📄 summoned.h
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#pragma once
#include "NPC.h"
#include <Timer.h>
class Summoned : public NPC
{
public:
Summoned();
virtual ~Summoned();
virtual VOID Update( DWORD dwDeltaTick );
virtual VOID Reuse() { Release(); }
virtual VOID OnEnterField(Field* pField, WzVector* pwzVec);
virtual VOID OnLeaveField();
virtual BOOL OnDead();
VOID SetExpireTime( DWORD dwInterval );
VOID SetSummoner( Character *pSummoner );
Character* GetSummoner() { return m_pSummoner; }
eSUMMON_COMMAND GetCommandState() { return m_eCommandState; }
VOID SetCommandState( eSUMMON_COMMAND eCommand, DWORD dwTargetKey );
VOID SetSkillUseDelegate( BOOL bSkillUse ) { m_bSkillUseDelegate = bSkillUse; }
BOOL GetSkillUseDelegate() { return m_bSkillUseDelegate; }
BOOL IsOffensive() { return m_eCommandState == eSUMMON_COMMAND_DELEGATE_ATTACK; }
BOOL IsDefensive() { return m_eCommandState == eSUMMON_COMMAND_DELEGATE_DEFENSE; }
BOOL IsFollowing() { return m_eCommandState == eSUMMON_COMMAND_FOLLOW; }
// 胶懦包访
VOID AddSkill( SLOTCODE SkillCode );
BOOL DelSkill( SLOTCODE SkillCode );
virtual BOOL CheckClassDefine( BYTE byUserType, CODETYPE dwClassDefine );
protected:
virtual BOOL Init();
virtual VOID Release();
private:
virtual VOID SetInitialState( DWORD dwStateID, LPARAM param1 );
eSUMMON_COMMAND m_eCommandState; // 困烙 惑怕
Character* m_pSummoner; // 家券磊
util::Timer *m_pExpireTimer; // 家券眉 家戈鸥捞赣
BOOL m_bSkillUseDelegate; // 胶懦 荤侩 困烙惑怕
};
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