#include "stdafx.h" #include #include "MonsterStructure.h" MonsterInfo::MonsterInfo() : m_dwKID(0), m_dwRespawnTime(0), m_fSize(0), m_fAttackAngle(0), m_nSkillPattern(0), m_nSkillLevel(0), m_bStealth(false), m_bFirstAttack(false), m_bReturnPosition(false), m_bEscape(false) { int nFill = MAX_ORIGINAL_ITEM_NUM; std::fill_n(m_AwardItem, nFill, 0); nFill = MAX_AWARD_KIND; std::fill_n(m_nDropRate, nFill, 0); nFill = MAX_NAME_LENGTH; std::fill_n(m_strName, nFill, 0); nFill = MAX_MODELING_FLAG_LENGTH; std::fill_n(m_strModelingFlag, nFill, 0); float fFill = MAX_HITBOX_NUM; std::fill_n(m_fHitBox, fFill, 0.0f); } MonsterInfo::MonsterPattern MonsterInfo::GetMonsterPattern(const char* szMonsterType) { struct TypeAndName { const char* m_szName; const MonsterPattern m_MonsterPattern; TypeAndName(const char* szName, const MonsterPattern ePattern) : m_szName(szName), m_MonsterPattern(ePattern) { } }; const int MAX_TYPE_NUM = 6; static TypeAndName monsterTypeName[MAX_TYPE_NUM] = { TypeAndName("Warrior", PATTERN_WARRIOR), TypeAndName("Defender", PATTERN_DEFENDER), TypeAndName("Mage", PATTERN_MAGE), TypeAndName("Acolyte", PATTERN_ACOLYTE), TypeAndName("Boss", PATTERN_BOSS), TypeAndName("BG", PATTERN_BG) }; TypeAndName* lpTypeNamePastEnd = monsterTypeName + MAX_TYPE_NUM; for(TypeAndName* lpTypeName = monsterTypeName; lpTypeName != lpTypeNamePastEnd; ++lpTypeName) { if(0 == strcmp(szMonsterType, lpTypeName->m_szName)) { return lpTypeName->m_MonsterPattern; } } return PATTERN_COMMON; }