effectadditemtocorpse.cpp

来自「天之炼狱1服务器端源文件游戏服务端不完整」· C++ 代码 · 共 151 行

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//----------------------------------------------------------------------//// Filename    : EffectAddItemToCorpse.cpp// Written by  : Reiot////----------------------------------------------------------------------// include files#include "Assert.h"#include "EffectAddItemToCorpse.h"#include "Gpackets/GCDeleteObject.h"#include "Tile.h"#include "Zone.h"#include "Item.h"#include "Corpse.h"#include "ZoneUtil.h"#include "ParkingCenter.h"#include "item/Motorcycle.h"#include <stdio.h>//----------------------------------------------------------------------// constructor//----------------------------------------------------------------------EffectAddItemToCorpse::EffectAddItemToCorpse (Zone* pZone, Item* pItem, ObjectID_t corpseObjectID, Turn_t delay)	throw (Error): Effect(pZone,0,0,pItem,delay) {	__BEGIN_TRY	// 辑滚 傈侩 Effect捞促. by sigi. 2002.11.14	m_bBroadcastingEffect = false;	Assert(getZone() != NULL);	Assert(getTarget() != NULL);	//m_ObjectID = pItem->getObjectID();	m_CorpseObjectID = corpseObjectID;	__END_CATCH}//----------------------------------------------------------------------// destructor//----------------------------------------------------------------------EffectAddItemToCorpse::~EffectAddItemToCorpse () 	throw (Error){	__BEGIN_TRY	unaffect(m_pZone , m_X , m_Y , m_pTarget);	__END_CATCH}			//----------------------------------------------------------------------// affect to target// 捞 捞棋飘绰 鸥老俊 辆加登瘤 臼栏骨肺, affect()绰 龋免登瘤 臼绰促.// 恐衬窍搁, target篮 积己磊俊辑 瘤沥登哥, 酒公繁 老档 窍瘤 臼扁 锭巩捞促.//----------------------------------------------------------------------void EffectAddItemToCorpse::affect (Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pTarget)	throw (Error){	__BEGIN_TRY//	throw UnsupportedError();		__END_CATCH}//----------------------------------------------------------------------// remove effect from target//----------------------------------------------------------------------void EffectAddItemToCorpse::unaffect (Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pTarget)	throw (Error){	__BEGIN_TRY	// 棵官弗 谅钎捞绢具 茄促.	Assert(pTarget!=NULL);	Item* pItem = dynamic_cast<Item*>(pTarget);	Assert(pItem!=NULL);	pZone->getObjectRegistry().registerObject(pItem);	Item* pCorpseItem = pZone->getItem( m_CorpseObjectID );	if (pCorpseItem!=NULL && pCorpseItem->getItemClass()==Item::ITEM_CLASS_CORPSE)	{		Corpse* pCorpse = dynamic_cast<Corpse*>(pCorpseItem);		Assert(pCorpse!=NULL);		pCorpse->addTreasure( pItem );	}	else	{		throw Error("矫眉啊 酒聪匙");	}	pTarget = NULL;	__END_CATCH}//----------------------------------------------------------------------// unaffect()//----------------------------------------------------------------------void EffectAddItemToCorpse::unaffect ()	throw (Error){	__BEGIN_TRY	__END_CATCH}//----------------------------------------------------------------------// unaffect()//----------------------------------------------------------------------void EffectAddItemToCorpse::unaffect (Creature* pCreature)	throw (Error){	__BEGIN_TRY	__END_CATCH}//----------------------------------------------------------------------// get debug string//----------------------------------------------------------------------string EffectAddItemToCorpse::toString () const 	throw (){	StringStream msg;	msg << "EffectAddItemToCorpse("			<< "ZoneID:" << (int)m_pZone->getZoneID()			<< ",X:"     << (int)getX()			<< ",Y:"     << (int)getY();	if (m_pTarget) msg << ",Target:" << m_pTarget->toString();	else           msg << ",Target:NULL";	msg << ",Deadline:" << (int)m_Deadline.tv_sec 			<< "." << (int)m_Deadline.tv_usec;	msg << ")";	return msg.toString();}

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