📄 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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