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 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
59 lines
1.8 KiB
C++
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__
|