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📄 player.h

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	DWORD						GetWeaponKind();
	virtual SHORT				GetExperty1()	const		{ return m_Attr.GetExperty1(); }
	virtual SHORT				GetExperty2()	const		{ return m_Attr.GetExperty2(); }
	SLOTCODE					GetSelectedStyle()			{ return (SLOTCODE)m_pCharInfo->m_wSelectStyleCode; }
	virtual int					GetMoveSpeedRatio() const	{ return m_Attr.GetMoveSpeedRatio(); }
	virtual int					GetAttSpeedRatio() const	{ return m_Attr.GetAttSpeedRatio(); }

	virtual VOID				SetAttr( eATTR_TYPE eAttrType, eATTR_KIND eAttrKind, int iValue ) { m_Attr[eAttrType][eAttrKind] = iValue; m_Attr.UpdateEx(); }
	virtual VOID				SetHP( DWORD dwHP )			{ m_pCharInfo->m_dwHP = BOUND_CHECK( 0, dwHP, GetMaxHP() ); }
	virtual VOID				SetMP( DWORD dwMP )			{ m_pCharInfo->m_dwMP = BOUND_CHECK( 0, dwMP, GetMaxMP() ); }
	virtual VOID				AddExp( DWORD exp, DWORD dwTargetObjKey=0 );
	virtual VOID				UpdateHPMPRecover( BOOL bHPUpdate, BOOL bMPUpdate );

	BOOL						CanPlusMoney( MONEY plus_money );
	BOOL						CanMinusMoney( MONEY minus_money );
	BOOL						PlusMoney( MONEY plus_money );
	BOOL						MinusMoney( MONEY minus_money );
	VOID						SetMoney( MONEY money )		{ m_pCharInfo->m_Money = money; }
	VOID						SetSelectedStyle( WORD wStyleCode )	{ m_pCharInfo->m_wSelectStyleCode = wStyleCode; }
	VOID						SetVkrReloadCount( int iCount )	{ m_byVkrReloadCount = (BYTE)(max( 0, iCount )); }
	BYTE						GetVkrReloadCount()				{ return m_byVkrReloadCount; }
	virtual DWORD				IncreaseMP( DWORD dwIncrement );
	virtual DWORD				DecreaseMP( DWORD dwDecrement );

	VOID						SaveStartLocation();
	WzVector					GetStartVector( Field * pField );

	// 颇扼固磐(函拳)
	BOOL						CanSelectStat(eATTR_TYPE attrType) const;
	DWORD						SelectStat(eATTR_TYPE attrType);

	// 颇扼固磐(GM 疙飞绢 贸府)
	VOID						LevelUp( DWORD dwPlusLevel );
	VOID						StatPointUp( DWORD dwBonusStat );
	VOID						SkillPointUp( DWORD dwBonusSkill );
	// 眠啊利牢 捞悼加档
	VOID						SetAddMoveSpeedRatio(float fRatio){m_fAddMoveSpeedRatio = fRatio;}
	float						GetAddMoveSpeedRatio(){return m_fAddMoveSpeedRatio;}

	// 颇萍 包访
	virtual RC::ePARTY_RESULT	JoinParty( WORD wPartyKey );			// 颇萍俊 炼牢

	virtual RC::ePARTY_RESULT	CanPurgeFromParty( DWORD dwObjKey );	// 碍力眠规且 荐 乐绰啊
	virtual RC::ePARTY_RESULT	CanLeaveParty();						// 呕硼且 荐 乐绰啊
	virtual RC::ePARTY_RESULT	LeaveParty();							// 颇萍 呕硼

	virtual RC::ePARTY_RESULT	DestroyParty( BOOL bSendPacket );		// 颇萍 秦眉
	virtual Player*				ChangeMaster( DWORD dwObjKey, RC::ePARTY_RESULT & OUT rcReturnOut );	// 颇萍厘 函版

	virtual RC::ePARTY_RESULT	CanInvite();							// 檬措且 荐 乐绰啊
	virtual RC::ePARTY_RESULT	CanInvited();							// 檬措罐阑 荐 乐绰啊
	virtual RC::ePARTY_RESULT	RequestInvite( char* szCharName );		// 檬措甫 夸没茄促.
	virtual RC::ePARTY_RESULT	AcceptInvite( DWORD dwOtherUserKey );	// 檬措甫 荐遏茄促.(Master贸府)

	// 胶懦 包访
	virtual RC::eSKILL_RESULT	CanUseSkill( SLOTCODE SkillCode, BOOL bCoolTimerReset = TRUE );
	virtual BOOL				CanApplyPassiveSkill( SLOTCODE SkillCode );
	RC::eSKILL_RESULT			CanLevelUpSkill( BOOL bSkill, SLOTCODE CurSkillCode, SLOTCODE &NextSkillCode );
	DWORD						LevelUpSkill( BOOL bSkill, SLOTCODE CurSkillCode, SLOTCODE NextSkillCode, SKILLSLOT &SkillSlot );
	SLOTCODE					GetDefaultStyle( DWORD dwWeaponCode );
	SLOTCODE					GetPunchStyle();
	RC::eSKILL_RESULT			CheckSkillCondition( SLOTCODE SkillCode );
	virtual BOOL				CheckClassDefine( BYTE byUserType, CODETYPE dwClassDefine );

	// 固记 涅胶飘 包访
	MissionManager *			GetMissionManager() { return m_pMissionManager;}
	QuestManager *				GetQuestManager() { return m_pQuestManager;}
	QuickStyleManager *			GetStyleManager() { return m_pStyleManager;}

	//----------------------------------------------------------------------
	// 芭贰 
	//----------------------------------------------------------------------
	VOID						SetTradeContainer( TradeSlotContainer * pContainer ) { m_pTradeSlotContainer = pContainer;	}
	TradeSlotContainer *		GetTradeContainer() { return m_pTradeSlotContainer;	}
	//----------------------------------------------------------------------
	// 俺牢 惑痢 
	//----------------------------------------------------------------------
	VOID						SetVendorContainer( VendorSlotContainer * pContainer ) { m_pVendorSlotContainer = pContainer;	}
	VendorSlotContainer *		GetVendorContainer() { return m_pVendorSlotContainer;	}
	//----------------------------------------------------------------------
	// 芒绊
	//----------------------------------------------------------------------
	CWarehouseSlotContainer *	GetWarehouseContainer();
	//----------------------------------------------------------------------
	// 捞亥飘 牢亥配府
	//----------------------------------------------------------------------
	EventInventorySlotContainer * GetEventSlotContainer() { return m_pEventSlotContainer; }
	//----------------------------------------------------------------------
	// PVP
	//----------------------------------------------------------------------
	PVPInfo &					GetPVPInfo() { return *m_pPVPInfo;	}

	inline BOOL					IsExpiredPlayer() { return m_bExpiredPlayer;	}

	// 胶懦
	SkillManager*				GetSkillManager()					{ return m_pSkillManager; }

	// PC规 蜡历牢瘤 眉农
	inline VOID					SetReservedValue( DWORD dwReservedValue )	{ m_dwReservedValue = dwReservedValue; }
	inline DWORD				GetReservedValue()	{ return m_dwReservedValue; }

	// 乔肺档 矫胶袍
	BOOL						IsOverPlayingTime();

	// CHARGUID
	inline CHARGUID				GetCharGuid() { return m_pCharInfo->m_CharGuid;	}
	/// USERGUID 
	inline USERGUID				GetUserGuid() { return m_pCharInfo->m_UserGuid;	}

	// 辨靛
	PLAYERKEY					GetInvitationHostKey() { return m_InvitationHostKey; }
	VOID						SetInvitationHostKey( PLAYERKEY key ) { m_InvitationHostKey = key; }
	VOID						GetGuildRenderInfo( GUILD_RENDER_INFO * OUT pRenderInfo );

	// 努扼捞攫飘 坊歹傅 汲沥 可记
	BYTE						GetHelmetOption() {return m_pCharInfo->m_byInvisibleOptFlag; }
	VOID						SetHelmetOption( BYTE byOption ) { m_pCharInfo->m_byInvisibleOptFlag = byOption;}

private :
	// 颇扼固磐 包访
	VOID						SetExp(DWORD exp)			{ m_pCharInfo->m_dwExp = exp; }
	VOID						SetLevel(LEVELTYPE level)	{ m_pCharInfo->m_LV = level; m_Attr.UpdateEx(); }
	VOID						SetNextExp();
	VOID						FixLevel();
	VOID						OnLevelUp();
	VOID						OnAddExp( DWORD dwTargetObjKey );
private:
	QuestManager *				m_pQuestManager;
	MissionManager *			m_pMissionManager;
	SlotManager *				m_pSlotManager;
	ItemManager *				m_pItemManager;
	SkillManager *				m_pSkillManager;
	QuickManager *				m_pQuickManager;
	QuickStyleManager *			m_pStyleManager;
	Timer						m_DBPUpdateTimer;					///< DBProxy肺 单捞磐甫 林扁利栏肺 Update甫 窍扁困茄 鸥捞赣
	BYTE						m_byLastAttackSeq;
	MovementChecker				*m_pMovementChecker;

	// for debugging
	DWORD						m_dwLastSendTick;
	DWORD						m_dwSentSize;
	ServerSession *				m_pServerSession;
	TCHAR						m_pszUserID[ID_MAX_LEN];
	DWORD						m_dwUserKey;
	// test
	DWORD						m_dwNextExp;				// 促澜 饭骇狼 矫累版氰摹 : 饭骇诀 眉农侩栏肺 荤侩茄促.

	PlayerAttrForUpdate			m_Attr;
	BOOL						m_bExpiredPlayer;			//< Release 登菌绰瘤 咯何 (颇鲍凳,钱俊馆券凳)
	util::Timer					m_ActionTimer;				// 胶懦捞唱 老馆 傍拜狼 酿鸥烙 拌魂侩 鸥捞赣
	BOOL						m_bDoingAction;				// 咀记吝牢瘤
	DWORD						m_dwReservedValue;			// 抗距 (0:老馆荤侩磊, 唱赣瘤蔼篮 PC规 立加磊 UID)

	util::Timer					m_PlayingTimer;				// 敲饭捞矫埃 诀单捞飘 鸥捞赣
	util::Timer					m_ShapShotLogTimer;			// 胶忱鸡 肺弊 鸥捞赣.

	ePLAYER_BEHAVE_STATE		m_BehaveState;
	//ePLAYER_TITLE				m_PlayerTitle;
	DWORD						m_PlayerTitle;
	//----------------------------------------------------------------------
	// 芭贰 
	//----------------------------------------------------------------------
	TradeSlotContainer *		m_pTradeSlotContainer;
	//----------------------------------------------------------------------
	// 俺牢 惑痢 
	//----------------------------------------------------------------------
	VendorSlotContainer *		m_pVendorSlotContainer;
	//----------------------------------------------------------------------
	// PVP
	//----------------------------------------------------------------------
	EventInventorySlotContainer * m_pEventSlotContainer;
	//----------------------------------------------------------------------
	// PVP
	//----------------------------------------------------------------------
	PVPInfo *					m_pPVPInfo;

	// 辨靛
	PLAYERKEY					m_InvitationHostKey;

	// 惯虐府 公扁厘傈 巢篮雀荐(弥措20惯)
	BYTE						m_byVkrReloadCount;

	float						m_fAddMoveSpeedRatio;	// 眠啊利牢 捞悼加档 函拳.. 1捞搁 泅犁惑炔 蜡瘤...
};

#endif // !defined(AFX_PLAYER_H__B1CBCD1A_1F28_4A77_957B_ADDC6995E876__INCLUDED_)

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