📄 effectitem.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectItem.h// Written By : excel96// Description : //////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_ITEM_H__#define __EFFECT_ITEM_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 EffectItem;//////////////////////////////////////////////////////////////////////////////class EffectItem : public ConcreteItem<Item::ITEM_CLASS_EFFECT_ITEM, Stackable, NoDurability, NoOption, NoGrade, NoAttacking> {public: EffectItem() throw(); EffectItem(ItemType_t itemType, const list<OptionType_t>& optionType, ItemNum_t Num) 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_EFFECT_ITEM; }// virtual string getObjectTableName() const throw() { return "EffectItemObject"; }/* 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 ItemNum_t getNum() const throw() { return m_Num; } virtual void setNum(ItemNum_t Num) throw() { m_Num = Num; } bool isStackable() const throw() { return true; }*/private:// ItemType_t m_ItemType;// ItemNum_t m_Num; 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 EffectItemInfo//////////////////////////////////////////////////////////////////////////////class EffectItemInfo : public ItemInfo {public: virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_EFFECT_ITEM; } virtual string toString() const throw(); Effect::EffectClass getEffectClass() const { return m_EffectClass; } void setEffectClass( Effect::EffectClass eClass ) { m_EffectClass = eClass; } int getDuration() const { return m_Duration; } void setDuration( int Duration ) { m_Duration = Duration; }private: Effect::EffectClass m_EffectClass; int m_Duration;};//////////////////////////////////////////////////////////////////////////////// class EffectItemInfoManager;//////////////////////////////////////////////////////////////////////////////class EffectItemInfoManager : public InfoClassManager {public: virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_EFFECT_ITEM; } virtual void load() throw(Error);};extern EffectItemInfoManager* g_pEffectItemInfoManager;//////////////////////////////////////////////////////////////////////////////// class EffectItemFactory//////////////////////////////////////////////////////////////////////////////class EffectItemFactory : public ItemFactory {public: virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_EFFECT_ITEM; } virtual string getItemClassName() const throw() { return "EffectItem"; } public: virtual Item* createItem(ItemType_t ItemType, const list<OptionType_t>& OptionType) throw() { return new EffectItem(ItemType,OptionType,1); }};//////////////////////////////////////////////////////////////////////////////// class EffectItemLoader;//////////////////////////////////////////////////////////////////////////////class EffectItemLoader : public ItemLoader {public: virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_EFFECT_ITEM; } virtual string getItemClassName() const throw() { return "EffectItem"; }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 EffectItemLoader* g_pEffectItemLoader;#endif
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