📄 relicutil.h
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#ifndef __RELIC_UTIL_H__#define __RELIC_UTIL_H__#include "Exception.h"#include "Effect.h"#include "Item.h"class Object;class Corpse;class Creature;class Zone;class PlayerCreature;bool isRelicItem(const Item* pItem);bool isRelicItem(Item::ItemClass IClass);void saveItemInCorpse(Item* pItem, Corpse* pCorpse) throw (Error);bool addRelicEffect(Creature* pCreature, Item* pItem) throw (Error);bool addHasRelicEffect(Zone* pZone, Corpse* pCorpse, Item* pItem) throw (Error);bool addEffectRelicPosition( Item* pItem, ZoneID_t zoneID, TPOINT tp ) throw(Error);bool deleteEffectRelicPosition( Item* pItem ) throw (Error);bool deleteRelicEffect( Corpse* pCorpse, Item* pItem ) throw (Error);bool deleteRelicEffect(Creature* pCreature, Item* pItem) throw (Error);//////////////////////////////////////////////////////////////////////////////// relic阑 zone俊 冻绢哆府绰 版快//////////////////////////////////////////////////////////////////////////////bool dropRelicToZone(PlayerCreature* pPC, Item* pItem) throw (Error);bool dropRelicToZone(Creature* pCreature, bool bSendPacket=true) throw (Error);bool dissectionRelicItem( Corpse* pCorpse, Item* pItem, const TPOINT& pt ) throw (Error);void sendBloodBibleEffect( Object* pObject, Effect::EffectClass EClass ) throw (Error);void sendHolyLandWarpEffect( Creature* pCreature ) throw (Error);void sendRelicWarpEffect(Corpse* pCorpse) throw (Error);#endif
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