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>
50 lines
1.1 KiB
C++
50 lines
1.1 KiB
C++
#ifndef _MONSTER_MGR_H_
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#define _MONSTER_MGR_H_
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#pragma once
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#define g_MonsterMgr CMonsterMgr::GetInstance()
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#include <Pattern/Singleton.h>
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#include "MonsterStructure.h"
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#include "../Character/CharacterStructure.h"
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#include "../../Utility/DelimitedFile.h"
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class CMonsterMgr : public CSingleton<CMonsterMgr>
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{
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public:
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struct MonsterProtoType
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{
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MonsterInfo m_MonsterInfo;
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CreatureStatus m_CreatureStatus;
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inline bool operator < (MonsterProtoType& rhs)
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{ return m_MonsterInfo.m_dwKID < rhs.m_MonsterInfo.m_dwKID; }
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};
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~CMonsterMgr();
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bool LoadMonstersFromFile(const char* szFileName = 0);
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bool LoadMonstersFromBinary(const char* szFileNameBinary = 0);
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bool SaveMonstersToBinary(const char* szFileNameBinary = 0, const char* szTrashFile = 0);
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void ClearProtoType();
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const MonsterProtoType* GetMonsterProtoType(DWORD dwKID);
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const MonsterProtoType* GetMonsterProtoType(char* szName);
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private:
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CMonsterMgr();
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static const char* m_szMonsterScriptFileName;
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static CMonsterMgr ms_this;
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MonsterProtoType* m_ProtoTypeArray;
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size_t m_nMonsterNum;
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};
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#endif |