void GameWorld::SetMessageFromInput(UINT msg, int x, int y) { char szMessage[MsgLen]={0}; char szDebugMessage[DebugMsgLen]={0}; sprintf((char *)szDebugMessage,"click X:%d Y:%d",x,y); SetWindowText(hwnd_window,szDebugMessage); x += ViewportPos_x; y += ViewportPos_y; switch (msg) { case WM_LBUTTONDOWN: if (spMainRole->AnimationBegin() || spMainRole->GetAction() == STAND) { FixToGrid(spMainRole, x, y); Sprite* pTarget = haveSprite(x, y); //typeid, id, statu, action, targetTypeID, targetid, x, y if (pTarget) { sprintf(szMessage, "%d,%d,%d,%d,%d,%d,%d,%d", spMainRole->GetTypeID() ,spMainRole->GetID(), spMainRole->GetStatu(), ATTACK, pTarget->GetTypeID(), pTarget->GetID(), x, y); } else { sprintf(szMessage, "%d,%d,%d,%d,%d,%d,%d,%d", spMainRole->GetTypeID(), spMainRole->GetID(), spMainRole->GetStatu(), WALK, 0, 0, x, y); } } break; default: break; } SendMsg(szMessage); }