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📄 vampirecoat.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    : VampireCoat.h// Written By  : Elca// Description ://////////////////////////////////////////////////////////////////////////////#ifndef __VAMPIRE_COAT_H__#define __VAMPIRE_COAT_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 VampireCoat;//////////////////////////////////////////////////////////////////////////////class VampireCoat : public ConcreteItem<Item::ITEM_CLASS_VAMPIRE_COAT, NoStack, HasDurability, HasOption, ClothGrade, NoAttacking>{public:	VampireCoat() throw();	VampireCoat(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_VAMPIRE_COAT; }//	virtual string getObjectTableName() const throw() { return "VampireCoatObject"; }/*	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 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//	list<OptionType_t>		m_OptionType;		// 可记 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 VampireCoatInfo//////////////////////////////////////////////////////////////////////////////class VampireCoatInfo : public ItemInfo {public:	virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_VAMPIRE_COAT; }	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 VampireCoatInfoManager;//////////////////////////////////////////////////////////////////////////////class VampireCoatInfoManager : public InfoClassManager {public:	virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_VAMPIRE_COAT; }	virtual void load() throw(Error);};// global variable declarationextern VampireCoatInfoManager* g_pVampireCoatInfoManager;//////////////////////////////////////////////////////////////////////////////// class VampireCoatFactory//////////////////////////////////////////////////////////////////////////////class VampireCoatFactory : public ItemFactory {public:	virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_VAMPIRE_COAT; }	virtual string getItemClassName() const throw() { return "VampireCoat"; }	public:	virtual Item* createItem(ItemType_t ItemType, const list<OptionType_t>& OptionType) throw() { return new VampireCoat(ItemType,OptionType); }};//////////////////////////////////////////////////////////////////////////////// class VampireCoatLoader;//////////////////////////////////////////////////////////////////////////////class VampireCoatLoader : public ItemLoader {public:	virtual Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_VAMPIRE_COAT; }	virtual string getItemClassName() const throw() { return "VampireCoat"; }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 VampireCoatLoader* g_pVampireCoatLoader;#endif

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