📄 effecthasvampirerelic.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectHasVampireRelic.cpp// Written by : elca// Description : //////////////////////////////////////////////////////////////////////////////#include "EffectHasVampireRelic.h"#include "ZoneInfoManager.h"#include "ZoneGroupManager.h"#include "Creature.h"#include "Slayer.h"#include "Vampire.h"#include "Monster.h"#include "MonsterCorpse.h"#include "Player.h"#include "StringPool.h"#include "Gpackets/GCModifyInformation.h"#include "Gpackets/GCStatusCurrentHP.h"#include "Gpackets/GCRemoveEffect.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCSystemMessage.h"#include <stdio.h>////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectHasVampireRelic::EffectHasVampireRelic(Creature* pCreature) throw(Error): EffectHasRelic(pCreature){ __BEGIN_TRY __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectHasVampireRelic::EffectHasVampireRelic(Item* pItem) throw(Error): EffectHasRelic(pItem){ __BEGIN_TRY __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectHasVampireRelic::affect(Creature* pCreature) throw(Error){ __BEGIN_TRY //Timeval nextTime = getNextTime(); //Timeval deadLine = getDeadline(); //Turn_t RemainTime = deadLine.tv_sec - nextTime.tv_sec; /* StringStream msg; if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); msg << pSlayer->getName(); } else { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); msg << pVampire->getName(); } msg << " 丛捞 轨颇捞绢 己拱阑 啊脸嚼聪促."; GCSystemMessage gcSystemMessage; gcSystemMessage.setMessage(msg.toString()); g_pZoneGroupManager->broadcast( &gcSystemMessage ); */ // 粮 沥焊甫 掘绰促. Zone* pZone = pCreature->getZone(); Assert(pZone!=NULL); ZoneInfo* pZoneInfo = g_pZoneInfoManager->getZoneInfo( pZone->getZoneID() ); Assert( pZoneInfo != NULL ); // 困摹甫 舅赴促. char msg[100]; const char* race; if ( pCreature->isSlayer() ) { race = g_pStringPool->c_str( STRID_SLAYER ); } else if ( pCreature->isVampire() ) { race = g_pStringPool->c_str( STRID_VAMPIRE ); } else if ( pCreature->isOusters() ) { race = g_pStringPool->c_str( STRID_OUSTERS ); } sprintf( msg, g_pStringPool->c_str( STRID_HAVING_VAMPIRE_RELIC ), pCreature->getName().c_str(), race,// ( pCreature->isSlayer() ? g_pStringPool->c_str( STRID_SLAYER ) : g_pStringPool->c_str( STRID_VAMPIRE ) ), (int)pCreature->getX(), (int)pCreature->getY() );/* // 困摹甫 舅赴促. StringStream msg; msg << pCreature->getName() << " 丛(" << ( pCreature->isSlayer() ? "浇饭捞绢" : "轨颇捞绢" ) << ")捞 " << pZoneInfo->getFullName() << "(" << (int)pCreature->getX() << ", " << (int)pCreature->getY() << ")俊辑 轨颇捞绢 己拱阑 啊瘤绊 乐嚼聪促."; */ GCSystemMessage gcSystemMessage; gcSystemMessage.setMessage(msg); g_pZoneGroupManager->broadcast( &gcSystemMessage ); setNextTime(m_Tick); __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectHasVampireRelic::affect(Item* pItem) throw(Error){ __BEGIN_TRY /* //Timeval nextTime = getNextTime(); //Timeval deadLine = getDeadline(); //Turn_t RemainTime = deadLine.tv_sec - nextTime.tv_sec; StringStream msg; if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); msg << pSlayer->getName() << " 丛捞 "; } else { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); msg << pVampire->getName() << " 丛捞 "; } msg << " 轨颇捞绢 己拱阑 啊瘤绊 乐嚼聪促." << endl; GCSystemMessage gcSystemMessage; gcSystemMessage.setMessage(msg.toString()); g_pZoneGroupManager->broadcast( &gcSystemMessage ); setNextTime(m_Tick); */ __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////string EffectHasVampireRelic::toString() const throw(){ __BEGIN_TRY StringStream msg; msg << "EffectHasVampireRelic(" << "ObjectID:" << getObjectID() << ")"; return msg.toString(); __END_CATCH}
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