( INT, ObjectID )
__PROPERTY( DWORD, WzAniID )
__PROPERTY( BYTE, Direction ) // 规氢(沥规氢 0, 开规氢 1)
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_CHANGE_PATHTILE )
__PROPERTY( INT, TileID )
__PROPERTY( BYTE, Attribute )
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_CHANGE_OBJECTSTATE )
public:enum { APPEAR, DISAPPEAR, REMOVE, };
__PROPERTY( INT, ObjectID )
__PROPERTY( BYTE, State )
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_PLAY_EVENT )
__PROPERTY( INT, EventID )
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_SET_ISATTACK )
__PROPERTY( BYTE, TargetType ) // 傍拜措惑 辆幅
__PROPERTY( BYTE, IsAttack ) // 傍拜 啊瓷 咯何
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_PORTAL_PLAYER )
public: enum { _MAX_MAP_NAME_LENGTH = 128,
RELATEDVILLAGE = 0,
VILLAGECODE = 1,
FIELDCODE = 2,
};
__PROPERTY( INT, MapCode )
__PROPERTY( INT, AreaID )
__PROPERTY( BYTE, IsParty ) // 捞悼矫懦 措惑 (0 : 俺牢 1: 颇萍)
__PROPERTY( INT, Type )
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_SET_OBJECTTHRUST )
__PROPERTY( BYTE, State )
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_APPLY_DAMAGE )
__PROPERTY( BYTE, DamageType )
__PROPERTY( BYTE, TargetType )
__PROPERTY( FLOAT, Damage )
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_REFLECT_DAMAGE )
__PROPERTY( INT, ObjectID )
__PROPERTY( FLOAT, Damage )
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_CREATE_MONSTER )
__PROPERTY( INT, MonsterCode )
__PROPERTY( INT, AreaID )
__PROPERTY( BYTE, IsParty )
__PROPERTY( INT, CreateCount ) // 阁胶磐 积己 肮荐
__PROPERTY( INT, DelayTime ) // 积己 矫埃 埃拜
__PROPERTY( INT, LoopCount ) // 阁胶磐 积己 雀荐
__PROPERTY( INT, Type ) // 鸥涝 ( 府歹 衬 部贺捞衬 )
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_DISPLAY_MSGBOX )
__PROPERTY( INT, TextID )
__PROPERTY( BYTE, IsParty ) // 颇萍咯何
__PROPERTY( INT, DisplayWindow ) // 免仿且 芒
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_REMOVE_ITEM )
__PROPERTY( INT, ItemCode )
__PROPERTY( INT, ItemNum ) // 酒捞袍 俺荐
END_DECL_ACTION
/*
BEGIN_DECL_ACTION( ACTION_PRESERVER )
END_DECL_ACTION
*/
BEGIN_DECL_ACTION( ACTION_REWARD_PLAYER )
public:enum { INVENTORY=0, DROPFIELD=1, };
__PROPERTY( INT, ItemCode )
__PROPERTY( INT, Count )
__PROPERTY( BYTE, IsParty )
__PROPERTY( BYTE, IsDrop ) // 林绰规侥(0 : 牢亥俊 持绢辑,1 官蹿俊 冻崩)
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_CLEAR_MISSION )
__PROPERTY( BYTE, ResultType )
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_PORTAL_RANDOM )
public: enum { _MAX_AREA_ID_NUM = 8, };
__PROPERTY( INT, MapID )
__ARRAY_PROPERTY( INT, _MAX_AREA_ID_NUM, AreaID )
__PROPERTY( BYTE, Random ) // 罚待 鉴瞒利栏肺
__PROPERTY( BYTE, Target ) // (0: 俺牢 1: 颇萍)
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_ACTIVATE_TRIGGER )
__PROPERTY( DWORD, WzTriggerID )
__PROPERTY( BYTE, Flag ) // 0 : 劝己, 1 : 厚劝己
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_AREA_DAMAGE )
__PROPERTY( BYTE, ObjectIndex )
__PROPERTY( FLOAT, Range )
__PROPERTY( BYTE, Target ) // 格钎 (俺牢/颇萍)
__PROPERTY( BYTE, DamageType ) // 单固瘤 鸥涝
__PROPERTY( FLOAT, Damage )
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_OPERATE_SWITCH )
__PROPERTY( BYTE, SwitchID )
__PROPERTY( BYTE, OperationType )
__PROPERTY( INT, Argument ) // 概俺函荐
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_OPERATE_VARIABLE )
__PROPERTY( INT, VarID )
__PROPERTY( BYTE, OperationType )
__PROPERTY( INT, Argument ) // 概俺函荐
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_ROAD_CONNECT ) // 辨 楷搬阑 汲沥/秦力 茄促
__PROPERTY( INT, AreaIndex )
__PROPERTY( BYTE, CanGo ) // 哎 荐 乐促=0, 绝促=1
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_CREATE_DIR_MONSTER )
__PROPERTY( INT, MonsterCode )
__PROPERTY( INT, AreaID )
__PROPERTY( BYTE, IsParty )
__PROPERTY( INT, CreateCount ) // 阁胶磐 积己 肮荐
__PROPERTY( INT, DelayTime ) // 积己 矫埃 埃拜
__PROPERTY( INT, LoopCount ) // 阁胶磐 积己 雀荐
__PROPERTY( FLOAT, DirX ) // x规氢
__PROPERTY( FLOAT, DirY ) // y规氢
__PROPERTY( FLOAT, DirZ ) // z规氢
__PROPERTY( INT, Type ) // Type[0]
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_CHANGE_LIGHT )
__PROPERTY( INT, LightIndex ) // 捞 牢郸胶狼 扼捞飘甫
__PROPERTY( INT, DelayTime ) // 捞父怒狼 矫埃 饶俊
__PROPERTY( BYTE, Status ) // 0:馋促 1:囊促 2:配臂茄促
END_DECL_ACTION
BEGIN_DECL_ACTION( ACTION_CHANGE_OBJECT_TYPE )
__PROPERTY( INT, ObjectID )
__PROPERTY( INT, DelayTime )
__PROPERTY( INT, ObjectType )
END_DECL_ACTION
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