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📄 gun.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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//////////////////////////////////////////////////////////////////////////////// Filename    : Gun.h// Written By  : sigi// Description ://////////////////////////////////////////////////////////////////////////////#ifndef __GUN_H__#define __GUN_H__#include "Item.h"//////////////////////////////////////////////////////////////////////////////// class Gun;//////////////////////////////////////////////////////////////////////////////class Gun : public Item {public:	Gun() throw();	Gun(ItemType_t itemType, const list<OptionType_t>& optionType) throw();	virtual ~Gun() throw();	public:	virtual void saveBullet() throw(Error) = 0;	bool isGun() const throw() { return true; }public:	virtual ItemType_t getItemType() const throw() { return m_ItemType; }	virtual void setItemType(ItemType_t itemType) throw() { m_ItemType = itemType; }	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 Durability_t getDurability() const throw(Error) { return m_Durability; }	void setDurability(Durability_t durability) throw(Error) { m_Durability = durability; }	BYTE getBulletCount() const throw() { return m_BulletCount; }	void setBulletCount(BYTE bulletCount) throw() { m_BulletCount = bulletCount; }	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; }	void makePCItemInfo(PCItemInfo& result) const;protected:	ItemType_t     m_ItemType;	list<OptionType_t>   m_OptionType;	Durability_t   m_Durability;	BYTE           m_BulletCount;	BYTE           m_BonusDamage;	Silver_t       m_Silver;	EnchantLevel_t m_EnchantLevel;};#endif

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