Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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GameTools/GLOBALSCRIPT/Creature/Monster/MonsterStructure.cpp
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50
GameTools/GLOBALSCRIPT/Creature/Monster/MonsterStructure.cpp
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#include "stdafx.h"
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#include <algorithm>
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#include "MonsterStructure.h"
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MonsterInfo::MonsterInfo()
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: m_dwKID(0), m_dwRespawnTime(0), m_fSize(0), m_fAttackAngle(0), m_nSkillPattern(0), m_nSkillLevel(0),
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m_bStealth(false), m_bFirstAttack(false), m_bReturnPosition(false), m_bEscape(false)
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{
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int nFill = MAX_ORIGINAL_ITEM_NUM; std::fill_n(m_AwardItem, nFill, 0);
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nFill = MAX_AWARD_KIND; std::fill_n(m_nDropRate, nFill, 0);
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nFill = MAX_NAME_LENGTH; std::fill_n(m_strName, nFill, 0);
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nFill = MAX_MODELING_FLAG_LENGTH; std::fill_n(m_strModelingFlag, nFill, 0);
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float fFill = MAX_HITBOX_NUM; std::fill_n(m_fHitBox, fFill, 0.0f);
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}
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MonsterInfo::MonsterPattern MonsterInfo::GetMonsterPattern(const char* szMonsterType)
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{
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struct TypeAndName
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{
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const char* m_szName;
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const MonsterPattern m_MonsterPattern;
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TypeAndName(const char* szName, const MonsterPattern ePattern)
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: m_szName(szName), m_MonsterPattern(ePattern) { }
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};
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const int MAX_TYPE_NUM = 6;
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static TypeAndName monsterTypeName[MAX_TYPE_NUM] =
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{
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TypeAndName("Warrior", PATTERN_WARRIOR),
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TypeAndName("Defender", PATTERN_DEFENDER),
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TypeAndName("Mage", PATTERN_MAGE),
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TypeAndName("Acolyte", PATTERN_ACOLYTE),
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TypeAndName("Boss", PATTERN_BOSS),
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TypeAndName("BG", PATTERN_BG)
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};
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TypeAndName* lpTypeNamePastEnd = monsterTypeName + MAX_TYPE_NUM;
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for(TypeAndName* lpTypeName = monsterTypeName; lpTypeName != lpTypeNamePastEnd; ++lpTypeName)
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{
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if(0 == strcmp(szMonsterType, lpTypeName->m_szName))
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{
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return lpTypeName->m_MonsterPattern;
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}
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}
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return PATTERN_COMMON;
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}
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