📄 castlesymbol.h
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//////////////////////////////////////////////////////////////////////////////// Filename : CastleSymbol.h// Written By : Changaya// Description : //////////////////////////////////////////////////////////////////////////////#ifndef __CASTLE_SYMBOL_H__#define __CASTLE_SYMBOL_H__#include "Item.h"#include "ItemInfo.h"#include "InfoClassManager.h"#include "ItemFactory.h"#include "ItemLoader.h"#include "Mutex.h"//////////////////////////////////////////////////////////////////////////////// class CastleSymbol;//////////////////////////////////////////////////////////////////////////////class CastleSymbol : public Item {public: CastleSymbol() throw(); CastleSymbol(ItemType_t itemType, const list<OptionType_t>& optionType) throw(); public: virtual void create(const string & ownerID, Storage storage, StorageID_t storageID, BYTE x, BYTE y, ItemID_t itemID=0) throw(Error); virtual void save(const string & ownerID, Storage storage, StorageID_t storageID, BYTE x, BYTE y) throw(Error); void tinysave(const string & field) const throw (Error) { tinysave(field.c_str()); } void tinysave(const char* field) const throw (Error); virtual string toString() const throw(); static void initItemIDRegistry(void) throw();public: virtual ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_CASTLE_SYMBOL; } virtual string getObjectTableName() const throw() { return "CastleSymbolObject"; } virtual ItemType_t getItemType() const throw() { return m_ItemType; } virtual void setItemType(ItemType_t itemType) throw() { m_ItemType = itemType; } virtual VolumeWidth_t getVolumeWidth() const throw(Error); virtual VolumeHeight_t getVolumeHeight() const throw(Error); virtual Weight_t getWeight() const throw(Error);public: virtual Durability_t getDurability() const throw(Error) { return m_Durability; } void setDurability(Durability_t durability) throw(Error) { m_Durability = durability; } virtual Defense_t getDefenseBonus() const throw(Error); virtual Protection_t getProtectionBonus() const throw(Error); virtual EnchantLevel_t getEnchantLevel() const throw() { return m_EnchantLevel; } virtual void setEnchantLevel(EnchantLevel_t level) throw() { m_EnchantLevel = level; }private: ItemType_t m_ItemType; // 酒捞袍 鸥涝 Durability_t m_Durability; // 郴备己 EnchantLevel_t m_EnchantLevel; static Mutex m_Mutex; // 酒捞袍 ID 包访 遏 static ItemID_t m_ItemIDRegistry; // 努贰胶喊 绊蜡 酒捞袍 酒捞叼 惯鞭扁};//////////////////////////////////////////////////////////////////////////////// class CastleSymbolInfo;//////////////////////////////////////////////////////////////////////////////class CastleSymbolInfo : public ItemInfo {public: virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_CASTLE_SYMBOL; } virtual Durability_t getDurability() const throw() { return m_Durability; } virtual void setDurability(Durability_t durability) throw() { m_Durability = durability; } Defense_t getDefenseBonus() const throw() { return m_DefenseBonus; } void setDefenseBonus(Defense_t acBonus) throw() { m_DefenseBonus = acBonus; } Protection_t getProtectionBonus() const throw() { return m_ProtectionBonus; } void setProtectionBonus(Protection_t acBonus) throw() { m_ProtectionBonus = acBonus; } virtual uint getItemLevel(void) const throw() { return m_ItemLevel; } virtual void setItemLevel(uint level) throw() { m_ItemLevel = level; } virtual string toString() const throw();private: Durability_t m_Durability; // 郴备己 Defense_t m_DefenseBonus; // 疙吝伏 焊呈胶 Protection_t m_ProtectionBonus; uint m_ItemLevel;};//////////////////////////////////////////////////////////////////////////////// class CastleSymbolInfoManager;//////////////////////////////////////////////////////////////////////////////class CastleSymbolInfoManager : public InfoClassManager {public: virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_CASTLE_SYMBOL; } virtual void load() throw(Error);};// global variable declarationextern CastleSymbolInfoManager* g_pCastleSymbolInfoManager;//////////////////////////////////////////////////////////////////////////////// class CastleSymbolFactory//////////////////////////////////////////////////////////////////////////////class CastleSymbolFactory : public ItemFactory {public: virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_CASTLE_SYMBOL; } virtual string getItemClassName() const throw() { return "CastleSymbol"; } public: virtual Item* createItem(ItemType_t ItemType, const list<OptionType_t>& OptionType) throw() { return new CastleSymbol(ItemType,OptionType); }};//////////////////////////////////////////////////////////////////////////////// class CastleSymbolLoader;//////////////////////////////////////////////////////////////////////////////class CastleSymbolLoader : public ItemLoader {public: virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_CASTLE_SYMBOL; } virtual string getItemClassName() const throw() { return "CastleSymbol"; }public: virtual void load(Creature* pCreature) throw(Error); virtual void load(Zone* pZone) throw(Error); virtual void load(StorageID_t storageID, Inventory* pInventory) throw(Error);};extern CastleSymbolLoader* g_pCastleSymbolLoader;#endif
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