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📄 effect.h

📁 天之炼狱1服务器端源文件游戏服务端不完整
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        EFFECT_CLASS_HAS_CASTLE_SYMBOL_2,         		// 199         EFFECT_CLASS_HAS_CASTLE_SYMBOL_3,         		// 200         EFFECT_CLASS_HAS_CASTLE_SYMBOL_4,         		// 201         EFFECT_CLASS_INIT_ALL_STAT,         			// 202         EFFECT_CLASS_CASTLE_SHRINE_GUARD,         		// 203         EFFECT_CLASS_CASTLE_SHRINE_HOLY,         		// 204 		EFFECT_CLASS_CASTLE_SHRINE_SLAYER_WARP,			// 205		EFFECT_CLASS_CASTLE_SHRINE_VAMPIRE_WARP,		// 206		EFFECT_CLASS_RACE_WAR_JOIN_TICKET,				// 207		EFFECT_CLASS_LOVE_CHAIN,						// 208		EFFECT_CLASS_PK_ZONE_REGEN,						// 209		EFFECT_CLASS_PK_ZONE_RESURRECTION,				// 210		EFFECT_CLASS_MAGIC_ELUSION,						// 211	苛鸥何胶		EFFECT_CLASS_POISON_MESH,						// 212	抛福萍快胶		EFFECT_CLASS_ILLUSION_OF_AVENGE,				// 213	剂萍公胶		EFFECT_CLASS_WILL_OF_LIFE,						// 214	捻酒福捧胶		// 脚痹 胶懦 Effect 眠啊		EFFECT_CLASS_DENIAL_MAGIC,						// 215		EFFECT_CLASS_DENIAL_MAGIC_DAMAGED,				// 216		EFFECT_CLASS_REQUITAL,							// 217		EFFECT_CLASS_CONCEALMENT,						// 218		EFFECT_CLASS_DRAGON_FIRE_CRACKER,				// 219		EFFECT_CLASS_GRAND_MASTER_OUSTERS,				// 220		EFFECT_CLASS_FIRE_CRACKER_4,					// 221		EFFECT_CLASS_FIRE_CRACKER_VOLLEY_1,				// 222		EFFECT_CLASS_FIRE_CRACKER_VOLLEY_2,				// 223		EFFECT_CLASS_FIRE_CRACKER_VOLLEY_3,				// 224		EFFECT_CLASS_FIRE_CRACKER_VOLLEY_4,				// 225		EFFECT_CLASS_FIRE_CRACKER_WIDE_VOLLEY_1,		// 226		EFFECT_CLASS_FIRE_CRACKER_WIDE_VOLLEY_2,		// 227		EFFECT_CLASS_FIRE_CRACKER_WIDE_VOLLEY_3,		// 228		EFFECT_CLASS_FIRE_CRACKER_WIDE_VOLLEY_4,		// 229		EFFECT_CLASS_FIRE_CRACKER_STORM,				// 230		EFFECT_CLASS_TRANSLATION,						// 231		EFFECT_CLASS_LIGHTNESS,							// 232		EFFECT_CLASS_EVADE,								// 233		EFFECT_CLASS_BLUNTING,							// 234		EFFECT_CLASS_CROSS_GUARD,						// 235		EFFECT_CLASS_HANDS_OF_FIRE,						// 236		EFFECT_CLASS_PROMINENCE,						// 237		EFFECT_CLASS_RING_OF_FLARE,						// 238		EFFECT_CLASS_WATER_BARRIER,						// 239		EFFECT_CLASS_TENDRIL,							// 240		EFFECT_CLASS_GNOMES_WHISPER,					// 241		EFFECT_CLASS_ICE_FIELD,							// 242		EFFECT_CLASS_ICE_FIELD_TO_CREATURE,				// 243		EFFECT_CLASS_CANNOT_ABSORB_SOUL,				// 244		EFFECT_CLASS_SUMMON_SYLPH,						// 245		EFFECT_CLASS_LEVELUP_OUSTERS,					// 246		EFFECT_CLASS_BACK_STAB,							// 247		EFFECT_CLASS_PROMINENCE_2,						// 248		EFFECT_CLASS_PROMINENCE_3,						// 249		EFFECT_CLASS_RING_OF_FLARE_2,					// 250		EFFECT_CLASS_RING_OF_FLARE_3,					// 251		EFFECT_CLASS_BACK_STAB_2,						// 252		EFFECT_CLASS_BACK_STAB_3,						// 253		EFFECT_CLASS_FIRE_OF_SOUL_STONE,				// 254		EFFECT_CLASS_ICE_OF_SOUL_STONE,					// 255		EFFECT_CLASS_SAND_OF_SOUL_STONE,				// 256		EFFECT_CLASS_BLOCK_HEAD,						// 257		EFFECT_CLASS_LOUD,								// 258		EFFECT_CLASS_DIVINE_SPIRITS,					// 259		EFFECT_CLASS_REFINIUM_TICKET,					// 260		EFFECT_CLASS_CONTINUAL_BLOODY_WALL,				// 261		EFFECT_CLASS_DIVINE_GUIDANCE,					// 262		EFFECT_CLASS_JABBING_VEIN,						// 263		EFFECT_CLASS_BLAZE_WALK,						// 264		EFFECT_CLASS_HAS_FLAG,							// 265		EFFECT_CLASS_FLAG_INSERT,						// 266		EFFECT_CLASS_MUTE,								// 267		EFFECT_CLASS_DROP_FORCE,						// 268		EFFECT_CLASS_SLAYER_ONLY,						// 269		EFFECT_CLASS_VAMPIRE_ONLY,						// 270		EFFECT_CLASS_OUSTERS_ONLY,						// 271		EFFECT_CLASS_REDIANCE,							// 272		EFFECT_CLASS_HEART_CATALYST,					// 273		EFFECT_CLASS_WARP_HOLY_LAND_OUSTERS,			// 274 酒快胶磐令啊 器呕肺 捞悼且锭		EFFECT_CLASS_FAMILY_BONUS,						// 275 菩剐府 夸陛力 焊呈胶		EFFECT_CLASS_PROTECTION_FROM_BLOOD,				// 276		EFFECT_CLASS_ETERNITY,							// 277		EFFECT_CLASS_HAS_PET,							// 278		EFFECT_CLASS_ETERNITY_PAUSE,					// 279		EFFECT_CLASS_TRAP_INSTALLED,					// 280		EFFECT_CLASS_TRAP_TRIGGERED,					// 281 飘乏俊 吧啡阑 锭 棱囚冈洒绰(?) 捞棋飘		EFFECT_CLASS_TRAPPED,							// 282 农府媚啊 飘乏俊 吧妨乐绰 捞棋飘		EFFECT_CLASS_MERCY_GROUND,						// 283		EFFECT_CLASS_HOLY_ARMOR,						// 284		EFFECT_CLASS_TRANSFORM_TO_WERWOLF,				// 285		EFFECT_CLASS_HOWL,								// 286		EFFECT_CLASS_STONE_SKIN,						// 287		EFFECT_CLASS_GRAY_DARKNESS,							// 288		EFFECT_CLASS_STONE_SKIN_DAMAGED,				// 289		EFFECT_CLASS_ACID_ERUPTION,						// 290		EFFECT_CLASS_JUST_LOGIN,						// 291		EFFECT_CLASS_HAS_SWEEPER,						// 292		EFFECT_CLASS_HAS_SWEEPER_2,						// 293		EFFECT_CLASS_HAS_SWEEPER_3,						// 294		EFFECT_CLASS_HAS_SWEEPER_4,						// 295		EFFECT_CLASS_HAS_SWEEPER_5,						// 296		EFFECT_CLASS_HAS_SWEEPER_6,						// 297		EFFECT_CLASS_HAS_SWEEPER_7,						// 298		EFFECT_CLASS_HAS_SWEEPER_8,						// 299		EFFECT_CLASS_HAS_SWEEPER_9,						// 300		EFFECT_CLASS_HAS_SWEEPER_10,					// 301		EFFECT_CLASS_HAS_SWEEPER_11,					// 302		EFFECT_CLASS_HAS_SWEEPER_12,					// 303		EFFECT_CLASS_KEEP_SWEEPER,						// 304		EFFECT_CLASS_KEEP_SWEEPER_2,					// 305		EFFECT_CLASS_KEEP_SWEEPER_3,					// 306		EFFECT_CLASS_KEEP_SWEEPER_4,					// 307		EFFECT_CLASS_KEEP_SWEEPER_5,					// 308		EFFECT_CLASS_KEEP_SWEEPER_6,					// 309		EFFECT_CLASS_KEEP_SWEEPER_7,					// 310		EFFECT_CLASS_KEEP_SWEEPER_8,					// 311		EFFECT_CLASS_KEEP_SWEEPER_9,					// 312		EFFECT_CLASS_KEEP_SWEEPER_10,					// 313		EFFECT_CLASS_KEEP_SWEEPER_11,					// 314		EFFECT_CLASS_KEEP_SWEEPER_12,					// 315		EFFECT_CLASS_SLAYER_REGEN_ZONE,					// 316		EFFECT_CLASS_VAMPIRE_REGEN_ZONE,				// 317		EFFECT_CLASS_OUSTERS_REGEN_ZONE,				// 318		EFFECT_CLASS_DEFAULT_REGEN_ZONE,				// 319		EFFECT_CLASS_SLAYER_TRYING_1,					// 320		EFFECT_CLASS_SLAYER_TRYING_2,					// 321		EFFECT_CLASS_SLAYER_TRYING_3,					// 322		EFFECT_CLASS_VAMPIRE_TRYING_1,					// 323		EFFECT_CLASS_VAMPIRE_TRYING_2,					// 324		EFFECT_CLASS_VAMPIRE_TRYING_3,					// 325		EFFECT_CLASS_OUSTERS_TRYING_1,					// 326		EFFECT_CLASS_OUSTERS_TRYING_2,					// 327		EFFECT_CLASS_OUSTERS_TRYING_3,					// 328		EFFECT_CLASS_TRYING_POSITION,					// 329		EFFECT_CLASS_TRYING,							// 330		EFFECT_CLASS_CAPTURE_REGEN_ZONE,				// 331		EFFECT_CLASS_ON_BRIDGE,							// 332		EFFECT_CLASS_SUMMON_SYLPH_GREEN,				// 333		EFFECT_CLASS_SUMMON_SYLPH_ORANGE,				// 334		EFFECT_CLASS_SUMMON_SYLPH_RED,					// 335		EFFECT_CLASS_SUMMON_SYLPH_YELLOW,				// 336		EFFECT_CLASS_SUMMON_SYLPH_WHITE,				// 337		EFFECT_CLASS_SUMMON_SYLPH_BROWN,				// 338		EFFECT_CLASS_SUMMON_SYLPH_LILAC,				// 339		EFFECT_CLASS_SUMMON_SYLPH_BLACK,				// 340		EFFECT_CLASS_IMMUNE_TO_HALLUCINATION,			// 341		EFFECT_CLASS_PET_DISSECT,						// 342		EFFECT_CLASS_EXPLOSION_WATER,					// 343		EFFECT_CLASS_FROZEN_ARMOR,						// 344		EFFECT_CLASS_FROZEN_ARMOR_TO_ENEMY,				// 345		EFFECT_CLASS_REACTIVE_ARMOR,					// 346		EFFECT_CLASS_MAGNUM_SPEAR,						// 347		EFFECT_CLASS_HELLFIRE,							// 348		EFFECT_CLASS_HELLFIRE_TO_ENEMY,					// 349		EFFECT_CLASS_GROUND_BLESS,						// 350		EFFECT_CLASS_SHARP_CHAKRAM,						// 351		EFFECT_CLASS_DESTRUCTION_SPEAR,					// 352		EFFECT_CLASS_BLESS_FIRE,						// 353		EFFECT_CLASS_WATER_SHIELD,						// 354		EFFECT_CLASS_SAND_CROSS,						// 355		EFFECT_CLASS_GROUND_ELEMENTAL_AURA,				// 356		EFFECT_CLASS_FIRE_ELEMENTAL,					// 357		EFFECT_CLASS_WATER_ELEMENTAL,					// 358		EFFECT_CLASS_DISTANCE_BLITZ,					// 359		EFFECT_CLASS_GROUND_ELEMENTAL_CENTER,			// 360		EFFECT_CLASS_FIRE_ELEMENTAL_ATTACK,				// 361		EFFECT_CLASS_FIRE_ELEMENTAL_DAMAGED,			// 362		EFFECT_CLASS_WATER_ELEMENTAL_HEAL,				// 363		EFFECT_CLASS_WATER_ELEMENTAL_HEALED,			// 364		EFFECT_CLASS_DARKNESS_FORBIDDEN,				// 365		EFFECT_CLASS_VIEW_HP,							// 366		EFFECTSTATUS_BLACK_LARGE_SMOKE,                 // 367		EFFECTSTATUS_BLACK_HALL,                        // 368		EFFECTSTATUS_BLACK_SMALL_SMOKE_1,               // 369		EFFECTSTATUS_BLACK_SMALL_SMOKE_2,               // 370		EFFECTSTATUS_BLACK_SMALL_SMOKE_3,               // 371		EFFECTSTATUS_ELECTRIC_POST,				        // 372		EFFECTSTATUS_GHOST_1,                           // 373		EFFECTSTATUS_GHOST_2,                           // 374		EFFECT_CLASS_LUCKY,								// 375		EFFECT_CLASS_MISFORTUNE,						// 376		EFFECT_CLASS_HAS_CASTLE_SYMBOL_5,				// 377		EFFECT_CLASS_HAS_CASTLE_SYMBOL_6,				// 378		EFFECT_CLASS_MAX	};// constructor/destructorpublic:	Effect() throw();	Effect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pTarget, Turn_t delay) throw();	virtual ~Effect() throw();			// methods from Objectpublic:	virtual ObjectClass getObjectClass() const throw() { return OBJECT_CLASS_EFFECT; }	virtual ObjectPriority getObjectPriority() const throw() { return OBJECT_PRIORITY_EFFECT; }	virtual string toString() const throw() = 0;// own methodspublic:	virtual EffectClass getEffectClass() const throw() = 0;	virtual EffectClass getSendEffectClass() const throw() { return getEffectClass(); }	// Client俊 谎妨拎具窍绰 Effect牢啊? by sigi. 2002.11.14	bool isBroadcastingEffect() { return m_bBroadcastingEffect; }	void setBroadcastingEffect(bool bBroadcasting=true) { m_bBroadcastingEffect = bBroadcasting; }	virtual void affect() throw(Error) { throw UnsupportedError(); }	virtual void affect(Creature* pCreature) throw(Error) { throw UnsupportedError(); }	virtual void affect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pTarget) throw(Error) { throw UnsupportedError(); }	virtual void affect(Item* pItem) throw(Error) { throw UnsupportedError();}		virtual void unaffect(Item* pItem) throw(Error) { throw UnsupportedError(); }	virtual void unaffect() throw(Error) = 0;	virtual void unaffect(Creature* pCreature) throw(Error) { throw UnsupportedError(); } // 盔贰绰 pure virtual捞菌绰单 EffectRelicTable锭皋 官插促. by sigi	virtual void unaffect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pTarget) throw(Error) { throw UnsupportedError(); }	// get/set methodspublic:	Zone* getZone() const throw() { return m_pZone; }	void setZone(Zone* pZone) throw() { m_pZone = pZone; }	ZoneCoord_t getX() const throw() { return m_X; }	ZoneCoord_t getY() const throw() { return m_Y; }	void setX(ZoneCoord_t x) throw() { m_X = x; }	void setY(ZoneCoord_t y) throw() { m_Y = y; }	void setXY(ZoneCoord_t x, ZoneCoord_t y) throw() { m_X = x; m_Y = y; }	Object* getTarget() const throw() { return m_pTarget; }	void setTarget(Object* pTarget) throw() { m_pTarget = pTarget; }	Timeval getNextTime() const throw() { return m_NextTime; }	void setNextTime(Timeval tv) throw() { m_NextTime = tv; }	void setNextTime(Turn_t delay) throw();	Timeval getDeadline() const throw() { return m_Deadline; }	void setDeadline(Turn_t delay) throw();	Duration_t getRemainDuration() throw();// save/load memberspublic:	virtual void create(const string & ownerID) throw(Error) {}	virtual void save(const string & ownerID) throw(Error) {}	virtual void destroy(const string & ownerID) throw(Error) {}////////////////////////////////////////////////////////////// data members////////////////////////////////////////////////////////////protected:	Zone*        m_pZone;    // target object狼 困摹	ZoneCoord_t  m_X;	ZoneCoord_t  m_Y;	Object*      m_pTarget;  // target object - 绢恫 按眉俊 吧妨 乐绰啊? 	Timeval      m_NextTime; // 促澜 锅俊 角青秦具 窍绰 矫埃	Timeval      m_Deadline; // 攫力 捞 按眉甫 昏力秦具 窍绰啊?甫 唱鸥郴绰 矫埃		// Client俊 谎妨拎具窍绰 Effect牢啊? by sigi. 2002.11.14	bool 		m_bBroadcastingEffect;};#endif

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