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
CPP
151 行
//----------------------------------------------------------------------//// 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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