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📄 effecthasbloodbible.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
💻 CPP
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//////////////////////////////////////////////////////////////////////////////// Filename    : EffectHasBloodBible.cpp// Written by  : elca// Description : //////////////////////////////////////////////////////////////////////////////#include "EffectHasBloodBible.h"#include "Creature.h"#include "Slayer.h"#include "BloodBible.h"#include "Vampire.h"#include "Monster.h"#include "MonsterCorpse.h"#include "Player.h"#include "WarSystem.h"#include "CastleInfoManager.h"#include "ZoneInfoManager.h"#include "HolyLandManager.h"#include "ShrineInfoManager.h"#include "Gpackets/GCModifyInformation.h"#include "Gpackets/GCStatusCurrentHP.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCRemoveEffect.h"#include "Gpackets/GCSystemMessage.h"#include "Gpackets/GCBloodBibleStatus.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectHasBloodBible::EffectHasBloodBible(Creature* pCreature)	throw(Error): EffectHasRelic( pCreature ){	__BEGIN_TRY	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectHasBloodBible::EffectHasBloodBible(Item* pItem)	throw(Error): EffectHasRelic( pItem ){	__BEGIN_TRY	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectHasBloodBible::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.	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 乔狼 己辑 炼阿(" << m_PartName << ")阑 啊瘤绊 乐嚼聪促.";	GCSystemMessage gcSystemMessage;	gcSystemMessage.setMessage(msg.toString());	g_pZoneGroupManager->broadcast( &gcSystemMessage );	*/	ShrineSet* pShrineSet = g_pShrineInfoManager->getShrineSet( m_Part );	Assert(pShrineSet!=NULL);	Race_t ShrineRace = pShrineSet->getOwnerRace();	GCBloodBibleStatus* pGCBBS = new GCBloodBibleStatus;	pGCBBS->setItemType( m_Part );	pGCBBS->setZoneID( pZone->getZoneID() );	pGCBBS->setStorage( STORAGE_INVENTORY );	pGCBBS->setOwnerName( pCreature->getName() );	pGCBBS->setRace( pCreature->getRace() );	pGCBBS->setShrineRace( ShrineRace );	pGCBBS->setX( pCreature->getX() );	pGCBBS->setY( pCreature->getY() );	g_pHolyLandManager->broadcast( pGCBBS );	g_pShrineInfoManager->registerBloodBibleStatus( m_Part, pGCBBS );	setNextTime(m_Tick);																															    		__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectHasBloodBible::affect(Item* pItem)	throw(Error){	__BEGIN_TRY	if (m_pZone==NULL) return;		/*		ZoneInfo* pZoneInfo = g_pZoneInfoManager->getZoneInfo( m_pZone->getZoneID() );		Assert( pZoneInfo != NULL );		// 困摹甫 舅赴促.		StringStream msg;		msg << pZoneInfo->getFullName() << "(" << (int)m_X << ", " << (int)m_Y			<< ")狼 己窜俊 乔狼 己辑 炼阿(" << m_PartName << ")捞 乐嚼聪促.";		GCSystemMessage gcSystemMessage;		gcSystemMessage.setMessage(msg.toString());		g_pZoneGroupManager->broadcast( &gcSystemMessage );		*/	ShrineSet* pShrineSet = g_pShrineInfoManager->getShrineSet( m_Part );	Assert(pShrineSet!=NULL);	GCBloodBibleStatus* pGCBBS = new GCBloodBibleStatus;	pGCBBS->setItemType( m_Part );	pGCBBS->setZoneID( m_pZone->getZoneID() );	pGCBBS->setStorage( STORAGE_CORPSE );	//pGCBBS->setOwnerName( m_PartName );	pGCBBS->setRace( pShrineSet->getOwnerRace() ); 	pGCBBS->setShrineRace( pShrineSet->getOwnerRace() ); 	pGCBBS->setX( m_X );	pGCBBS->setY( m_Y );	// 己俊 傈里捞 柳青吝牢 版快父 皋技瘤甫 焊郴霖促.	if (g_pWarSystem->hasActiveRaceWar())	{		g_pHolyLandManager->broadcast( pGCBBS );	}	g_pShrineInfoManager->registerBloodBibleStatus( m_Part, pGCBBS );	setNextTime(999999);	__END_CATCH}void EffectHasBloodBible::setPart( int part )	throw(){	__BEGIN_TRY	const BloodBibleInfo* pBloodBibleInfo = dynamic_cast<const BloodBibleInfo*>(g_pBloodBibleInfoManager->getItemInfo( part ) );	if ( pBloodBibleInfo != NULL )	{		m_Part = part;		m_PartName = pBloodBibleInfo->getName();	}	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////string EffectHasBloodBible::toString()	const throw(){	__BEGIN_TRY	StringStream msg;	msg << "EffectHasBloodBible("		<< "ObjectID:" << getObjectID()		<< ")";	return msg.toString();	__END_CATCH}

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