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📄 effecthasslayerrelic.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    : EffectHasSlayerRelic.cpp// Written by  : elca// Description : //////////////////////////////////////////////////////////////////////////////#include "EffectHasSlayerRelic.h"#include "Creature.h"#include "Slayer.h"#include "Vampire.h"#include "Monster.h"#include "MonsterCorpse.h"#include "Player.h"#include "ZoneInfoManager.h"#include "ZoneGroupManager.h"#include "StringPool.h"#include "Gpackets/GCModifyInformation.h"#include "Gpackets/GCStatusCurrentHP.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCRemoveEffect.h"#include "Gpackets/GCSystemMessage.h"#include <stdio.h>////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectHasSlayerRelic::EffectHasSlayerRelic(Creature* pCreature)	throw(Error): EffectHasRelic(pCreature){	__BEGIN_TRY	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectHasSlayerRelic::EffectHasSlayerRelic(Item* pItem)	throw(Error): EffectHasRelic(pItem){	__BEGIN_TRY	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectHasSlayerRelic::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 浇饭捞绢 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_SLAYER_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 浇饭捞绢 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 EffectHasSlayerRelic::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 << " 浇饭捞绢 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 EffectHasSlayerRelic::toString()	const throw(){	__BEGIN_TRY	StringStream msg;	msg << "EffectHasSlayerRelic("		<< "ObjectID:" << getObjectID()		<< ")";	return msg.toString();	__END_CATCH}

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