34 lines
1.3 KiB
C++
34 lines
1.3 KiB
C++
#pragma once
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//_NA_005026_20120527_CHAOS_ZONE_BATTLE_GROUND
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class GameInstanceDungeon;
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class ChaosZone
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{
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public:
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ChaosZone() : instance_dugeon_(NULL)
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{
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}
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virtual ~ChaosZone() {}
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virtual void Init(GameInstanceDungeon* const instance_dungeon) = 0;
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virtual void Release() = 0;
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virtual void Update() = 0;
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virtual bool EnterPlayer(Player* const player) = 0;
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virtual void LeavePlayer(Player* const player) = 0;
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virtual void EnterTeam(const ChaosZoneTeam team_key, const BYTE player_count,
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DWORD* user_key_list) = 0;
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#ifdef _NA_008679_20160202_REWORK_BATTLEGROUND
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virtual void EnterTeam(MSG_AG_BATTLE_GROUND_ENTER_TEAM_CMD* cmd_msg) {}
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#endif //_NA_008679_20160202_REWORK_BATTLEGROUND
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virtual void DeadCharacter(Character* const dead_character, Character* const kill_character) = 0;
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virtual eUSER_RELATION_TYPE IsFriendPVP(Player* attacker,Player* target) = 0;
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inline GameInstanceDungeon* GetInstanceDungeon() const { return instance_dugeon_; }
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#ifdef _NA_008334_20150608_SONNENSCHEIN
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virtual RC::eSTATUS_RESULT ResurrectionAtSafezone( Player *player ) {__UNUSED(player); return RC::RC_STATUS_UNKNOWN;}
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#endif //_NA_008334_20150608_SONNENSCHEIN
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protected:
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GameInstanceDungeon* instance_dugeon_;
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}; |