cgskilltoinventory.h

来自「天之炼狱1服务器端源文件游戏服务端不完整」· C头文件 代码 · 共 80 行

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//////////////////////////////////////////////////////////////////////////////// Filename    : CGSkillToInventory.h // Written By  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#ifndef __CG_SKILL_TO_INVENTORY_H__#define __CG_SKILL_TO_INVENTORY_H__#include "Packet.h"#include "PacketFactory.h"//////////////////////////////////////////////////////////////////////////////// class CGSkillToInventory;//////////////////////////////////////////////////////////////////////////////class CGSkillToInventory : public Packet {public:    void read(SocketInputStream & iStream) throw(ProtocolException, Error);    void write(SocketOutputStream & oStream) const throw(ProtocolException, Error);	void execute(Player* pPlayer) throw(ProtocolException, Error);	PacketID_t getPacketID() const throw() { return PACKET_CG_SKILL_TO_INVENTORY; }	PacketSize_t getPacketSize() const throw() { return szSkillType + szObjectID + szCoordInven*4; }	string getPacketName() const throw() { return "CGSkillToInventory"; }	string toString() const throw();public:	SkillType_t getSkillType() const throw()  { return m_SkillType; }	void setSkillType(SkillType_t SkillType) throw() { m_SkillType = SkillType; }	ObjectID_t getObjectID() const throw() { return m_ObjectID; }	void setObjectID(ObjectID_t ObjectID) throw() { m_ObjectID = ObjectID; }	CoordInven_t getX() const throw() { return m_X; }	void setX(Coord_t X) throw() { m_X = X; }	CoordInven_t getY() const throw() { return m_Y; }	void setY(Coord_t Y) throw() { m_Y = Y; }	CoordInven_t getTargetX() const throw() { return m_TargetX; }	void setTargetX(Coord_t TargetX) throw() { m_TargetX = TargetX; }	CoordInven_t getTargetY() const throw() { return m_TargetY; }	void setTargetY(Coord_t TargetY) throw() { m_TargetY = TargetY; }private :	SkillType_t  m_SkillType;	// SkillType	ObjectID_t   m_ObjectID;	// ObjectID	CoordInven_t m_X;			// Coord X	CoordInven_t m_Y;			// Coord Y	CoordInven_t m_TargetX;		// Target X	CoordInven_t m_TargetY;		// Target Y};//////////////////////////////////////////////////////////////////////////////// class CGSkillToInventoryFactory;//////////////////////////////////////////////////////////////////////////////class CGSkillToInventoryFactory : public PacketFactory {public:	Packet* createPacket() throw() { return new CGSkillToInventory(); }	string getPacketName() const throw() { return "CGSkillToInventory"; }	PacketID_t getPacketID() const throw() { return Packet::PACKET_CG_SKILL_TO_INVENTORY; }	PacketSize_t getPacketMaxSize() const throw() { return szSkillType + szObjectID + szCoordInven*4; }};//////////////////////////////////////////////////////////////////////////////// class CGSkillToInventoryHandler;//////////////////////////////////////////////////////////////////////////////class CGSkillToInventoryHandler {public:	static void execute(CGSkillToInventory* pCGSkillToInventory, Player* pPlayer) throw(Error);};#endif

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