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📄 vampire.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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	bool  isWear(WearPart Part) throw() { return m_pWearItem[Part] != NULL ? true : false; }	void  addWearItem(WearPart Part, Item* pItem) throw() { Assert(m_pWearItem[Part] != NULL); m_pWearItem[Part] = pItem; }	void  deleteWearItem(WearPart Part) throw() { m_pWearItem[Part] = NULL; }	Item* getWearItem(WearPart Part) throw() { return m_pWearItem[Part]; }	void wearItem(WearPart Part) throw();	void wearItem(WearPart Part, Item* pItem) throw();	void takeOffItem(WearPart Part, bool bAddOnMouse, bool bSendModifyInfo) throw();	//WearPart getWearPart(Item::ItemClass IClass) const;	//bool    changeShape(Item* pItem, Color_t color);	bool    addShape(Item::ItemClass IClass, ItemType_t IType, Color_t color);    bool    removeShape(Item::ItemClass IClass, bool bSendPacket=true);	Color_t getItemShapeColor(Item* pItem, OptionInfo* pOptionInfo=NULL) const;	void destroyGears() throw();	bool isRealWearing(WearPart Part) const throw();	bool isRealWearing(Item* pItem) const throw();	bool isRealWearingEx(WearPart Part) const;	DWORD sendRealWearingInfo(void) const throw();	void  getShapeInfo (DWORD& flag, Color_t color[PCVampireInfo::VAMPIRE_COLOR_MAX]) const;////////////////////////////////////////////////////// 酒捞袍 馒/呕矫 瓷仿摹 荐沥 包访 窃荐////////////////////////////////////////////////////public:	void initAllStat(int numPartyMember=-1) throw();	void initCastleSkill() throw();	void sendModifyInfo(const VAMPIRE_RECORD& previous) const throw();	void addModifyInfo(const VAMPIRE_RECORD& previous, ModifyInfo& pkt) const throw();	void initAllStatAndSend();	private:	void computeStatOffset(void) throw();	void computeItemStat(Item* pItem) throw();	void computeOptionStat(Item* pItem) throw();	void computeOptionStat(OptionType_t optionType) throw();	void computeOptionClassStat(OptionClass OClass, int PlusPoint);//////////////////////////////////////////////////////////////// 酒捞袍 八祸 窃荐//////////////////////////////////////////////////////////////public:	virtual Item* findItemOID(ObjectID_t id) throw() { return ::findItemOID(this, id); }	virtual Item* findItemOID(ObjectID_t id, int& storage, int& x, int& y) throw() { return ::findItemOID(this, id, storage, x, y); }	virtual Item* findItemIID(ItemID_t id) throw() { return ::findItemIID(this, id); }	virtual Item* findItemIID(ItemID_t id, int& storage, int& x, int& y) throw() { return ::findItemIID(this, id, storage, x, y); }	virtual Item* findBeltOID(ObjectID_t id) throw() { return ::findItemOID(this, id, Item::ITEM_CLASS_BELT); }	virtual Item* findBeltOID(ObjectID_t id, int& storage, int& x, int& y) throw() { return ::findItemOID(this, id, Item::ITEM_CLASS_BELT, storage, x, y); }	virtual Item* findBeltIID(ItemID_t id) throw(){ return ::findItemIID(this, id, Item::ITEM_CLASS_BELT); }	virtual Item* findBeltIID(ItemID_t id, int& storage, int& x, int& y) throw(){ return ::findItemIID(this, id, Item::ITEM_CLASS_BELT, storage, x, y); }////////////////////////////////////////////////////// 牢器 包访 窃荐////////////////////////////////////////////////////public:	PCVampireInfo2* getVampireInfo2() throw();	PCVampireInfo3  getVampireInfo3() const throw();	InventoryInfo*  getInventoryInfo() const throw();	GearInfo*       getGearInfo() const throw();	ExtraInfo*      getExtraInfo() const throw();	void sendVampireSkillInfo() throw();////////////////////////////////////////////////////// 扁鸥 窃荐////////////////////////////////////////////////////public:	virtual Gold_t getGold() const throw() { return m_Gold; }	virtual void setGold(Gold_t gold) throw();	virtual void setGoldEx(Gold_t gold) throw();	virtual void   increaseGoldEx(Gold_t gold) throw();    virtual void   decreaseGoldEx(Gold_t gold) throw();	virtual bool checkGoldIntegrity();	virtual bool checkStashGoldIntegrity();	void setInMagics(const string & blob) throw() {}	void heartbeat(const Timeval& currentTime) throw();	void getVampireRecord(VAMPIRE_RECORD& record) const throw();	virtual Fame_t getFame() const throw() { return m_Fame; }	virtual void   setFame(Fame_t fame) throw() { m_Fame = fame; }	virtual ZoneID_t getResurrectZoneID(void) const throw() { return m_ResurrectZoneID; }	virtual void setResurrectZoneID(ZoneID_t id) throw() { m_ResurrectZoneID = id; }	virtual void setResurrectZoneIDEx(ZoneID_t id) throw();	Silver_t getSilverDamage() const throw() { return m_SilverDamage; }	void setSilverDamage(Silver_t damage) throw() { m_SilverDamage = damage; }	void saveSilverDamage(Silver_t damage) throw();	virtual Steal_t getHPStealAmount(void) const { return m_HPStealAmount; }	virtual void setHPStealAmount(Steal_t steal) { m_HPStealAmount = steal; }	virtual Steal_t getHPStealRatio(void) const { return m_HPStealRatio; }	virtual void setHPStealRatio(Steal_t steal) { m_HPStealRatio = steal; }	virtual Regen_t getHPRegen(void) const { return m_HPRegen; }	virtual void setHPRegen(Regen_t regen) { m_HPRegen = regen; }	virtual Luck_t getLuck(void) const { return m_Luck; }	virtual void setLuck(Luck_t luck) { m_Luck = luck; }	virtual int getCriticalRatio(void) const { return m_CriticalRatio[ATTR_CURRENT]; }	virtual void setCriticalRatio(int ratio) { m_CriticalRatio[ATTR_CURRENT] = ratio; }	virtual IP_t getIP(void) const;	virtual ClanType_t getClanType(void) const { return m_ClanType; }	virtual void setClanType(ClanType_t clan) { m_ClanType = clan; }//	WORD getRankExpSaveCount(void) const { return m_RankExpSaveCount; }//	void setRankExpSaveCount(WORD count) { m_RankExpSaveCount = count; }	WORD getExpSaveCount(void) const { return m_ExpSaveCount; }	void setExpSaveCount(WORD count) { m_ExpSaveCount = count; }	WORD getFameSaveCount(void) const { return m_FameSaveCount; }	void setFameSaveCount(WORD count) { m_FameSaveCount = count; }	WORD getAlignmentSaveCount(void) const { return m_AlignmentSaveCount; }	void setAlignmentSaveCount(WORD count) { m_AlignmentSaveCount = count; }//	void increaseVampExp(Exp_t Point);//	void increaseRankExp(RankExp_t Point);	void saveInitialRank(void) throw();public :	 // by sigi. 2002.11.19	virtual bool isPayPlayAvaiable() throw(Error);	virtual bool canPlayFree() throw(Error);	void	initPetQuestTarget();//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////	private:	// PC Name	string m_Name;	// 鼻茄	BYTE m_Competence;	BYTE m_CompetenceShape;	// Sex, Color	Sex m_Sex;	Color_t m_BatColor;	Color_t m_SkinColor;	// Alignment	Alignment_t m_Alignment;	// STR/DEX/INT	Attr_t m_STR[3];	Attr_t m_DEX[3];	Attr_t m_INT[3];	// HP	HP_t m_HP[3];	Damage_t     m_Damage[3];	ToHit_t      m_ToHit[2];	Defense_t    m_Defense[2];	Protection_t m_Protection[2];	Speed_t      m_AttackSpeed[2];	int          m_CriticalRatio[2];	// Exp/ExpOffset//	Exp_t m_Exp;//	Exp_t m_ExpOffset;	// Gaol Exp	Exp_t m_GoalExp;	// level	Level_t m_Level;	// 拌鞭. by sigi. 2002.8.30//	Rank_t 		m_Rank;//	RankExp_t 	m_RankExp;//	RankExp_t 	m_RankGoalExp;//	Rank*		m_pRank;	// exp bonus	Bonus_t m_Bonus;	// gold	Gold_t m_Gold;	Fame_t m_Fame;	ZoneCoord_t m_VisionWidth;	ZoneCoord_t m_VisionHeight;	// SkillSlot	//VampireSkillSlot* m_pSkillSlot[MAX_VAMPIRE_SKILL_SLOT];	hash_map<SkillType_t, VampireSkillSlot*> m_SkillSlot;	// WearItem Field	Item* m_pWearItem[VAMPIRE_WEAR_MAX];	bool m_pRealWearingCheck[VAMPIRE_WEAR_MAX];	// Vampire Outlook Information	mutable PCVampireInfo3 m_VampireInfo;	// Hot Key Set//	SkillType_t m_HotKey[8];	// mutable Thread Mutex	mutable Mutex m_Mutex;	// 何劝粮 包访	ZoneID_t m_ResurrectZoneID;	// 篮 档陛 单固瘤 包访	Silver_t m_SilverDamage;	// HP 胶瓶	Steal_t m_HPStealAmount;	Steal_t m_HPStealRatio;	// HP 犁积	Regen_t m_HPRegen;	// HP 犁积 焊呈胶 器牢飘. 檬寸 棵扼啊绰 焊呈胶 器牢飘	Regen_t m_HPRegenBonus;	Luck_t m_Luck;	Timeval m_HPRegenTime;	ClanType_t m_ClanType;	// 阿辆 版氰摹 技捞宏 墨款飘//	WORD m_RankExpSaveCount;	WORD m_ExpSaveCount;	WORD m_FameSaveCount;	WORD m_AlignmentSaveCount;};#endif // __VAMPIRE_H__

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