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📄 combatsystemmanager.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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////////////////////////////////////////////////////////////////////////////////////////////// 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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