📄 skillpropertymanager.h
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//////////////////////////////////////////////////////////////////////////////// Filename : SkillProperty.h// Description : //////////////////////////////////////////////////////////////////////////////#ifndef __SKILL_PROPERTY_H__#define __SKILL_PROPERTY_H__#include "Exception.h"#include "Types.h"#include "SkillInfo.h"#include <bitset>#include <vector>//////////////////////////////////////////////////////////////////////////////// Class SkillProperty//////////////////////////////////////////////////////////////////////////////class SkillProperty {public: SkillProperty(); ~SkillProperty();public: SkillType_t getType() const { return m_SkillType; } void setType( SkillType_t skillType ) { m_SkillType = skillType; } bool isMelee() const { return m_PropertyType.test(SKILL_PROPERTY_TYPE_MELEE); } void setMelee( bool bMelee ) { ( bMelee ? m_PropertyType.set( SKILL_PROPERTY_TYPE_MELEE ) : m_PropertyType.reset( SKILL_PROPERTY_TYPE_MELEE ) ); } bool isMagic() const { return m_PropertyType.test(SKILL_PROPERTY_TYPE_MAGIC); } void setMagic( bool bMagic ) { ( bMagic ? m_PropertyType.set( SKILL_PROPERTY_TYPE_MAGIC ) : m_PropertyType.reset( SKILL_PROPERTY_TYPE_MAGIC ) ); } bool isPhysic() const { return m_PropertyType.test( SKILL_PROPERTY_TYPE_PHYSIC ); } void setPhysic( bool bPhysic ) { ( bPhysic ? m_PropertyType.set( SKILL_PROPERTY_TYPE_PHYSIC ) : m_PropertyType.reset( SKILL_PROPERTY_TYPE_PHYSIC ) ); } // toString string toString() const ;private: SkillType_t m_SkillType; bitset<SKILL_PROPERTY_TYPE_MAX> m_PropertyType;};//////////////////////////////////////////////////////////////////////////////// Class SkillPropertyManager//////////////////////////////////////////////////////////////////////////////class SkillPropertyManager {public: SkillPropertyManager() throw(); ~SkillPropertyManager() throw();public: // init SkillProperties void init() throw(); // clear SkillProperties void clear() throw(); // init default SkillProperty void initDefaultSkillProperty() throw(); // get SkillProperty SkillProperty* getSkillProperty(SkillType_t SkillType) const throw(NoSuchElementException, OutOfBoundException, Error); // add SkillProperty void addSkillProperty(SkillProperty* pSkillProperty) throw(DuplicatedException, OutOfBoundException, Error); // toString for Debug string toString() const throw();private: vector<SkillProperty*> m_SkillProperties;};// Global Variable Definitionextern SkillPropertyManager* g_pSkillPropertyManager;#endif // __SKILL_PROPERTY_MANAGER_H__
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