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📄 effecthasrelic.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    : EffectHasRelic.cpp// Written by  : elca// Description : //////////////////////////////////////////////////////////////////////////////#include "EffectHasRelic.h"#include "Creature.h"#include "Slayer.h"#include "Relic.h"#include "Vampire.h"#include "Monster.h"#include "MonsterCorpse.h"#include "Player.h"#include "WarSystem.h"#include "ZoneInfoManager.h"#include "ZoneGroupManager.h"#include "Gpackets/GCModifyInformation.h"#include "Gpackets/GCStatusCurrentHP.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCRemoveEffect.h"#include "Gpackets/GCSystemMessage.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectHasRelic::EffectHasRelic(Creature* pCreature)	throw(Error){	__BEGIN_TRY	setTarget(pCreature);	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectHasRelic::EffectHasRelic(Item* pItem)	throw(Error){	__BEGIN_TRY	setTarget(pItem);	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectHasRelic::affect()	throw(Error){	__BEGIN_TRY	Assert(m_pTarget!=NULL);	switch ( m_pTarget->getObjectClass() )	{		case OBJECT_CLASS_CREATURE :		{			Creature* pCreature = dynamic_cast<Creature*>(m_pTarget);			affect( pCreature );		}		break;		case OBJECT_CLASS_ITEM :		{			Item* pItem = dynamic_cast<Item*>(m_pTarget);			affect( pItem );		}		break;		default :			return;	}	__END_CATCH}void EffectHasRelic::unaffect() 	throw(Error){	__BEGIN_TRY			switch (m_pTarget->getObjectClass())	{		case OBJECT_CLASS_CREATURE :		{			Creature* pCreature = dynamic_cast<Creature *>(m_pTarget);			unaffect(pCreature);		}		break;		case OBJECT_CLASS_ITEM :		{			Item* pItem = dynamic_cast<Item *>(m_pTarget);			unaffect(pItem);		}		break;		default :			throw Error("Wrong Object Class");	}	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectHasRelic::unaffect(Creature* pCreature)	throw(Error){	__BEGIN_TRY	__BEGIN_DEBUG	//cout << "EffectHasCastleSymbol" << "unaffect BEGIN" << endl;	Assert(pCreature != NULL);	// 瓷仿摹甫 沥惑利栏肺 登倒府扁 困秦辑绰 敲贰弊甫 掺绊,	// initAllStat阑 阂矾具 茄促.	pCreature->removeFlag( getEffectClass() );	Zone* pZone = pCreature->getZone();	Assert(pZone != NULL);	GCRemoveEffect gcRemoveEffect;	gcRemoveEffect.setObjectID( pCreature->getObjectID() );	gcRemoveEffect.addEffectList( getSendEffectClass() );	pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcRemoveEffect);	//cout << "EffectHasCastleSymbol" << "unaffect END" << endl;	__END_DEBUG	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectHasRelic::unaffect(Item* pItem)	throw(Error){	__BEGIN_TRY	__BEGIN_DEBUG	//cout << "EffectCastleSymbol" << "unaffect BEGIN" << endl;	Assert(pItem != NULL);	Assert(pItem->getItemClass()==Item::ITEM_CLASS_CORPSE);	Assert(pItem->getItemType()==MONSTER_CORPSE);	MonsterCorpse* pCorpse = dynamic_cast<MonsterCorpse*>(pItem);	pCorpse->removeFlag( getEffectClass() );	Zone* pZone = pCorpse->getZone();	Assert(pZone != NULL);	GCRemoveEffect gcRemoveEffect;	gcRemoveEffect.setObjectID( pItem->getObjectID() );	gcRemoveEffect.addEffectList( getSendEffectClass() );	pZone->broadcastPacket( pCorpse->getX(), pCorpse->getY(), &gcRemoveEffect );	//cout << "EffectCastleSymbol" << "unaffect END" << endl;	__END_DEBUG	__END_CATCH}

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