📄 effectcoma.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectComa.cpp// Written by : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "EffectComa.h"#include "Assert.h"#include "Slayer.h"#include "Vampire.h"#include "Ousters.h"#include "Tile.h"#include "Zone.h"#include "GamePlayer.h"#include "ZoneGroupManager.h"#include "ZoneInfo.h"#include "ZoneInfoManager.h"#include "ZonePlayerManager.h"#include "IncomingPlayerManager.h"#include "Event.h"#include "EventResurrect.h"#include "ResurrectLocationManager.h"#include "ItemUtil.h"#include "AlignmentManager.h"#include "ItemFactoryManager.h"#include "SlayerCorpse.h"#include "VampireCorpse.h"#include "LogClient.h"#include "Thread.h" #include "Gpackets/GCCreatureDied.h"#include "Gpackets/GCGetOffMotorCycle.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectComa::EffectComa(Creature* pCreature) throw(Error){ __BEGIN_TRY setTarget(pCreature); __END_CATCH}EffectComa::~EffectComa() throw(Error){ __BEGIN_TRY __END_CATCH}void EffectComa::affect() throw(Error){ __BEGIN_TRY Creature* pCreature = dynamic_cast<Creature *>(m_pTarget); affect(pCreature); __END_CATCH }void EffectComa::affect(Creature* pCreature) throw(Error){ __BEGIN_TRY __END_CATCH}void EffectComa::unaffect(Creature* pDeadCreature) throw(Error){ __BEGIN_TRY //cout << "EffectComa " << "unaffect BEGIN(Creature)" << endl; Assert(pDeadCreature != NULL); //Assert(pDeadCreature->isDead()); // 捞棋飘 敲贰弊甫 昏力秦霖促. pDeadCreature->removeFlag(Effect::EFFECT_CLASS_COMA); // 朝酒坷搁 碍力肺 磷捞绰 内靛甫 笼绢持绰促. if (pDeadCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pDeadCreature); pSlayer->setHP(0, ATTR_CURRENT); } else if (pDeadCreature->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pDeadCreature); pVampire->setHP(0, ATTR_CURRENT); } else if (pDeadCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pDeadCreature); pOusters->setHP(0, ATTR_CURRENT); } //cout << "EffectComa " << "unaffect END(Creature)" << endl; __END_CATCH}void EffectComa::unaffect() throw(Error){ __BEGIN_TRY //cout << "EffectComa " << "unaffect BEGIN" << endl; Creature* pCreature = dynamic_cast<Creature*>(m_pTarget); unaffect(pCreature); //cout << "EffectComa " << "unaffect END" << endl; __END_CATCH}void EffectComa::create(const string & ownerID) throw(Error){ __BEGIN_TRY __END_CATCH}void EffectComa::destroy(const string & ownerID) throw(Error){ __BEGIN_TRY __END_CATCH}void EffectComa::save(const string & ownerID) throw(Error){ __BEGIN_TRY __END_CATCH}// 胶鸥泼 矫埃篮 捞棋飘甫 积己茄 矫埃捞磊, 敲饭捞绢啊 磷篮 矫埃捞促.// 捞 矫埃俊促 5檬甫 歹窃栏肺结, canResurrect 窃荐俊辑 磷篮 第 5檬啊 瘤唱瘤// 臼篮 荤恩捞 Resurrect给窍霸 八荤且 荐 乐促.void EffectComa::setStartTime(void){ getCurrentTime(m_StartTime); m_StartTime.tv_sec += 5;}bool EffectComa::canResurrect(void){ Timeval currentTime; getCurrentTime(currentTime); if (m_StartTime < currentTime) { return true; } return false;}string EffectComa::toString() const throw(){ __BEGIN_TRY StringStream msg; msg << "EffectComa(" << "ObjectID:" << getObjectID() << ")"; return msg.toString(); __END_CATCH}void EffectComaLoader::load(Creature* pCreature) throw(Error){ __BEGIN_TRY __END_CATCH}EffectComaLoader* g_pEffectComaLoader = NULL;
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