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📄 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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