📄 combatsystemmanager.h
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////////////////////////////////////////////////////////////////////////////////////////////// Filename : CombatSystemManager.h// Written by : intblue@metrotech.co.kr// Description : 傈捧 矫胶袍 概聪历////////////////////////////////////////////////////////////////////////////////////////////#ifndef __COMBAT_SYSTEM_MANAGER_H__#define __COMBAT_SYSTEM_MANAGER_H__#include <time.h>#include "ThreadManager.h"#include "ThreadPool.h"#include "ZoneGroupThread.h"#include "ZoneGroup.h"#include "Zone.h"#include "ZonePlayerManager.h"#include "Gpackets/GCSystemMessage.h"#include "Packet.h"#include "Mutex.h"////////////////////////////////////////////////////////////////////////// class CombatSystemManager;//// 傈捧 矫胶袍阑 包府窍绰 概聪历 按眉////////////////////////////////////////////////////////////////////////const int VAMPIRE_HAS_SLAYER_HP_RELIC_POINT = 30;const int VAMPIRE_HAS_SLAYER_TO_HIT_RELIC_POINT = 15;const int SLAYER_HAS_VAMPIRE_HP_RELIC_POINT = 30;const int SLAYER_HAS_VAMPIRE_TO_HIT_RELIC_POINT = 15;const int RELIC_STAY_ON_BASE = 0;const int SAME_RACE_HAVE_RELIC = 1;const int ANOTHER_RACE_HAVE_RELIC = 2;const int RELIC_STAY_ON_ZONE = 3;const string RELIC1NAME = "芬羔绕厘";const string RELIC2NAME = "己狼";const string RELIC3NAME = "贸赤狼乔";const string RELIC4NAME = "开绞磊啊";class CombatSystemManager { public: CombatSystemManager() throw(); ~CombatSystemManager() throw(); void CheckCombat() throw(Error); // 傈捧 劝己拳 咯何 眉农窍咯 积己/颇鲍 角矫 void ActiveCombat() throw(Error); // 傈捧 俺矫 void DeactiveCombat() throw(Error); // 傈捧 辆丰 void BroadcastPacket(Packet*) throw(Error); // 葛电 粮狼 荤侩磊俊霸 皋矫瘤 傈崔 void BroadcastPacket(Packet*, int condition, int minute) throw(Error); // 葛电 粮狼 荤侩磊俊霸 皋矫瘤 傈崔 void ActiveMonster(); // 傈捧 阁胶磐 积己 void DeactiveMonster(); // 傈捧 阁胶磐 颇鲍 // Relic狼 惑怕 颇厩 // 0: 己拱 焊包措俊 家蜡 // 1: 磊脚狼 辆练捞 啊瘤绊 乐澜 // 2: 鸥辆练捞 啊瘤绊 乐澜 // 3: 官蹿俊 冻绢廉 乐澜 int getRelicStatus(int RelicIndex) { return m_RelicStatus[RelicIndex]; } void setRelicStatus(int Relic, int Status) { m_RelicStatus[Relic] = Status; } // Relic狼 家蜡林 string getRelicOwner(int RelicIndex) { return m_RelicOwner[RelicIndex]; } void setRelicOwner(int RelicIndex, string Owner) { m_RelicOwner[RelicIndex] = Owner; } // 促弗 辆练狼 己拱阑 啊脸阑 矫 焊呈胶 器牢飘 拌魂 int getSlayerToHitPoint() const { return m_SlayerToHitPoint; } void setSlayerToHitPoint(int tohit) { m_SlayerToHitPoint = tohit; } int getSlayerHPPoint() const { return m_SlayerHPPoint; } void setSlayerHPPoint(int hp) { m_SlayerHPPoint = hp; } int getVampireToHitPoint() const { return m_VampireToHitPoint; } void setVampireToHitPoint(int tohit) { m_VampireToHitPoint = tohit; } int getVampireHPPoint() const { return m_VampireHPPoint; } void setVampireHPPoint(int hp) { m_VampireHPPoint = hp; } //bool getRelicAttacked() const { return m_RelicAttacked; } //void setRelicAttacked(bool attack) { m_RelicAttacked = attack; } //bool getRelicMoved() const { return m_RelicMoved; } //void setRelicMoved(bool move) { m_RelicMoved = move; } bool isCombatFlag() const { return m_bCombat; } bool isCombatStartFlag() const { return m_bCombatActive; } bool isCombatEndFlag() const { return m_bCombatDeactive; } void setCombatActivate() { m_bCombatActive = true; m_bCombatDeactive = false; } void setCombatDeactivate() { m_bCombatDeactive = true; m_bCombatActive = false; } void setRelic(int relicindex, bool relic) { m_Relic[relicindex] = relic; } bool getRelic(int relicindex) const { return m_Relic[relicindex]; } // set relic storage id, get relic storage id void setRelicLocation(int relicindex, int ownerobjectid, int storage, int storageid, int x, int y); int getRelicOwnerObjectID(int relicindex) const { return m_RelicOwnerObjectID[relicindex]; } int getRelicStorageID(int relicindex) const { return m_RelicStorageID[relicindex]; } int getRelicStorage(int relicindex) const { return m_RelicStorage[relicindex]; } void setRelicStorage(int relicindex, int storage) { m_RelicStorage[relicindex] = storage; } void setRelicStorageID(int relicindex, ObjectID_t object) { m_RelicStorageID[relicindex] = object; } ZoneCoord_t getRelicX(int relicindex) const { return m_RelicX[relicindex]; } ZoneCoord_t getRelicY(int relicindex) const { return m_RelicY[relicindex]; } // set relic object id, get relic object id void setRelicObjectID(int relicindex, ObjectID_t object) { m_RelicObjectID[relicindex] = object; } ObjectID_t getRelicObjectID(int relicindex) const { return m_RelicObjectID[relicindex]; } int getMonsterRegenFlag(int index) const { return m_RegenFlag[index]; } void setMonsterRegenFlag(int index, int value, int type); int getMonsterRegenType(int index) const { return m_RegenTypeFlag[index]; } void RelicToString(int index); private: bool m_bCombat; // 傈捧啊 柳青 吝 牢瘤 咯何甫 钎泅窍绰 函荐 bool m_bCombatActive; bool m_bCombatDeactive; int m_RelicStatus[5]; string m_RelicOwner[5]; int m_RegenFlag[5]; int m_RegenTypeFlag[5]; int m_SlayerHPPoint; int m_SlayerToHitPoint; int m_VampireToHitPoint; int m_VampireHPPoint; // 阿 芳腐捞 免泅沁绰啊 窍绰 何盒 bool m_Relic[5]; // 阿 芳腐狼 困摹 沥焊 int m_RelicOwnerObjectID[5]; int m_RelicStorageID[5]; int m_RelicStorage[5]; ZoneCoord_t m_RelicX[5], m_RelicY[5]; // 阿 芳腐狼 Object ID ObjectID_t m_RelicObjectID[5]; mutable Mutex m_Mutex;};extern CombatSystemManager* g_pCombatSystemManager;#endif
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