Files
Client/Client/CharacterActionControl/RYLGMCharacterControl.h
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

59 lines
1.8 KiB
C++

//================================================================
//
// Name : RYLGMCharacterControl.h
// Desc : GM ij¸¯ÅÍ ÄÁÆ®·Ñ
// Date : 2005. 04. 18
//
//================================================================
#ifndef __RYL_GMCHARACTERCONTROL_H__
#define __RYL_GMCHARACTERCONTROL_H__
#include "RYLObjectControl.h"
class CRYLGMCharacterControl
{
private :
CCharacterControl* m_lpObjControl ;
RYLCreature* m_lpCreature;
CCharacterLightShadowManager::CCharacterDataNode m_pCharacterDataNode ;
BOOL m_bLeftMousePress;
BOOL m_bRightMousePress;
BOOL m_bClickPlayerAndNpc;
BOOL m_bClickSkill;
unsigned long m_dwNormalTargetID;
unsigned long m_dwSpecialTargetID;
BOOL m_bLeftClickDown;
bool m_bKeyPress;
public :
CRYLGMCharacterControl( CCharacterControl* lpObjControl ) ;
~CRYLGMCharacterControl() ;
HRESULT UpdateControl( BOOL bKeyAble = TRUE, BOOL bEdge = FALSE, int nMouseX = 0,int nMouseY = 0 ) ;
VOID MouseClickModeSelfCharacterUpdate( BOOL bKeyAble, BOOL bEdge, int nMouseX, int nMouseY ) ;
RYLCreature* MouseClickModeSelectSpecialTarget( RYLCreature* pCreature, int nMouseX, int nMouseY );
VOID SetCamera( int dx = 0, int dy = 0, int dz = 0 ) ;
VOID RestoreCamera() ;
RYLCreature* GetCreature() { return m_lpCreature; }
CCharacterControl *GetCreatureControl() { return m_lpObjControl; }
VOID SetCreature( RYLCreature* pCreature ) { m_lpCreature = pCreature; }
CCharacterLightShadowManager::CCharacterDataNode* GetCharacterDataNode() { return &m_pCharacterDataNode ; }
void SetCharacterDataNode( CCharacterLightShadowManager::CCharacterDataNode pCharacterDataNode )
{
m_pCharacterDataNode = pCharacterDataNode ;
}
} ;
#endif //__RYL_GMCHARACTERCONTROL_H__