init
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59
server/LogicServer/datadef/ActorDef.h
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59
server/LogicServer/datadef/ActorDef.h
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/*
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* actor类里用的一些辅助的定义,放在这里
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*/
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#pragma once
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struct CActorPacket
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{
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CActor* pActor; // 申请数据包的角色对象
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CDataPacket *packet;
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INT64 nHdrPos;//追加本次数据的前,datapacket已有的数据长度
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public:
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//提交数据包
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void flush();
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//撤销数据包
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void rollBack();
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template<typename T>
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inline CActorPacket& operator << (const T value)
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{
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*packet << value;
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return *this;
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}
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};
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/*
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本功能用于 角色A向角色B发送信息,角色B界面弹出一个对话框(有多个按钮),当角色B点击某个按钮后,执行相应的脚本函数
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*/
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//最大的按钮数量
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#define MAX_BUTTON_COUNT 3
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typedef struct tagMessageBoxItem
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{
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Uint64 hNpc; //将要处理这消息的npc
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UINT nActorid; //接受这消息的角色id
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char sFnName[MAX_BUTTON_COUNT][128]; //对应的按钮的
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BYTE bButtonCount; //实际是按钮数量
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//bool boFlag;
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int msgid;
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tagMessageBoxItem()
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{
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//boFlag = false;
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hNpc = 0;
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nActorid = 0;
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bButtonCount = 0;
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}
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DECLARE_OBJECT_COUNTER(tagMessageBoxItem)
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}MessageBoxItem;
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//对玩家播放的场景特效
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typedef struct tagActorSrcEffect
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{
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int nEffctId; //特效id
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int nTime; //特效到期时间
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int nSceneId; //播放的场景id
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}ACTORSRCEFFECT;
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