340 lines
8.9 KiB
C
340 lines
8.9 KiB
C
#pragma once
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//=============================================================================================================================
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/// 액션 트리거들의 구현 클래스
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/**
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@author Kim Min Wook < taiyo@webzen.com >
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@since 2004. 12. 29
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@remark
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-
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@note
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-
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@history
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-
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*/
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//=============================================================================================================================
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#include "..\\..\\SolarTrigger\\ActionInfo.h"
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#include "IActionTriggerEx.h"
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__BEGIN_DECL_ACTION( ACTION_CHANGE_OBJECTANI )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_CHANGE_PATHTILE )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_CHANGE_OBJECTSTATE )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_PLAY_EVENT )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_SET_ISATTACK )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_PORTAL_PLAYER )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_SET_OBJECTTHRUST )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_APPLY_DAMAGE )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_REFLECT_DAMAGE )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_CREATE_MONSTER )
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virtual VOID OnInit();
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_DISPLAY_MSGBOX )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_REMOVE_ITEM )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_REWARD_PLAYER )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_CLEAR_MISSION )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_PORTAL_RANDOM )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_ACTIVATE_TRIGGER )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_AREA_DAMAGE )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_OPERATE_SWITCH )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_ROAD_CONNECT )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_CREATE_DIR_MONSTER )
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virtual VOID OnInit();
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_CHANGE_LIGHT )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_CHANGE_OBJECT_TYPE )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_RANDOM_MAP_MOVE )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_QUEST_SATISFACTION )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_QUEST_GRANT )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_QUEST_SETUP )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_USE_CATEGORY )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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//// 기존에 존재하는 액션 트리거
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////__BEGIN_DECL_ACTION( ACTION_CREATE_MONSTER )
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////__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_CREATE_MONSTER_GROUP )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_SHOW_OR_HIDE_UNIT )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_SHOW_GUIDE_MSGBOX )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_SHOW_OR_HIDE_MSGBOX )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_RANDOM_AREA_MOVE )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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// 몬스터 랜덤 스폰
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__BEGIN_DECL_ACTION( ACTION_RANDOM_MONSTER_SPAWN )
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virtual VOID OnInit();
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_TOWER_OF_TRIAL_SHOW_THE_FLOOR )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_REMOVE_MONSTER )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_ADD_EXP )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_MONSTER_STAT_UP_OR_DOWN )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_RANDUM_TRIGER_ON_OR_OFF )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_PLAY_MUSIC )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_DOWN_OBJETC_HP )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_CHANGE_ATTACK_KIND )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_ACTIVE_STAMP )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//////////////////////////////////////////////////////////////////////////
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__BEGIN_DECL_ACTION( ACTION_ATTACK_OBJECTKIND )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_ACTIVE_SKILL_OBJECTKIND )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_SHOW_MESSAGEBOX_OBJECTKIND )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_SET_ATTACK_STATE_OBJECTKIND )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_DESTROY_OBJECTKIND )
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virtual VOID OnAction();
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__END_DECL_ACTION
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// [5/5/2010 iforall]
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__BEGIN_DECL_ACTION( ACTION_CREATE_MONSTER_LINKED_MAPOBJECT )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION(ACTION_CONTROL_TIMER)
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_DO_COMMAND )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_MOVE_CONTROL )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_ANIMATION_CONTROL )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_NPC_APPLY_DAMAGE )
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virtual VOID OnAction();
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__END_DECL_ACTION
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//_NA_004777_20120428_ADD_COMPLETE_COLLECTION_TRIGGER
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__BEGIN_DECL_ACTION( ACTION_COMPLETE_COLLECTION )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_APPLY_HPMPSD )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_CHANGE_OBJECT_HP )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_CHANGE_RADAR_MAP )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_ATTACH_STATE_RANGE )
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virtual VOID OnAction();
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__END_DECL_ACTION
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__BEGIN_DECL_ACTION( ACTION_CHANGE_PLAYER_HP )
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virtual VOID OnAction();
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__END_DECL_ACTION
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