95 lines
2.8 KiB
C++
95 lines
2.8 KiB
C++
#pragma once
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#include "uiBaseMan.h"
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#ifdef _NA_003027_20111013_HONOR_SYSTEM
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#include "TabCheckButtonControlManager.h"
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#endif //_NA_003027_20111013_HONOR_SYSTEM
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class uiCharaterAccumulatePointDialog;
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struct IM_CHARACTERSTATUS_MANAGER
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{
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static const DWORD CHARACTER_STATUS_DLG;
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static const DWORD CHARACTER_ACCUMULATEPOINT_DLG;
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};
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class uiCharacterStatusMan : public uiBaseMan
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{
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enum ePacketPending
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{
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PKBOOL_CHARACTER_STATUS_BASE = 0,
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PKBOOL_CHARACTER_STATUS_USE_POINT_SYN,
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PKBOOL_CHARACTER_STATUS_ACCEPT_REWARD_SYN,
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PKBOOL_CHARACTER_STATUS_MAX,
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};
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const static DWORD TIMEOUT_PACKET_PENDING = 3;
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public:
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#ifdef _NA_003027_20111013_HONOR_SYSTEM
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enum TabDialog
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{
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kStatus_Info,
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#ifdef _NA_008472_20150903_IMPROVED_BALANCE
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kStatus_Info2,
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#endif // _NA_008472_20150903_IMPROVED_BALANCE
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kSokect_Info,
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kHonor_Info,
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#ifdef _NA004034_20120102_POINT_WALLET_SYSTEM
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kCurrency_Info,
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#endif //_NA004034_20120102_POINT_WALLET_SYSTEM
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kTab_Max,
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};
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#endif //_NA_003027_20111013_HONOR_SYSTEM
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public:
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uiCharacterStatusMan(InterfaceManager *pUIMan);
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//--------------------------------------------------------------------------
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// init/release
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//
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public:
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virtual void OnInitialize();
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void Clear();
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void set_accumulate_time(DWORD accumulate_time) { accumulate_time_ = accumulate_time; }
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DWORD accumulate_time() { return accumulate_time_; }
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void set_accumulate_point(DWORD accumulate_point) { accumulate_point_ = accumulate_point; }
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DWORD accumulate_point() { return accumulate_point_; }
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DWORD require_point() { return require_point_; }
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static void ShowGainAccumulatePoint(DWORD new_point);
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// ÆÐŶ°ü·Ã ÇÔ¼ö
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virtual void NetworkProc(MSG_BASE * pMsg);
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virtual void InitPKBooleans();
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void RECV_MSG_CG_CHARINFO_ACCUMULATE_POINT_CMD(MSG_CG_CHARINFO_ACCUMULATE_POINT_CMD* recv_msg);
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void SEND_MSG_CG_ITEM_QUERY_ACCUMULATE_POINT_ITEM_SYN(bool is_first);
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void SEND_MSG_CG_ITEM_USE_ACCUMULATE_POINT_SYN();
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static void ShowCharacterStatusDialog(bool is_show);
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static void ToggleCharacterStatusDialog();
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static PlayerAttributes* GetSimulationPlayerAttributes();
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static void RefreshSimulationPlayerAttributes();
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static void ResetSimulationStatCount();
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#ifdef _NA_003027_20111013_HONOR_SYSTEM
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TabCheckButtonControllManager& status_dialog_tab_manager() { return status_dialog_tab_manager_; }
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#endif //_NA_003027_20111013_HONOR_SYSTEM
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private:
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void ProcessErrorCode(DWORD error_code);
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private:
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uiCharaterAccumulatePointDialog* accumulate_point_dialog_;
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DWORD accumulate_time_;
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DWORD accumulate_point_;
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DWORD require_point_;
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#ifdef _NA_003027_20111013_HONOR_SYSTEM
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TabCheckButtonControllManager status_dialog_tab_manager_;
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#endif //_NA_003027_20111013_HONOR_SYSTEM
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};
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