📄 corpse.h
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//////////////////////////////////////////////////////////////////////////////// Filename : Corpse.h// Written By : excel96// Description : //////////////////////////////////////////////////////////////////////////////#ifndef __CORPSE_H__#define __CORPSE_H__#include "Types.h"#include "Exception.h"#include "Item.h"#include "ItemFactory.h"//////////////////////////////////////////////////////////////////////////////// 矫眉 鸥涝//////////////////////////////////////////////////////////////////////////////enum CorpseType { SLAYER_CORPSE = 0, VAMPIRE_CORPSE, NPC_CORPSE, MONSTER_CORPSE, OUSTERS_CORPSE};//////////////////////////////////////////////////////////////////////////////// class Corpse//////////////////////////////////////////////////////////////////////////////class Corpse : public Item {public: Corpse() throw(); virtual ~Corpse() throw();public: virtual ItemClass getItemClass() const throw() { return ITEM_CLASS_CORPSE; } virtual string getObjectTableName() const throw() { return ""; } virtual ItemType_t getItemType() const throw() = 0; virtual void setItemType(ItemType_t monsterType) throw() = 0; virtual VolumeWidth_t getVolumeWidth() const throw(Error) { return 0; } virtual VolumeHeight_t getVolumeHeight() const throw(Error) { return 0; } virtual Weight_t getWeight() const throw(Error) { return 0; } virtual string toString() const throw() = 0;public: void addTreasure(Item* pItem) throw(); Item* getTreasure() throw(); Item* getTreasure( ObjectID_t objectID ) const throw(); Item* popTreasure( ObjectID_t objectID ) throw(); BYTE getTreasureCount() const throw() { return m_TreasureCount; } void setTreasureCount(BYTE Count) throw() { m_TreasureCount = Count; } ZoneCoord_t getX() const throw() { return m_X; } void setX(ZoneCoord_t x) throw() { m_X = x; } ZoneCoord_t getY() const throw() { return m_Y; } void setY(ZoneCoord_t y) throw() { m_Y = y; } // get/set zone Zone* getZone() const throw() { return m_pZone; } void setZone(Zone* pZone) throw() { m_pZone = pZone; } int getLevel() const throw() { return m_Level; } void setLevel(int level) throw() { m_Level = level; } Exp_t getExp() const throw() { return m_Exp; } void setExp(Exp_t exp) throw() { m_Exp = exp; }protected: list<Item*> m_Treasures; // 焊拱狼 府胶飘 BYTE m_TreasureCount; // 焊拱狼 箭磊 // 己拱 焊包措甫 困茄 鞘混 谅钎 持扁 // 弊 寇俊绰 谅钎啊 力措肺 汲沥 救瞪 荐 乐栏骨肺 荤侩陛瘤 ZoneCoord_t m_X, m_Y; Zone* m_pZone; // 矫眉俊 喊 郴侩捞 促 甸绢啊绰焙 ;;; int m_Level; // 饭骇 -_-; Exp_t m_Exp; // 捞逞 磷捞绊 掘篮 版氰摹; // 阁胶磐啊 Relic牢瘤 酒囱瘤甫 历厘窍绰 函荐 // 父距 Relic捞扼搁, 阁胶磐狼 矫眉啊 荤扼瘤瘤 臼档废 秦具 茄促.};//////////////////////////////////////////////////////////////////////////////// class CorpseFactory//////////////////////////////////////////////////////////////////////////////class CorpseFactory : public ItemFactory {public: Item* createItem(ItemType_t ItemType, const list<OptionType_t>& OptionType) throw() { return NULL; } string getItemName() const throw() { return "Corpse"; } Item::ItemClass getItemClass() const throw() { return Item::ITEM_CLASS_CORPSE; }};#endif
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