66 lines
2.5 KiB
C++
66 lines
2.5 KiB
C++
#pragma once
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//#define MAX_EFFECT_SKILL_ID 800
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#define MAX_EFFECT_SKILL_ID 1000
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#define MAX_EFFECT_BOW_ID 4
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#define g_Effect_ID CEffectIDMng::GetInstance()
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class SGameAction;
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class SGameObject;
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class CEffectIDMng
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{
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private:
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SGameAction* (CEffectIDMng::*GetAction[MAX_EFFECT_SKILL_ID])();
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SGameAction* (CEffectIDMng::*GetActionBow[MAX_EFFECT_BOW_ID])();
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public:
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/* SGameAction* ActionTarget( struct SMSG_SKILL_EVENT* msg, int nResultIndex );
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SGameAction* ActionTargetExplosion( struct SMSG_SKILL_EVENT* msg, int nResultIndex );
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SGameAction* ActionStraight( struct SMSG_SKILL_EVENT* msg, int nResultIndex );
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SGameAction* ActionLeech( struct SMSG_SKILL_EVENT* msg, int nResultIndex );
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SGameAction* ActionMagicArrow( struct SMSG_SKILL_EVENT* msg, int nResultIndex );
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SGameAction* ActionParabola( struct SMSG_SKILL_EVENT* msg, int nResultIndex );
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SGameAction* ActionFall( struct SMSG_SKILL_EVENT* msg, int nResultIndex );
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SGameAction* ActionMissile( struct SMSG_SKILL_EVENT* msg, int nResultIndex );
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SGameAction* ActionBow( struct SMSG_ATTACK* msg, int nResultIndex );*/
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//////////////////////////////////////////////////////////////////////////
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//////NEW
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SGameAction* ActionBow();
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SGameAction* ActionRecall();
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SGameAction* ActionReverseRecall();
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SGameAction* ActionAttkWeapon();
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SGameAction* ActionAttkShield();
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SGameAction* ActionMultiAttkWeapon();
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SGameAction* ActionAboveTwoAttk();
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SGameAction* ActionAttkAbsorber();
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SGameAction* ActionChargeAttk();
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SGameAction* ActionShootBow();
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SGameAction* ActionShootStrongBow();
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SGameAction* ActionShootAbsorberBow();
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SGameAction* ActionSelfSkill();
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SGameAction* ActionThrowSkill();
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SGameAction* ActionThrowSkillDelay();
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SGameAction* ActionThrowAbsorberSkill();
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SGameAction* ActionCreatureAbsorberSkill();
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SGameAction* ActionThrowWideAreaSkill();
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SGameAction* ActionThrowWideAreaMultiSkill();
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SGameAction* ActionFireMissle();
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SGameAction* ActionFireMultiMissle();
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SGameAction* ActionFirePenetratedMissle();
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SGameAction* ActionFireChainMissile(); /// 2011.03.23 - prodongi
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SGameAction* ActionLastingWideAreaSkill();
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SGameAction* ActionPfxTest1();
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SGameAction* ActionWorkingSkill();
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public:
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void Init();
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SGameAction* GetActionSkill( struct _SKILL_FX* pSkillFx );
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SGameAction* GetActionBowSKill( struct SMSG_ATTACK* msg );
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protected:
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CEffectIDMng(void);
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public:
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static CEffectIDMng& GetInstance();
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~CEffectIDMng(void);
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};
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