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📄 item.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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	 1, //SLAYER_PORTAL_ITEM   // 38	 1, //VAMPIRE_PORTAL_ITEM  // 39	 1, //EVENT_GIFT_BOX       // 40	50, //EVENT_STAR           // 41 	 1, //VAMPIRE_EARRING      // 42 	 1, //RELIC                // 43 	 1, //VAMPIRE_WEAPON       // 44 	 1, //VAMPIRE_AMULET       // 45 	 1, //QUEST_ITEM       	   // 46	 1, //EVENT_TREE           // 47	 9, //EVENT_ETC            // 48	 1, //BLOOD_BIBLE          // 49	 1, //CASTLE_SYMBOL		   // 50 	 1, //COUPLE_RING		   // 51	 1, //VAMPIRE_COUPLE_RING  // 52	 1, //EVENT_ITEM  		   // 53	 1, //DYE_POTION		   // 54	 9, //RESURRECT_ITEM	   // 55	 9, //MIXING_ITEM		   // 56	 1, //OUSTERS_ARMSBAND	   // 57	 1, //OUSTERS_BOOTS		   // 58	 1, //OUSTERS_CHAKRAM	   // 59	 1, //OUSTERS_CIRCLET	   // 60	 1, //OUSTERS_COAT		   // 61	 1, //OUSTERS_PENDENT	   // 62	 1, //OUSTERS_RING		   // 63	 1, //OUSTERS_STONE		   // 64	 1, //OUSTERS_WRISTLET	   // 65	 9, //LARVA 			   // 66	 9, //PUPA 				   // 67	 9, //COMPOS_MEI 		   // 68	 1,	//OUSTERS_SUMMON_ITEM  // 69	20, //EFFECT_ITEM          // 70	 1, //CODE_SHEET		   // 71	99, //MOON_CARD			   // 72	 1, //SWEEPER			   // 73	 1, //PET_ITEM			   // 74	 9, //PET_FOOD			   // 75	50, //PET_ENCHANT_ITEM	   // 76	50, //LUCKY_BAG            // 77};class PCItemInfo;class PlayerCreature;//////////////////////////////////////////////////////////////////////////////// class Item// 顶俊 冻绢廉 乐芭唱, 农府贸俊霸 家蜡登绰 荐悼利牢 酒捞袍甸阑 唱鸥辰促.//////////////////////////////////////////////////////////////////////////////class Item : public Object {public:	// Item 狼 窍困 盒幅甫 唱鸥辰促. Item 努贰胶甫 	// 流立 惑加罐篮 努贰胶甫 酒贰 府胶飘俊 眠啊窍扁 	// 官鄂促. 肚茄 捞 努贰胶甸篮 getItemClass() 甫	// 犁沥狼秦拎具 茄促.	enum ItemClass 	{		ITEM_CLASS_MOTORCYCLE,           // 0		ITEM_CLASS_POTION,               // 1		ITEM_CLASS_WATER,                // 2		ITEM_CLASS_HOLYWATER,            // 3		ITEM_CLASS_MAGAZINE,             // 4		ITEM_CLASS_BOMB_MATERIAL,        // 5		ITEM_CLASS_ETC,                  // 6		ITEM_CLASS_KEY,                  // 7		ITEM_CLASS_RING,                 // 8		ITEM_CLASS_BRACELET,             // 9		ITEM_CLASS_NECKLACE,             // 10		ITEM_CLASS_COAT,                 // 11		ITEM_CLASS_TROUSER,              // 12		ITEM_CLASS_SHOES,                // 13		ITEM_CLASS_SWORD,                // 14		ITEM_CLASS_BLADE,                // 15		ITEM_CLASS_SHIELD,               // 16		ITEM_CLASS_CROSS,                // 17		ITEM_CLASS_GLOVE,                // 18		ITEM_CLASS_HELM,                 // 19		ITEM_CLASS_SG,                   // 20		ITEM_CLASS_SMG,                  // 21		ITEM_CLASS_AR,                   // 22		ITEM_CLASS_SR,                   // 23		ITEM_CLASS_BOMB,                 // 24		ITEM_CLASS_MINE,                 // 25		ITEM_CLASS_BELT,                 // 26		ITEM_CLASS_LEARNINGITEM,         // 27		ITEM_CLASS_MONEY,                // 28		ITEM_CLASS_CORPSE,               // 29		ITEM_CLASS_VAMPIRE_RING,         // 30		ITEM_CLASS_VAMPIRE_BRACELET,     // 31		ITEM_CLASS_VAMPIRE_NECKLACE,     // 32		ITEM_CLASS_VAMPIRE_COAT,         // 33		ITEM_CLASS_SKULL,                // 34		ITEM_CLASS_MACE,                 // 35		ITEM_CLASS_SERUM,                // 36		ITEM_CLASS_VAMPIRE_ETC,          // 37		ITEM_CLASS_SLAYER_PORTAL_ITEM,   // 38		ITEM_CLASS_VAMPIRE_PORTAL_ITEM,  // 39		ITEM_CLASS_EVENT_GIFT_BOX,       // 40		ITEM_CLASS_EVENT_STAR,           // 41		ITEM_CLASS_VAMPIRE_EARRING,      // 42		ITEM_CLASS_RELIC,                // 43		ITEM_CLASS_VAMPIRE_WEAPON,       // 44		ITEM_CLASS_VAMPIRE_AMULET,       // 45		ITEM_CLASS_QUEST_ITEM,       	 // 46		ITEM_CLASS_EVENT_TREE,           // 47		ITEM_CLASS_EVENT_ETC,            // 48		ITEM_CLASS_BLOOD_BIBLE,          // 49		ITEM_CLASS_CASTLE_SYMBOL,        // 50		ITEM_CLASS_COUPLE_RING,			 // 51		ITEM_CLASS_VAMPIRE_COUPLE_RING,	 // 52		ITEM_CLASS_EVENT_ITEM,	 		 // 53		ITEM_CLASS_DYE_POTION,	 		 // 54		ITEM_CLASS_RESURRECT_ITEM,		 // 55		ITEM_CLASS_MIXING_ITEM,			 // 56		ITEM_CLASS_OUSTERS_ARMSBAND,	 // 57		ITEM_CLASS_OUSTERS_BOOTS,		 // 58		ITEM_CLASS_OUSTERS_CHAKRAM,		 // 59		ITEM_CLASS_OUSTERS_CIRCLET,		 // 60		ITEM_CLASS_OUSTERS_COAT,		 // 61		ITEM_CLASS_OUSTERS_PENDENT,		 // 62		ITEM_CLASS_OUSTERS_RING,		 // 63		ITEM_CLASS_OUSTERS_STONE,		 // 64		ITEM_CLASS_OUSTERS_WRISTLET,	 // 65		ITEM_CLASS_LARVA, 				 // 66		ITEM_CLASS_PUPA, 				 // 67		ITEM_CLASS_COMPOS_MEI, 			 // 68		ITEM_CLASS_OUSTERS_SUMMON_ITEM,	 // 69		ITEM_CLASS_EFFECT_ITEM,	 	  	 // 70		ITEM_CLASS_CODE_SHEET,	 	  	 // 71		ITEM_CLASS_MOON_CARD,			 // 72		ITEM_CLASS_SWEEPER,			 	 // 73		ITEM_CLASS_PET_ITEM,		 	 // 74		ITEM_CLASS_PET_FOOD,		 	 // 75		ITEM_CLASS_PET_ENCHANT_ITEM, 	 // 76		ITEM_CLASS_LUCKY_BAG,            // 77		ITEM_CLASS_MAX                   // 78	};	enum CreateType 	{		CREATE_TYPE_NORMAL,		// 老馆利牢 酒捞袍 积己				// 0		CREATE_TYPE_MONSTER,	// 阁胶磐俊 狼秦辑 积己				// 1		CREATE_TYPE_SHOP,		// 惑痢俊辑 积己					// 2		CREATE_TYPE_GAMBLE,		// 胺喉阑 烹秦辑 积己				// 3		CREATE_TYPE_ENCHANT,	// 牢忙飘甫 烹秦辑 积己				// 4		CREATE_TYPE_GAME,		// 促弗 霸烙 矫胶袍俊 狼秦辑 积己	// 5		CREATE_TYPE_CREATE,		// 款康磊 疙飞绢肺 积己				// 6		CREATE_TYPE_MALL,		// 昆狼 讥 隔俊辑 备概茄 酒捞袍		// 7		CREATE_TYPE_PRIZE,		// 扁鸥 捞亥飘肺 霖 酒捞袍			// 8		CREATE_TYPE_MIXING,		// Mixing Forge 肺 父电 酒捞袍		// 9		CREATE_TYPE_SPECIAL,	// 荤厘丛 酒捞袍 -_-;				// 10		CREATE_TYPE_MAX	};// constructor/destructorpublic:	Item() throw();	virtual ~Item() throw();// methods from Objectpublic:	virtual ObjectClass getObjectClass() const throw() { return OBJECT_CLASS_ITEM; }	virtual ObjectPriority getObjectPriority() const throw(Error) { return OBJECT_PRIORITY_ITEM; }	virtual string toString() const throw() = 0;// DB methodspublic:	virtual void create(const string & ownerID, Storage storage, DWORD storageID, BYTE x, BYTE y, ItemID_t itemID=0) throw(Error) = 0;	// itemID=0 <-- 漂沥 ItemID肺 积己. by sigi. 2002.10.28	virtual bool destroy() throw(Error);	virtual void save(const string & ownerID, Storage storage, DWORD storageID, BYTE x, BYTE y) throw(Error) = 0;	virtual void tinysave(const string & field) const throw (Error) = 0;	void waste( Storage storage = STORAGE_GARBAGE ) const throw (Error);// own methods// *CAUTION*// ItemType篮 Item 狼 窍困 努贰胶俊辑 沥狼等促. // 捞蜡绰 开矫 皋葛府 沥纺 巩力肺 牢茄 扯厚甫 // 阜扁 困秦辑捞促.public:	virtual ItemClass getItemClass() const throw() = 0;	string getItemClassName() const throw() { return ItemClass2String[getItemClass()]; }	virtual string getObjectTableName() const throw() = 0;	virtual bool isSilverWeapon() const throw() { return false; }	virtual bool isGun() const throw() { return false; }//	virtual Item* getTreasure() const throw() { return NULL; };	virtual ItemType_t getItemType() const throw() = 0;	virtual void setItemType(ItemType_t itemType) throw() = 0;	virtual bool hasOptionType() const throw() { return false; }	virtual int getOptionTypeSize() const throw() { return 0; }	virtual int getRandomOptionType() const throw() { return 0; }	virtual const list<OptionType_t>& getOptionTypeList() const throw() { static list<OptionType_t> nullList; return nullList; }	virtual OptionType_t getFirstOptionType() const throw() { return 0; }	virtual void removeOptionType(OptionType_t OptionType) throw() {}	virtual void changeOptionType(OptionType_t currentOptionType, OptionType_t newOptionType) throw() {}	virtual void addOptionType(OptionType_t OptionType) throw() {}	virtual void setOptionType(const list<OptionType_t>& OptionType) throw() {}	ItemID_t getItemID() const throw() { return m_ItemID; }	void setItemID(ItemID_t itemID) throw() { m_ItemID = itemID; }	virtual VolumeWidth_t getVolumeWidth() const throw(Error) = 0;	virtual VolumeHeight_t getVolumeHeight() const throw(Error) = 0;	virtual Weight_t getWeight() const throw(Error) = 0;	virtual Durability_t getDurability() const throw(Error) { return 1; }	virtual void setDurability(Durability_t durability) throw(Error) {}	virtual Durability_t getMaxDurability() const { return 1; }	virtual Damage_t getMinDamage() const throw(Error) { return 0; }	virtual Damage_t getMaxDamage() const throw(Error) { return 0; }	virtual Range_t getRange() const throw(Error) { return 0; }	virtual ToHit_t getToHitBonus() const throw(Error) { return 0; }	virtual Defense_t getDefenseBonus() const throw(Error) { return 0; }	virtual Protection_t getProtectionBonus() const throw(Error) { return 0; }    virtual MP_t getMPBonus() const throw(Error) { return 0; }	virtual ItemNum_t getNum() const throw() { return 1; }	virtual void setNum(ItemNum_t Num) throw() {}	virtual bool isStackable() const throw() { return false; }	virtual BYTE getBulletCount() const throw() { return 0; } 	virtual void setBulletCount(BYTE bulletCount) throw() {}	virtual Silver_t getSilver() const throw() { return 0; }	virtual void setSilver(Silver_t amount) throw() { }	virtual EnchantLevel_t getEnchantLevel() const throw() { return 0;}	virtual void setEnchantLevel(EnchantLevel_t level) throw() { }	virtual Damage_t getBonusDamage() const throw() { return 0; }	virtual void setBonusDamage(Damage_t BonusDamage) throw() {}	virtual int getCriticalBonus(void) const throw() { return 0; }	virtual Grade_t getGrade() const { return -1; }	virtual void setGrade( Grade_t Grade ) { } 	virtual Luck_t getLuck() const { return 0; }	EffectManager& getEffectManager() throw() { return m_EffectManager;}    // set/remove/check flag    void setFlag(Effect::EffectClass Flag) throw() { m_Flag.set(Flag); }    void removeFlag(Effect::EffectClass Flag) throw() { m_Flag.reset(Flag); }    bool isFlag(Effect::EffectClass Flag) throw() { return m_Flag.test(Flag); }	virtual const list<OptionType_t>& getDefaultOptions(void) const throw();	CreateType	getCreateType() const			 { return m_CreateType; }	void	setCreateType(CreateType createType) { m_CreateType = createType; }	bool	isUnique() const				{ return m_bUnique; }	void	setUnique(bool bUnique=true)	{ m_bUnique = bUnique; }	bool	isQuestItem() const				{ return (getItemClass() == ITEM_CLASS_EVENT_ITEM && getItemType() != 27 && getItemType() != 28) || 													(getItemClass()==ITEM_CLASS_EVENT_TREE && getItemType()>12 && getItemType()<26) ||													(getItemClass()==ITEM_CLASS_EVENT_TREE && getItemType()>28 && getItemType()<42) ||													(getItemClass()==ITEM_CLASS_CODE_SHEET); }	void	setQuestItem(bool bQuest=true)	{ m_bQuest = bQuest; }	bool	isFlagItem() const { return getItemClass() == ITEM_CLASS_EVENT_ITEM && getItemType() == 27; }	bool	isSweeper() const { return getItemClass() == ITEM_CLASS_SWEEPER; }	bool	isTraceItem() const				{ return m_bTrace; }	void	setTraceItem(bool bTrace=false)	{ m_bTrace = bTrace; }	bool	isTimeLimitItem() const				{ return m_bTimeLimit; }	void	setTimeLimitItem(bool bTimeLimit=true) { m_bTimeLimit = bTimeLimit; }	int		getHour() const					{ return m_Hour; }	void	setHour(int hour)				{ m_Hour = hour; }	virtual void makePCItemInfo( PCItemInfo& pResult ) const;	virtual void whenPCTake( PlayerCreature* pPC );	virtual void whenPCLost( PlayerCreature* pPC );// member dataprotected:	ItemID_t                         m_ItemID;        // DB-unique ID 	EffectManager                    m_EffectManager; // EffectManager	bitset<Effect::EFFECT_CLASS_MAX> m_Flag;          // Effect flag		CreateType                   	m_CreateType;	  // 酒捞袍 积己 辆幅	bool							m_bUnique;        // 蜡聪农 酒捞袍牢啊?	bool							m_bQuest;		  // 涅胶飘 酒捞袍牢啊..	bool							m_bTrace;		  // Trace Log 甫 巢辨 酒捞袍牢啊?	bool							m_bTimeLimit;     // 矫埃力茄 酒捞袍牢啊?	int								m_Hour;			  // 力茄矫埃};#endif

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