Initial MSVC 2008 projects workspace
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108
l2ooghelper/IL2Client.h
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108
l2ooghelper/IL2Client.h
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#ifndef IL2CLIENT
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#define IL2CLIENT
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// bot settings
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#include "BotConfig.h"
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// user state
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#include "UserInfo_c.h"
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#include "UserStorageMaxCount.h"
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#include "UserInventory.h"
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#include "UserSkills.h"
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#include "UserEtcStatus.h"
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#include "UserBuffs.h"
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#include "UserParty.h"
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// world state
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#include "WorldObjectTree.h"
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#include "CharArray.h"
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#include "NpcArray.h"
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#include "GIArray.h"
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#include "ClanList.h"
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// l2client window
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#include "MapShowParams.h"
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class IL2Client
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{
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public:
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IL2Client( void *pvL2Client );
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~IL2Client();
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protected: // default constructor, copy constructor and operator= are closed
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IL2Client() {}
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IL2Client( const IL2Client& other ) { UNREFERENCED_PARAMETER(other); }
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IL2Client& operator=( const IL2Client& other ) { UNREFERENCED_PARAMETER(other); }
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public:
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// get-fucntions
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// botting
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BotConfig *get_BotConfig();
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bool isBotCombatEnabled() const;
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void botCombatEnable( bool bEnable = true );
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// state
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int is_IN_GAME();
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// user info
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UserInfo *get_UserInfo();
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UserStorageMaxCount *get_StorageMaxCount();
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UserInventory *get_Inventory();
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UserSkills *get_Skills();
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UserEtcStatus *get_EtcStatus();
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UserBuffs *get_Buffs();
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UserParty *get_Party();
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// world state
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WorldObjectTree *get_WorldObjectTree();
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CharArray *get_WorldChars();
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NpcArray *get_WorldNpcs();
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GIArray *get_WorldItems();
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ClanList *get_WorldClans();
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public:
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// game actions
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// party
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void game_Party_Accept( bool bAccept );
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void game_Party_InvitePlayer( const wchar_t *playerName, unsigned int partyLoot );
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void game_Party_Leave();
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void game_Party_KickPlayer( const wchar_t *playerName );
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void game_Party_ChangeLeader( const wchar_t *playerName );
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// chat
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void game_Say( unsigned int channel, const wchar_t *text );
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void game_SayPm( const wchar_t *text, const wchar_t *to );
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void game_SendBypass( const wchar_t *bypass );
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// move
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void game_MoveBackwardToLocation( int xDst, int yDst, int zDst = 0x7FFFFFFF );
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void game_MoveToDelta( int dx, int dy, int dz = 0 );
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void game_SitStand();
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void game_RunWalk();
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// use skill, item
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void game_SkillUse( unsigned int skillID, unsigned int ctrlPressed = 0, unsigned char shiftPressed = 0 );
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int game_getSkillLevel( unsigned int skillID ); // 0 if no such skill
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void game_UseItemByObjectId( unsigned int objectID );
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void game_UseItemByItemId( unsigned int itemID );
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unsigned long long int game_getItemCount( unsigned int itemID ); // 0 if no such item in inv
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void game_DestroyItem( unsigned int objectID, long long int count = 1 );
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void game_DropItem( unsigned int objectID, long long int count = 1, int x = 0, int y = 0, int z = 0 );
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void game_CrystallizeItem( unsigned int objectID, long long int count = 1 );
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void game_GiveItemToPet( unsigned int objectID, long long int count = 1 );
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// attack, target
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void game_Action( unsigned int objectID );
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void game_TargetByName( const wchar_t *name );
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void game_TargetCancel();
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void game_Attack( unsigned int objectID = 0 );
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void game_autoSoulshot( unsigned int itemID, bool bEnable = true );
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// buff
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void game_buffCancel( unsigned int skillID );
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// packet hack
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void game_sendPacketHex( const char *szHexStr );
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public:
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// for user interfaces that do not directly include L2Client
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int get_MapScale();
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void getMapShowParams( st_MapShowParams *st );
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public: // talking to NPC support
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void set_last_NPC_HTML( const wchar_t *html, unsigned int objectID );
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wchar_t *get_last_NPC_HTML( unsigned int *pObjectID );
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void clear_last_NPC_HTML();
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protected:
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void *m_pcl;
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wchar_t *m_lastNPCHTML;
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unsigned int m_lastNPCHTMLoid;
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};
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#endif
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