#ifndef __HEADER_PET_SYSTEM__ #define __HEADER_PET_SYSTEM__ class CHARACTER; // TODO: 펫으로서의 능력치? 라던가 친밀도, 배고픔 기타등등... 수치 struct SPetAbility { }; /** */ class CPetActor //: public CHARACTER { public: enum EPetOptions { EPetOption_Followable = 1 << 0, EPetOption_Mountable = 1 << 1, EPetOption_Summonable = 1 << 2, EPetOption_Combatable = 1 << 3, }; protected: friend class CPetSystem; CPetActor(LPCHARACTER owner, DWORD vnum, DWORD options = EPetOption_Followable | EPetOption_Summonable); // CPetActor(LPCHARACTER owner, DWORD vnum, const SPetAbility& petAbility, DWORD options = EPetOption_Followable | EPetOption_Summonable); virtual ~CPetActor(); virtual bool Update(DWORD deltaTime); protected: virtual bool _UpdateFollowAI(); ///< 주인을 따라다니는 AI 처리 virtual bool _UpdatAloneActionAI(float fMinDist, float fMaxDist); ///< 주인 근처에서 혼자 노는 AI 처리 /// @TODO //virtual bool _UpdateCombatAI(); private: bool Follow(float fMinDistance = 50.f); public: LPCHARACTER GetCharacter() const { return m_pkChar; } LPCHARACTER GetOwner() const { return m_pkOwner; } DWORD GetVID() const { return m_dwVID; } DWORD GetVnum() const { return m_dwVnum; } bool HasOption(EPetOptions option) const { return m_dwOptions & option; } void SetName(const char* petName); bool Mount(); void Unmount(); DWORD Summon(const char* petName, LPITEM pSummonItem, bool bSpawnFar = false); void Unsummon(); bool IsSummoned() const { return 0 != m_pkChar; } void SetSummonItem (LPITEM pItem); DWORD GetSummonItemVID () { return m_dwSummonItemVID; } // 버프 주는 함수와 거두는 함수. // 이게 좀 괴랄한게, 서버가 ㅄ라서, // POINT_MOV_SPEED, POINT_ATT_SPEED, POINT_CAST_SPEED는 PointChange()란 함수만 써서 변경해 봐야 소용이 없는게, // PointChange() 이후에 어디선가 ComputePoints()를 하면 싹다 초기화되고, // 더 웃긴건, ComputePoints()를 부르지 않으면 클라의 POINT는 전혀 변하지 않는다는 거다. // 그래서 버프를 주는 것은 ComputePoints() 내부에서 petsystem->RefreshBuff()를 부르도록 하였고, // 버프를 빼는 것은 ClearBuff()를 부르고, ComputePoints를 하는 것으로 한다. void GiveBuff(); void ClearBuff(); private: DWORD m_dwVnum; DWORD m_dwVID; DWORD m_dwOptions; DWORD m_dwLastActionTime; DWORD m_dwSummonItemVID; DWORD m_dwSummonItemVnum; short m_originalMoveSpeed; std::string m_name; LPCHARACTER m_pkChar; // Instance of pet(CHARACTER) LPCHARACTER m_pkOwner; // SPetAbility m_petAbility; // 능력치 }; /** */ class CPetSystem { public: typedef std::unordered_map TPetActorMap; /// map. (한 캐릭터가 같은 vnum의 펫을 여러개 가질 일이 있을까..??) public: CPetSystem(LPCHARACTER owner); virtual ~CPetSystem(); CPetActor* GetByVID(DWORD vid) const; CPetActor* GetByVnum(DWORD vnum) const; bool Update(DWORD deltaTime); void Destroy(); size_t CountSummoned() const; ///< 현재 소환된(실체화 된 캐릭터가 있는) 펫의 개수 public: void SetUpdatePeriod(DWORD ms); CPetActor* Summon(DWORD mobVnum, LPITEM pSummonItem, const char* petName, bool bSpawnFar, DWORD options = CPetActor::EPetOption_Followable | CPetActor::EPetOption_Summonable); void Unsummon(DWORD mobVnum, bool bDeleteFromList = false); void Unsummon(CPetActor* petActor, bool bDeleteFromList = false); // TODO: 진짜 펫 시스템이 들어갈 때 구현. (캐릭터가 보유한 펫의 정보를 추가할 때 라던가...) CPetActor* AddPet(DWORD mobVnum, const char* petName, const SPetAbility& ability, DWORD options = CPetActor::EPetOption_Followable | CPetActor::EPetOption_Summonable | CPetActor::EPetOption_Combatable); void DeletePet(DWORD mobVnum); void DeletePet(CPetActor* petActor); void RefreshBuff(); private: TPetActorMap m_petActorMap; LPCHARACTER m_pkOwner; ///< 펫 시스템의 Owner DWORD m_dwUpdatePeriod; ///< 업데이트 주기 (ms단위) DWORD m_dwLastUpdateTime; LPEVENT m_pkPetSystemUpdateEvent; }; /** // Summon Pet CPetSystem* petSystem = mainChar->GetPetSystem(); CPetActor* petActor = petSystem->Summon(~~~); DWORD petVID = petActor->GetVID(); if (0 == petActor) { ERROR_LOG(...) }; // Unsummon Pet petSystem->Unsummon(petVID); // Mount Pet petActor->Mount().. CPetActor::Update(...) { // AI : Follow, actions, etc... } */ #endif //__HEADER_PET_SYSTEM__