📄 sword.h
字号:
//////////////////////////////////////////////////////////////////////////////// Filename : Sword.h// Written By : Elca// Description : //////////////////////////////////////////////////////////////////////////////#ifndef __SWORD_H__#define __SWORD_H__#include "Item.h"#include "ConcreteItem.h"#include "ItemPolicies.h"#include "ItemInfo.h"#include "InfoClassManager.h"#include "ItemFactory.h"#include "ItemLoader.h"#include "Mutex.h"//////////////////////////////////////////////////////////////////////////////// class Sword;//////////////////////////////////////////////////////////////////////////////class Sword : public ConcreteItem<Item::ITEM_CLASS_SWORD, NoStack, HasDurability, HasOption, WeaponGrade, SlayerWeapon>{public: Sword() throw(); Sword(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_SWORD; }// virtual string getObjectTableName() const throw() { return "SwordObject"; }// virtual ItemType_t getItemType() const throw() { return m_ItemType; }// virtual void setItemType(ItemType_t itemType) throw() { m_ItemType = itemType; }// bool isSilverWeapon() const throw() { return true; }/* virtual bool hasOptionType() const throw() { return !m_OptionType.empty(); } virtual int getOptionTypeSize() const throw() { return m_OptionType.size(); } virtual int getRandomOptionType() const throw() { if (m_OptionType.empty()) return 0; int pos = rand()%m_OptionType.size(); list<OptionType_t>::const_iterator itr = m_OptionType.begin(); for (int i=0; i<pos; i++) itr++; return *itr; } virtual const list<OptionType_t>& getOptionTypeList() const throw() { return m_OptionType; } virtual OptionType_t getFirstOptionType() const throw() { if (m_OptionType.empty()) return 0; return m_OptionType.front(); } virtual void removeOptionType(OptionType_t OptionType) throw() { list<OptionType_t>::iterator itr = find(m_OptionType.begin(), m_OptionType.end(), OptionType); if (itr!=m_OptionType.end()) m_OptionType.erase(itr); } virtual void changeOptionType(OptionType_t currentOptionType, OptionType_t newOptionType) throw() { list<OptionType_t>::iterator itr = find(m_OptionType.begin(), m_OptionType.end(), currentOptionType); if (itr!=m_OptionType.end()) *itr=newOptionType; } virtual void addOptionType(OptionType_t OptionType) throw() { m_OptionType.push_back(OptionType); } virtual void setOptionType(const list<OptionType_t>& OptionType) throw() { m_OptionType = OptionType; }*//* virtual VolumeWidth_t getVolumeWidth() const throw(Error); virtual VolumeHeight_t getVolumeHeight() const throw(Error); virtual Weight_t getWeight() const throw(Error); virtual Durability_t getDurability() const throw(Error) { return m_Durability; } void setDurability(Durability_t durability) throw(Error) { m_Durability = durability; }*//* virtual Damage_t getMinDamage() const throw(Error); virtual Damage_t getMaxDamage() const throw(Error); Damage_t getBonusDamage() const throw() { return m_BonusDamage;} void setBonusDamage(Damage_t damage) throw() { m_BonusDamage = damage;} virtual Silver_t getSilver() const throw() { return m_Silver; } virtual void setSilver(Silver_t amount) throw() { m_Silver = amount; }*/ virtual EnchantLevel_t getEnchantLevel() const throw() { return m_EnchantLevel; } virtual void setEnchantLevel(EnchantLevel_t level) throw() { m_EnchantLevel = level; }// virtual int getCriticalBonus(void) const throw(); private:// ItemType_t m_ItemType;// list<OptionType_t> m_OptionType;// Durability_t m_Durability;// BYTE m_BonusDamage;// Silver_t m_Silver; 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 SwordInfo//////////////////////////////////////////////////////////////////////////////class SwordInfo : public ItemInfo {public: virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_SWORD; } virtual Durability_t getDurability() const throw() { return m_Durability; } virtual void setDurability(Durability_t durability) throw() { m_Durability = durability; } virtual Damage_t getMinDamage() const throw() { return m_MinDamage; } virtual void setMinDamage(Damage_t minDamage) throw() { m_MinDamage = minDamage; } virtual Damage_t getMaxDamage() const throw() { return m_MaxDamage; } virtual void setMaxDamage(Damage_t maxDamage) throw() { m_MaxDamage = maxDamage; } Range_t getRange() const throw() { return m_Range; } void setRange(Range_t range) throw() { m_Range = range; }// ToHit_t getToHitBonus() const throw() { return m_ToHitBonus; }// void setToHitBonus(ToHit_t tohit) throw() { m_ToHitBonus = tohit; } virtual Silver_t getMaxSilver() const throw() { return m_MaxSilver; } virtual void setMaxSilver(Silver_t amount) throw() { m_MaxSilver = amount; } virtual Speed_t getSpeed(void) const throw() { return m_Speed; } virtual void setSpeed(Speed_t speed) throw() { m_Speed = speed; } virtual uint getItemLevel(void) const throw() { return m_ItemLevel; } virtual void setItemLevel(uint level) throw() { m_ItemLevel = level; } virtual int getCriticalBonus(void) const throw() { return m_CriticalBonus; } virtual void setCriticalBonus(int bonus) throw() { m_CriticalBonus = bonus; } virtual string toString() const throw();private: Durability_t m_Durability; Damage_t m_MinDamage; Damage_t m_MaxDamage; Range_t m_Range;// ToHit_t m_ToHitBonus; Silver_t m_MaxSilver; Speed_t m_Speed; uint m_ItemLevel; int m_CriticalBonus; // 酒捞袍付促 促弗 农府萍拿 犬伏};//////////////////////////////////////////////////////////////////////////////// class SwordInfoManager;//////////////////////////////////////////////////////////////////////////////class SwordInfoManager : public InfoClassManager {public: virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_SWORD; } virtual void load() throw(Error);};extern SwordInfoManager* g_pSwordInfoManager;//////////////////////////////////////////////////////////////////////////////// class SwordFactory//////////////////////////////////////////////////////////////////////////////class SwordFactory : public ItemFactory {public: virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_SWORD; } virtual string getItemClassName() const throw() { return "Sword"; } public: virtual Item* createItem(ItemType_t ItemType, const list<OptionType_t>& OptionType) throw() { return new Sword(ItemType,OptionType); }};//////////////////////////////////////////////////////////////////////////////// class SwordLoader;//////////////////////////////////////////////////////////////////////////////class SwordLoader : public ItemLoader {public: virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_SWORD; } virtual string getItemClassName() const throw() { return "Sword"; }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 SwordLoader* g_pSwordLoader;#endif
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -