init
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76
server/LogicServer/entity/Transfer.h
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76
server/LogicServer/entity/Transfer.h
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#pragma once
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/***************************************************************/
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/*
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/* 非生物,包括传送门,建筑,特效等等
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/*
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/***************************************************************/
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class CTransfer:
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public CNolive
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{
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public:
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typedef CNolive Inherited;
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static int GETTYPE() {return enTransfer;}
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//初始化
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bool Init(void * data, size_t size)
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{
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if( Inherited::Init(data,size) ==false) return false;
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return true;
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}
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//删除的一些内存消耗操作
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inline void Destroy(){ Inherited::Destroy(); } //销毁一个实体
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//获取属性集的大小
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inline INT_PTR GetPropertySize() const
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{
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return sizeof(CTransferProperty) - sizeof(CPropertySet);
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}
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//获取属性集的指针
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virtual CPropertySet * GetPropertyPtr() {return &m_property ;}
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virtual const CPropertySet * GetPropertyPtr() const {return &m_property ;}
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virtual int GetPropertySetTotalSize()const { return sizeof(m_property);}
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//获取怪物更新的mask
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//inline CUpdateMask * GetBroadCastMask() {return s_monsterBroadcastMask;}
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/*
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* Comments: 设置传送门的参数
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* Param INT_PTR nScenceID: 目标场景的ID
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* Param INT_PTR nPosX:目标场景的x
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* Param INT_PTR nPosY: 目标场景的y
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* @Return void:
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*/
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inline void SetParams(int nScenceID,int nPosX,int nPosY)
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{
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m_nTargetX = nPosX;
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m_nTargetY = nPosY;
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m_nTargetSceneID = nScenceID;
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}
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/*
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* Comments: 获取传送门的ID
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* Param INT_PTR & nScenceID:场景ID
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* Param INT_PTR & nPosX: X
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* Param INT_PTR & nPosY:Y
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* @Return void:
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*/
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inline void GetParams(int &nScenceID,int &nPosX,int &nPosY)
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{
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nPosX = m_nTargetX;
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nPosY =m_nTargetY ;
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nScenceID = m_nTargetSceneID;
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}
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private:
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CTransferProperty m_property;
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int m_nTargetX; //目标场景的x
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int m_nTargetY; //目标场景的y
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int m_nTargetSceneID; //目标场景的场景ID
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};
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