⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 sword.h

📁 天之炼狱1服务器端源文件游戏服务端不完整
💻 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 + -