📄 pcvampireinfo2.h
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//////////////////////////////////////////////////////////////////////////////// Filename : PCVampireInfo2.h// Written By : Reiot// Description ://////////////////////////////////////////////////////////////////////////////#ifndef __PC_VAMPIRE_INFO_2_H__#define __PC_VAMPIRE_INFO_2_H__#include "PCInfo.h"//////////////////////////////////////////////////////////////////////////////// Vampire 沥焊甫 淬绊 乐绰 按眉.// GCPCList 菩哦俊 淬败辑 努扼捞攫飘俊霸 傈价等促.// 酒捞袍捞唱 吧妨乐绰 付过 鞍篮 沥焊绰 淬败乐瘤 臼促.//////////////////////////////////////////////////////////////////////////////class PCVampireInfo2 : public PCInfo {public: PCType getPCType () const throw () { return PC_VAMPIRE; } void read (SocketInputStream & iStream) throw (ProtocolException, Error); void write (SocketOutputStream & oStream) const throw (ProtocolException, Error); uint getSize () const throw () { return szObjectID // ObjectID + szBYTE + m_Name.size() // 轨颇捞绢 捞抚 + szLevel // 饭骇 + szSex // 己喊 + szColor* 2 // 祸惑 + szAlignment // 己氢 + szAttr * 3 * 3 // 瓷仿摹 + szHP* 2 // HP + szRank + szRankExp // 拌鞭 版氰摹 + szExp // 版氰摹 + szFame // Fame + szGold // 捣 + szSight // 矫具 + szSkillType* 8 // 侵 虐 + szSilver // 侵 虐 + szBonus // 焊呈胶器牢飘 + szGuildID // 辨靛 酒捞叼 + szBYTE + m_GuildName.size() // 辨靛 捞抚 + szGuildMemberRank // guild member rank + szBYTE; // 鼻茄 } static uint getMaxSize () throw () { return szObjectID // ObjectID + szBYTE + 20 // 轨颇捞绢 捞抚 + szLevel // 饭骇 + szSex // 己喊 + szColor* 2 // 祸惑 + szAlignment // 己氢 + szAttr * 3 * 3 // 瓷仿摹 + szHP* 2 // HP + szRank + szRankExp // 拌鞭 版氰摹 + szExp // 版氰摹 + szFame // Fame + szGold // 捣 + szSight // 矫具 + szSkillType* 8 // 侵 虐 + szSilver // 侵 虐 + szBonus // 焊呈胶器牢飘 + szGuildID // 辨靛 酒捞叼 + szBYTE + 30 // 辨靛 捞抚 + szGuildMemberRank + // guild member rank + szBYTE; // 鼻茄 } string toString () const throw ();public: ObjectID_t getObjectID () const throw () { return m_ObjectID; } void setObjectID (ObjectID_t objectID) throw () { m_ObjectID = objectID; } string getName () const throw () { return m_Name; } void setName (string name) throw () { m_Name = (name.size() > 20) ? name.substr(0,20) : name; } Level_t getLevel () const throw () { return m_Level; } void setLevel (Level_t Level) throw () { m_Level = Level; } Sex getSex () const throw () { return m_Sex; } void setSex (Sex sex) throw () { m_Sex = sex; } void setSex (string sex) throw (InvalidProtocolException) { if (sex == Sex2String[MALE]) m_Sex = MALE; else if (sex == Sex2String[FEMALE]) m_Sex = FEMALE; else throw InvalidProtocolException("invalid sex value"); } Fame_t getFame () const throw () { return m_Fame; } void setFame (Fame_t f) throw () { m_Fame = f; } Color_t getBatColor () const throw () { return m_BatColor; } void setBatColor (Color_t batColor) throw () { m_BatColor = batColor; } Color_t getSkinColor () const throw () { return m_SkinColor; } void setSkinColor (Color_t skinColor) throw () { m_SkinColor = skinColor; } Alignment_t getAlignment() const throw() { return m_Alignment; } void setAlignment(Alignment_t Alignment) throw() { m_Alignment = Alignment; } Attr_t getSTR (AttrType attrType = ATTR_CURRENT) const throw (Error) { if (m_STR[attrType] > maxVampireAttr) throw Error("STR out of range"); return m_STR[attrType]; } void setSTR (Attr_t str, AttrType attrType = ATTR_CURRENT) throw (Error) { if (str > maxVampireAttr) throw Error("STR out of range"); m_STR[attrType] = str; } Attr_t getDEX (AttrType attrType = ATTR_CURRENT) const throw (Error) { if (m_DEX[attrType] > maxVampireAttr) throw Error("DEX out of range"); return m_DEX[attrType]; } void setDEX (Attr_t dex, AttrType attrType = ATTR_CURRENT) throw (Error) { if (dex > maxVampireAttr) throw Error("DEX out of range"); m_DEX[attrType] = dex; } Attr_t getINT (AttrType attrType = ATTR_CURRENT) const throw (Error) { if (m_INT[attrType] > maxVampireAttr) throw Error("INT out of range"); return m_INT[attrType]; } void setINT (Attr_t inte, AttrType attrType = ATTR_CURRENT) throw (Error) { if (inte > maxVampireAttr) throw Error("INT out of range"); m_INT[attrType] = inte; } HP_t getHP (AttrType attrType = ATTR_CURRENT) const throw () { return m_HP[attrType]; } void setHP (HP_t hp, AttrType attrType = ATTR_CURRENT) throw () { m_HP[attrType] = hp; } void setHP (HP_t curHP, HP_t maxHP) throw () { m_HP[ATTR_CURRENT] = curHP; m_HP[ATTR_MAX] = maxHP; } Rank_t getRank () const throw () { return m_Rank; } void setRank (Rank_t rank) throw () { m_Rank = rank; } RankExp_t getRankExp () const throw () { return m_RankExp; } void setRankExp (RankExp_t rankExp) throw () { m_RankExp = rankExp; } Exp_t getExp () const throw () { return m_Exp; } void setExp (Exp_t exp) throw () { m_Exp = exp; } Gold_t getGold () const throw () { return m_Gold; } void setGold (Gold_t gold) throw () { m_Gold = gold; } Sight_t getSight () const throw () { return m_Sight; } void setSight (Sight_t sight) throw () { m_Sight = sight; } Bonus_t getBonus() const throw() { return m_Bonus; } void setBonus(Bonus_t Bonus) throw() { m_Bonus = Bonus; } SkillType_t getHotKey(BYTE pos) const throw() { return m_HotKey[pos]; } void setHotKey(BYTE pos, SkillType_t SkillType) throw() { m_HotKey[pos] = SkillType; } Silver_t getSilverDamage() const throw() { return m_SilverDamage; } void setSilverDamage(Silver_t SilverDamage ) throw() { m_SilverDamage = SilverDamage; } BYTE getCompetence(void) const { return m_Competence; } void setCompetence(BYTE competence) { m_Competence = competence; } GuildID_t getGuildID(void) const { return m_GuildID; } void setGuildID(GuildID_t GuildID) { m_GuildID = GuildID; } string getGuildName() const { return m_GuildName; } void setGuildName( string guildName ) { m_GuildName = guildName; } GuildMemberRank_t getGuildMemberRank() const { return m_GuildMemberRank; } void setGuildMemberRank( GuildMemberRank_t guildMemberRank ) { m_GuildMemberRank = guildMemberRank; }private: // PC's object id ObjectID_t m_ObjectID; // PC name string m_Name; // PC name Level_t m_Level; // PC sex Sex m_Sex; // bat color, skin color, Color_t m_BatColor; Color_t m_SkinColor; // Alignment Alignment_t m_Alignment; // Attributes Attr_t m_STR[3]; Attr_t m_DEX[3]; Attr_t m_INT[3]; // HP // HP[0] = current hp, hp[1] == max hp HP_t m_HP[2]; // 拌鞭 Rank_t m_Rank; RankExp_t m_RankExp; // Exp Exp_t m_Exp; // Fame Fame_t m_Fame; // Gold Gold_t m_Gold; // 矫具 Sight_t m_Sight; // 焊呈胶 器牢飘 Bonus_t m_Bonus; // 侵 虐 SkillType_t m_HotKey[8]; // 角滚 单固瘤 Silver_t m_SilverDamage; // Competence BYTE m_Competence; GuildID_t m_GuildID; // guild name string m_GuildName; // guild member rank GuildMemberRank_t m_GuildMemberRank;};#endif
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