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>
51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
// InstanceObjectManager.h: interface for the CInstanceObjectManager class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_INSTANCEOBJECTMANAGER_H__6B3FA12E_A24E_49BC_8887_79BD0D6F0C70__INCLUDED_)
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#define AFX_INSTANCEOBJECTMANAGER_H__6B3FA12E_A24E_49BC_8887_79BD0D6F0C70__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "3DMath.h"
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#include <vector>
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#include "MeshObject.h"
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class CInstanceObjectManager
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{
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class InstanceObjectNode
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{
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public:
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CMeshObject *m_pMeshObject;
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vector3 m_vecPosition;
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POINT m_ptMousePick;
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char m_strMeshName[256];
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int m_ID;
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color m_Color;
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float m_fAngle;
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};
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DWORD m_ObjectRenderStateBlock;
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public:
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void SetAllObjectColor(color Color);
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void SetInstanceObjectColor(int ID,color Color);
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int MouseOnCheckInstanceObject(int px,int py);
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void Create(LPDIRECT3DDEVICE8 pd3dDevice);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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long m_TotalInstanceObjectID;
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std::vector<InstanceObjectNode> m_InstanceObjectList;
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void DeleteInstanceObject(int InstanceObjectID);
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int AddInstanceObject(char *strObjectName,vector3 vecPos, float fAngle = 0.0f);
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///// Minotaurs Ãß°¡
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void DeleteAllObject();
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void InstanceObjectRotation(int InstanceObjectID,float fDist = 0.0f);
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CInstanceObjectManager();
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virtual ~CInstanceObjectManager();
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};
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#endif // !defined(AFX_INSTANCEOBJECTMANAGER_H__6B3FA12E_A24E_49BC_8887_79BD0D6F0C70__INCLUDED_)
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