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📄 pcoustersinfo.h

📁 天之炼狱1服务器端源文件游戏服务端不完整
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//////////////////////////////////////////////////////////////////////////////// Filename    : PCOustersInfo.h// Written By  : Reiot// Description ://////////////////////////////////////////////////////////////////////////////#ifndef __PC_OUSTERS_INFO_H__#define __PC_OUSTERS_INFO_H__#include "PCInfo.h"//////////////////////////////////////////////////////////////////////////////// Ousters 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 PCOustersInfo : public PCInfo {public:	enum OustersColors	{		OUSTERS_COLOR_COAT,		OUSTERS_COLOR_HAIR,		OUSTERS_COLOR_ARM,		OUSTERS_COLOR_BOOTS,		OUSTERS_COLOR_MAX	};public:	PCType getPCType () const throw () { return PC_OUSTERS; }	void read (SocketInputStream & iStream) throw (ProtocolException, Error);	void write (SocketOutputStream & oStream) const throw (ProtocolException, Error);	uint getSize () const throw ()	{		return szBYTE					// 捞抚辨捞			+ m_Name.size() 			// 酒快胶磐胶 捞抚			+ szSlot					// 浇吩			+ szAlignment				// 己氢			+ szSex						// 己喊			+ szColor * OUSTERS_COLOR_MAX	// 祸惑			+ szBYTE 					// 渴, 公扁 鸥涝			+ szAttr* 3 				// 瓷仿摹			+ szHP* 2					// HP			+ szMP* 2					// MP			+ szRank					// 拌鞭			+ szExp						// 版氰摹			+ szLevel					// 饭骇			+ szFame					// 疙己			+ szBonus					// 焊呈胶 器牢飘			+ szSkillBonus;				// 胶懦焊呈胶 器牢飘	}	// get max size of object	static uint getMaxSize () throw ()	{		return szBYTE + 20				// 酒快胶磐胶 捞抚			+ szSlot					// 浇吩			+ szAlignment				// 己氢			+ szSex						// 己喊			+ szColor* OUSTERS_COLOR_MAX	// 祸惑			+ szBYTE 					// 渴, 公扁 鸥涝			+ szAttr* 3	 				// 瓷仿摹			+ szHP* 2					// HP			+ szMP* 2					// MP			+ szRank					// 拌鞭			+ szExp						// 版氰摹			+ szFame					// 疙己摹			+ szLevel					// 饭骇			+ szBonus					// 焊呈胶 器牢飘			+ szSkillBonus;				// 胶懦 焊呈胶 器牢飘	}	string toString () const throw ();public:    string getName () const throw () { return m_Name; }    void setName (string name) throw () { m_Name = (name.size() > 20) ? name.substr(0,20) : name; }	Slot getSlot () const throw () { return m_Slot; }	void setSlot (Slot slot) throw () { m_Slot = slot; }	void setSlot (string slot) throw (InvalidProtocolException)	{		if (slot == Slot2String[SLOT1])			m_Slot = SLOT1;		else if (slot == Slot2String[SLOT2])			m_Slot = SLOT2;		else if (slot == Slot2String[SLOT3])			m_Slot = SLOT3;		else			throw InvalidProtocolException("invalid slot value");	}	Alignment_t getAlignment() const throw() { return m_Alignment; }	void setAlignment(Alignment_t Alignment) throw() { m_Alignment = Alignment; }	Fame_t getFame () const throw () { return m_Fame; }	void setFame (Fame_t f) throw () { m_Fame = f; }	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");	}	Color_t getCoatColor() const throw() { return m_CoatColor; }	void setCoatColor(Color_t CoatColor) throw() { m_CoatColor = CoatColor; }	Color_t getHairColor () const throw () { return m_HairColor; }	void setHairColor (Color_t hairColor) throw () { m_HairColor = hairColor; }	Color_t getArmColor () const throw () { return m_ArmColor; }	void setArmColor (Color_t armColor) throw () { m_ArmColor = armColor; }	Color_t getBootsColor () const throw () { return m_BootsColor; }	void setBootsColor (Color_t bootsColor) throw () { m_BootsColor = bootsColor; }	OustersCoatType getCoatType() const throw() { return m_CoatType; }	void setCoatType(OustersCoatType coatType) throw() { m_CoatType = coatType; }	OustersArmType getArmType() const throw() { return m_ArmType; }	void setArmType( OustersArmType armType ) throw() { m_ArmType = armType; }    Attr_t getSTR () const throw (Error) { if (m_STR > maxOustersAttr) throw Error("STR out of range"); return m_STR; }	void setSTR (Attr_t str) throw (Error) { if (str > maxOustersAttr) throw Error("STR out of range"); m_STR = str; }	Attr_t getDEX () const throw (Error) { if (m_DEX > maxOustersAttr) throw Error("DEX out of range"); return m_DEX; }	void setDEX (Attr_t dex) throw (Error) { if (dex > maxOustersAttr) throw Error("DEX out of range"); m_DEX = dex; }	Attr_t getINT () const throw (Error) { if (m_INT > maxOustersAttr) throw Error("INT out of range"); return m_INT; }	void setINT (Attr_t inte) throw (Error) { if (inte > maxOustersAttr) throw Error("INT out of range"); m_INT = 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; }	MP_t getMP (AttrType attrType = ATTR_CURRENT) const throw () { return m_MP[attrType]; }	void setMP (MP_t mp, AttrType attrType = ATTR_CURRENT) throw () { m_MP[attrType] = mp; }	void setMP (MP_t curMP, MP_t maxMP) throw () { m_MP[ATTR_CURRENT] = curMP; m_MP[ATTR_MAX] = maxMP; }	Level_t getLevel () const throw () { return m_Level; }	void setLevel (Level_t exp) throw () { m_Level = exp; }	Exp_t getExp () const throw () { return m_Exp; }	void setExp (Exp_t exp) throw () { m_Exp = exp; }	Rank_t getRank () const throw () { return m_Rank; }	void setRank (Rank_t rank) throw () { m_Rank = rank; }	Bonus_t getBonus() const throw () { return m_Bonus; }	void setBonus(Bonus_t Bonus) throw () { m_Bonus = Bonus; }	SkillBonus_t getSkillBonus() const throw () { return m_SkillBonus; }	void setSkillBonus( SkillBonus_t skillBonus ) throw () { m_SkillBonus = skillBonus; }private:	// PC name	string m_Name;	// PC 浇吩	Slot m_Slot;	// Alignment	Alignment_t m_Alignment;	// PC sex	Sex m_Sex;	// hair color, skin color,	Color_t m_CoatColor;	Color_t m_HairColor;	Color_t m_ArmColor;	Color_t m_BootsColor;	// wear Type/ color	OustersCoatType m_CoatType;	OustersArmType m_ArmType;	// 拌鞭	Rank_t m_Rank;	// Exp	Level_t m_Level;	// Attributes	Attr_t m_STR;	Attr_t m_DEX;	Attr_t m_INT;	// HP	// HP[0] = current hp, hp[1] == max hp	HP_t m_HP[2];	// MP	// MP[0] = current mp, mp[1] == max mp	MP_t m_MP[2];	// Exp	Exp_t m_Exp;	// Fame 	Fame_t m_Fame;	// Bonus Point	Bonus_t m_Bonus;	// Skill Bonus Point	SkillBonus_t m_SkillBonus;};#endif

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