📄 inventoryitemposition.h
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#ifndef __INVENTORY_ITEM_POSITION_H__#define __INVENTORY_ITEM_POSITION_H__#include "Types.h"#include "GlobalItemPosition.h"#include "PlayerCreature.h"class Item;class Zone;class InventoryItemPosition : public GlobalItemPosition{public: InventoryItemPosition() : GlobalItemPosition( POS_TYPE_INVENTORY ){ m_bSetZone = false; } ~InventoryItemPosition(){ }public: virtual Item* popItem( bool bLock = true ) throw(Error); virtual Zone* getZone() throw(Error);public: string getOwnerName() const { return m_OwnerName; } void setOwnerName( const string& ownerName ) { m_bSetZone = false; m_OwnerName = ownerName; } CoordInven_t getInventoryX() const { return m_InvenX; } void setInventoryX( CoordInven_t invenX ) { m_bSetZone = false; m_InvenX = invenX; } CoordInven_t getInventoryY() const { return m_InvenY; } void setInventoryY( CoordInven_t invenY ) { m_bSetZone = false; m_InvenY = invenY; } string toString() const throw (Error);protected: Creature* findCreature() throw(Error); Zone* getZoneByCreature( Creature* pCreature ) throw(Error); Item* popItem_CORE( PlayerCreature* pPC ) throw(Error); Item* popItem_LOCKED() throw(Error); Item* popItem_UNLOCKED() throw(Error);private: string m_OwnerName; CoordInven_t m_InvenX; CoordInven_t m_InvenY; // getZone 阑 困茄...... Zone* m_pZone; bool m_bSetZone;};#endif // __INVENTORY_ITEM_POSITION_H__
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