#ifndef _BASE_CASTLE_ARMS_OBJECT_H_ #define _BASE_CASTLE_ARMS_OBJECT_H_ #pragma once #include #include using namespace Siege; class CCastleArms : public CSiegeObject { public: virtual ~CCastleArms(); // CSkillMonster ÀÇ ±â´É virtual bool AttackCID(CCharacter* lpRideChar, AtType attackType, AtNode& attackNode, unsigned short& wError); virtual bool Attack(AtType attackType, unsigned char cDefenderNum, CAggresiveCreature** ppDefenders, unsigned char* cDefenserJudges, unsigned short* wDefenserMPHeal); virtual bool MissileAttack(AtType attackType, float fDir, float nRange, float fAngle, char cTargetType); virtual bool Dead(CAggresiveCreature* pOffencer); // ¼ö¼º º´±â °ü·Ã ÇÔ¼ö bool Upgrade(unsigned char cUpgradeStep); bool Repair(unsigned short wRepairHP); bool Destroy(unsigned char cOffencerNation = 0, bool bTakeGold = false ); bool Update(unsigned char cState, unsigned long dwValue1, unsigned long dwValue2, unsigned long dwOwnerID, unsigned char cSubCmd); bool ChangeType(unsigned short wType); // Rider °ü·Ã Á¤º¸ virtual bool Ride(unsigned long dwCID); // º´±â ž½Â virtual bool GetOff(unsigned long dwCID); // º´±â ³»¸² protected: CCastleArms(MonsterCreateInfo& MonsterCreate, const CastleObjectInfo& CastleObject); friend class CSiegeObjectMgr; }; #endif _BASE_CASTLE_ARMS_OBJECT_H_