📄 summonmanager.h
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#ifndef __SUMMON_MANAGER_H__
#define __SUMMON_MANAGER_H__
#pragma once
#include <Singleton.h>
#include <SolarHashTable.h>
#include <MemoryPoolFactory.h>
using namespace util;
class SummonedNPCs;
class Character;
class SummonManager : public Singleton<SummonManager>
{
public:
SummonManager();
~SummonManager();
VOID Release();
VOID Init( DWORD dwMaxPoolSize );
SummonedNPCs* AllocSummonNPCs( Character *pSummoner, BOOL bPlayerSkill );
BOOL FreeSummonNPCs( SummonedNPCs *pSummonNPCs );
VOID AddSummonedSkill( DWORD dwSummonKey, SLOTCODE SkillCode );
VOID DelSummonedSkill( DWORD dwSummonKey, SLOTCODE SkillCode );
VOID LeaveSummonNPCs( Character *pLeaveChar );
RC::eSUMMON_RESULT SetCommandState( DWORD dwSummonKey, eSUMMON_COMMAND eCommand, DWORD dwObjectKey=0, DWORD dwTargetKey=0 );
SummonedNPCs* FindSummonNPCs( DWORD dwSummonKey ) { return m_pSummonNPCsList->GetData( dwSummonKey ); }
private:
CMemoryPoolFactory<SummonedNPCs> * m_pSummonNPCsPool;
util::SolarHashTable<SummonedNPCs *, DWORD> * m_pSummonNPCsList;
};
#endif // __SUMMON_MANAGER_H__
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