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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Server/RylServerProject/RylGameLibrary/Creature/Creature.h
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Server/RylServerProject/RylGameLibrary/Creature/Creature.h
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#ifndef _CCREATURE_H_
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#define _CCREATURE_H_
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#include "stdafx.h"
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#include <DB/DBdefine.h>
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#include <Network/Packet/PacketStruct/CharItemPacketStruct.h>
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#include "EnemyCheck.h"
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#include "CreatureStructure.h"
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class CCell;
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class CCharacter;
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class CParty;
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namespace Item
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{
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class CItem;
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};
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class CCreature
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{
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public:
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enum MoveInfo
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{
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S_CELL_CHANGED = 1,
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S_CELL_UNCHANGED = 2,
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F_CELL_CANNOTCHANGE = 3,
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F_TOO_FAST = 4
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};
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CCreature(unsigned long dwCID) : m_dwCID(dwCID) { }
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virtual ~CCreature() { }
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const Position& GetCurrentPos(void) const { return m_CurrentPos; }
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const Position& GetCastingPos(void) const { return m_CastingPos; }
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void SetCurrentPos(const Position& pos) { m_CurrentPos = pos; }
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void SetCurrentPos(float fX, float fY, float fZ) { m_CurrentPos.m_fPointX = fX; m_CurrentPos.m_fPointY = fY; m_CurrentPos.m_fPointZ = fZ; }
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void SetCastingPos() { m_CastingPos = m_CurrentPos; }
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void SetCastingPos(const Position& pos) { m_CastingPos = pos; }
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void SetCastingPos(float fX, float fY, float fZ) { m_CastingPos.m_fPointX = fX; m_CastingPos.m_fPointY = fY; m_CastingPos.m_fPointZ = fZ; }
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const MotionInfo& GetMotionInfo(void) const { return m_MotionInfo; }
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void SetDirection(float fDir) { m_MotionInfo.m_fDirection = fDir; }
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EnchantInfo& GetEnchantInfo(void) { return m_EnchantInfo; }
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unsigned long GetCID(void) const { return m_dwCID; }
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virtual unsigned long RepairItem(Item::CEquipment* pEquipment, unsigned long& dwCurrentGold) { return 0; }
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virtual Item::CItem* SellToCharacter(CCharacter *lpCustomer, unsigned short wKindItem, TakeType takeType,
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Item::CItem* lpRequestItem, unsigned long &dwPrice, unsigned short wCouponID, unsigned short &usError) = 0;
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virtual EnemyCheck::EnemyType IsEnemy(CCreature* lpTarget, unsigned char* cResult = NULL) = 0;
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virtual unsigned char GetNation() const = 0;
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virtual CParty* GetParty() = 0;
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virtual bool IsPeaceMode() = 0;
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virtual unsigned long GetGID() const = 0;
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virtual bool IsRideArms() const = 0;
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protected:
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Position m_CurrentPos; // 현재 위치
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Position m_CastingPos; // 스킬 캐스팅 위치
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MotionInfo m_MotionInfo; // 모션 정보
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EnchantInfo m_EnchantInfo; // 챈트/인챈트 정보
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unsigned long m_dwCID; // 캐릭터 CID.
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};
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#endif
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