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📄 creature.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
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//////////////////////////////////////////////////////////////////////////////// Filename    : Creature.cpp// Written By  : Reiot// Description : //////////////////////////////////////////////////////////////////////////////#include "Creature.h"#include "ZoneInfo.h"#include "ZoneInfoManager.h"#include "Zone.h"#include "ZoneGroup.h"#include "ZoneGroupManager.h"#include "Slayer.h"#include "Party.h"#include "ZoneUtil.h"#include "VisionInfo.h"#include "Gpackets/GCSay.h"#include "Effect.h"//#include "EffectHPRecovery.h"//////////////////////////////////////////////////////////////////////////////// Constructor//////////////////////////////////////////////////////////////////////////////Creature::Creature (ObjectID_t objectID , Player* pPlayer) 	throw () : Object(objectID){	__BEGIN_TRY	m_pPlayer        = pPlayer;	m_MoveMode       = MOVE_MODE_WALKING;	m_pZone          = NULL;	m_pEffectManager = new EffectManager();	m_PartyID        = 0;	m_pNewZone       = NULL;	m_bDeriveDestructed = false;	m_Value = 999;	m_CClass = CREATURE_CLASS_MAX;	Assert(m_pEffectManager != NULL);	m_LastTarget = 0;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// Destructor//////////////////////////////////////////////////////////////////////////////Creature::~Creature ()     throw (Error){	__BEGIN_TRY	m_pPlayer = NULL;	// delete绰 寇何俊辑 茄促.	SAFE_DELETE(m_pEffectManager);	if ( m_CClass == CREATURE_CLASS_SLAYER || m_CClass == CREATURE_CLASS_VAMPIRE )	{		if ( !m_bDeriveDestructed )		{			filelog( "destructor.log", "Name : %s Class : %d value : %d" , m_Owner.c_str(), (int)m_CClass, m_Value );		}	}	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// get object priority// 鸥老狼 Object List 惑狼 快急鉴困蔼阑 府畔茄促.// 农府贸狼 版快, 捞悼 葛靛俊 蝶扼辑 捞 快急鉴困啊 搬沥等促.//////////////////////////////////////////////////////////////////////////////ObjectPriority Creature::getObjectPriority () const	throw (Error){	__BEGIN_TRY	switch (m_MoveMode) 	{		case MOVE_MODE_WALKING:   return OBJECT_PRIORITY_WALKING_CREATURE;		case MOVE_MODE_FLYING:    return OBJECT_PRIORITY_FLYING_CREATURE;		case MOVE_MODE_BURROWING: return OBJECT_PRIORITY_BURROWING_CREATURE;		default : throw Error("invalid move mode");	}	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// vision state 包访 皋筋靛//////////////////////////////////////////////////////////////////////////////VisionState Creature::getVisionState (ZoneCoord_t x , ZoneCoord_t y) 	throw (Error){	__BEGIN_DEBUG	// 林籍贸府 by sigi	//if (isFlag(Effect::EFFECT_CLASS_DARKNESS))	//	return g_pVisionInfoManager->getVisionInfo(DARKNESS_SIGHT,m_Dir)->getVisionState(m_X,m_Y,x,y);	//return g_pVisionInfoManager->getVisionInfo(m_Sight,m_Dir)->getVisionState(m_X,m_Y,x,y);	return VisionInfoManager::getVisionState( m_X, m_Y, x, y );	__END_DEBUG}VisionState Creature::getVisionState (Coord_t x , Coord_t y, Sight_t sight) 	throw (Error){	__BEGIN_DEBUG//	return g_pVisionInfoManager->getVisionInfo(sight,m_Dir)->getVisionState(m_X,m_Y,x,y);	return VisionInfoManager::getVisionState( m_X, m_Y, x, y );	__END_DEBUG}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////ZoneID_t Creature::getZoneID () const	throw (){	return (m_pZone) ? m_pZone->getZoneID() : 0 ;}ZoneID_t Creature::getNewZoneID () const	throw (){	return (m_pNewZone) ? m_pNewZone->getZoneID() : 0 ;}//////////////////////////////////////////////////////////////////////////////// set zone id//// (1) ZoneInfoManager 俊辑 ZoneID 甫 荤侩秦辑 ZoneInfo 按眉俊 立辟茄促.

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