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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#ifndef _BASE_SIEGE_ARMS_OBJECT_H_
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#define _BASE_SIEGE_ARMS_OBJECT_H_
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#pragma once
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#include <Creature/Siege/SiegeObject.h>
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#include <Creature/Siege/SiegeConstants.h>
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using namespace Siege;
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class CSiegeArms : public CSiegeObject
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{
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public:
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virtual ~CSiegeArms();
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// CSkillMonster <20><> <20><><EFBFBD><EFBFBD>
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virtual bool AttackCID(CCharacter* lpRideChar, AtType attackType, AtNode& attackNode, unsigned short& wError);
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virtual bool Attack(AtType attackType, unsigned char cDefenderNum, CAggresiveCreature** ppDefenders, unsigned char* cDefenserJudges, unsigned short* wDefenserMPHeal);
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virtual bool MissileAttack(AtType attackType, float fDir, float nRange, float fAngle, char cTargetType);
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virtual bool Dead(CAggresiveCreature* pOffencer);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD>
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bool Build(unsigned char cUpgradeStep = 0);
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bool Repair(unsigned short wRepairHP);
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bool Destroy(unsigned char cOffencerNation = 0, bool bTakeGold = false );
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bool Update(unsigned char cState, unsigned long dwValue1, unsigned long dwValue2, unsigned long dwNoValue, unsigned char cSubCmd);
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// <20><>Ÿ<EFBFBD><C5B8>Ŷ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȯ (bMaterial <20><> true <20≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 50% <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>.)
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bool ToStarterKit(bool bMaterial = false);
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bool GiveBackSiegeMaterial(); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ֱ<EFBFBD>
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unsigned short GetRepairMaterialNum(); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Rider <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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virtual bool Ride(unsigned long dwCID); // <20><><EFBFBD><EFBFBD> ž<><C5BE>
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virtual bool GetOff(unsigned long dwCID); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28>߰<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҽ<EFBFBD> <20>ı<EFBFBD><C4B1><EFBFBD> <20><><EFBFBD><EFBFBD>)
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protected:
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CSiegeArms(MonsterCreateInfo& MonsterCreate, unsigned long dwOwnerID, unsigned char cNation,
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unsigned long dwHP, unsigned short wObjectType, unsigned char cState, unsigned char cUpgradeStep);
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friend class CSiegeObjectMgr;
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};
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#endif _BASE_SIEGE_ARMS_OBJECT_H_
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