⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 actioninfo.h

📁 奇迹世界 部分源代码奇迹世界 部分源代码奇迹世界 部分源代码
💻 H
字号:
#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

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -