#include "StdAfx.h" #include "DnPropActor.h" #include "DnSkill.h" #ifdef _DEBUG #define new new(_NORMAL_BLOCK,__FILE__,__LINE__) #endif #ifdef _GAMESERVER CDnPropActor::CDnPropActor( CMultiRoom* pRoom, int nClassID ) : CDnActor( pRoom, nClassID ) #else CDnPropActor::CDnPropActor( int nClassID, bool bProcess ) : CDnActor( nClassID, bProcess ) #endif { } CDnPropActor::~CDnPropActor(void) { //SAFE_RELEASE_SPTRVEC( m_vlhSkillList ); } bool CDnPropActor::Initialize( void ) { CDnActorState::Initialize( m_nClassID ); CDnActor::Initialize(); return true; } // //bool CDnPropActor::AddPropSkill( int iSkillID, int iSkillLevelID ) //{ // bool bResult = false; // // DnSkillHandle hSkill = CDnSkill::CreateSkill( GetMySmartPtr(), iSkillID, iSkillLevelID ); // if( hSkill ) // { // m_vlhSkillList.push_back( hSkill ); // bResult = true; // } // // return bResult; //} // // //DnSkillHandle CDnPropActor::UsePropSkill( int iSkillID, LOCAL_TIME LocalTime, float fDelta ) //{ // DnSkillHandle hUseSkill; // // int iNumSkills = (int)m_vlhSkillList.size(); // for( int iSkill = 0; iSkill < iNumSkills; ++iSkill ) // { // DnSkillHandle hSkill = m_vlhSkillList.at( iSkill ); // if( hSkill->GetClassID() == iSkillID ) // { // hSkill->OnBegin( LocalTime, fDelta ); // // // NOTE: MASkillUser의 m_hProcessSkill 을 현재 프랍의 스킬로 바꿔준다. // // 알아서 CDnActor 쪽에서 Processing 된다. // MASkillUser::m_hProcessSkill = hSkill; // hUseSkill = hSkill; // break; // } // } // // return hUseSkill; //} // 추후에 스킬을 쓰는 경우 여기서 패킷 받아서 처리 해줌. //void CDnPropActor::OnDispatchMessage( DWORD dwActorProtocol, BYTE *pPacket ) //{ // //}