📄 skillhandlermanager.cpp
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addSkillHandler(&g_LightningHand); addSkillHandler(&g_SwordWave); addSkillHandler(&g_SnakeCombo); addSkillHandler(&g_WindDivider); addSkillHandler(&g_ThunderBolt); addSkillHandler(&g_Expansion); addSkillHandler(&g_MiracleShield); addSkillHandler(&g_ThunderFlash); addSkillHandler(&g_ThunderStorm); addSkillHandler(&g_MentalSword); //addSkillHandler(&g_DragonRising); //addSkillHandler(&g_FiveStormCrash); //addSkillHandler(&g_HeavensSword); // 档拌凯 addSkillHandler(&g_SingleBlow); addSkillHandler(&g_SpiralSlay); addSkillHandler(&g_TripleBreak); addSkillHandler(&g_WildSmash); addSkillHandler(&g_GhostBlade); addSkillHandler(&g_PotentialExplosion); addSkillHandler(&g_ShadowWalk); addSkillHandler(&g_ChargingPower); addSkillHandler(&g_HurricaneCombo); addSkillHandler(&g_TornadoSever); addSkillHandler(&g_Earthquake); addSkillHandler(&g_Berserker); addSkillHandler(&g_MoonlightSever); addSkillHandler(&g_ShadowDancing); addSkillHandler(&g_Typhoon); // 焙牢 拌凯 addSkillHandler(&g_QuickFire); addSkillHandler(&g_DoubleShot); addSkillHandler(&g_TripleShot); addSkillHandler(&g_MultiShot); addSkillHandler(&g_HeadShot); addSkillHandler(&g_Piercing); addSkillHandler(&g_Sniping); addSkillHandler(&g_MindControl); addSkillHandler(&g_Revealer); //addSkillHandler(&g_DetectMine); addSkillHandler(&g_InstallMine); addSkillHandler(&g_CreateBomb); addSkillHandler(&g_CreateMine); addSkillHandler(&g_ObservingEye); // 牢忙 拌凯 addSkillHandler(&g_CreateHolyWater); addSkillHandler(&g_Light); addSkillHandler(&g_DetectHidden); addSkillHandler(&g_AuraBall); addSkillHandler(&g_Bless); addSkillHandler(&g_ContinualLight); addSkillHandler(&g_Flare); addSkillHandler(&g_Purify); addSkillHandler(&g_AuraRing); addSkillHandler(&g_Striking); addSkillHandler(&g_DetectInvisibility); //addSkillHandler(&g_Identify); addSkillHandler(&g_AuraShield); addSkillHandler(&g_VigorDrop); //addSkillHandler(&g_Enchant); addSkillHandler(&g_Visible); addSkillHandler(&g_Sanctuary); addSkillHandler(&g_Reflection); addSkillHandler(&g_Hymn); // 鳃傅 拌凯 addSkillHandler(&g_CureLightWounds); addSkillHandler(&g_CurePoison); addSkillHandler(&g_ProtectionFromPoison); addSkillHandler(&g_CauseLightWounds); addSkillHandler(&g_CureSeriousWounds); addSkillHandler(&g_RemoveCurse); addSkillHandler(&g_ProtectionFromCurse); addSkillHandler(&g_CauseSeriousWounds); addSkillHandler(&g_CureCriticalWounds); addSkillHandler(&g_ProtectionFromAcid); addSkillHandler(&g_Sacrifice); addSkillHandler(&g_CauseCriticalWounds); addSkillHandler(&g_Resurrect); addSkillHandler(&g_EnergyDrop); addSkillHandler(&g_CureAll); addSkillHandler(&g_Peace); addSkillHandler(&g_Activation); addSkillHandler(&g_HolyBlast); //addSkillHandler(&g_RegenerationSkill); //addSkillHandler(&g_MassCure); //addSkillHandler(&g_MassHeal); // 轨橇 拌凯 addSkillHandler(&g_BloodDrain); addSkillHandler(&g_PoisonousHands); addSkillHandler(&g_GreenPoison); addSkillHandler(&g_YellowPoison); addSkillHandler(&g_DarkBluePoison); addSkillHandler(&g_GreenStalker); addSkillHandler(&g_AcidTouch); addSkillHandler(&g_AcidBolt); addSkillHandler(&g_AcidBall); addSkillHandler(&g_AcidSwamp); addSkillHandler(&g_Paralyze); addSkillHandler(&g_Doom); addSkillHandler(&g_Seduction); //addSkillHandler(&g_Blind); addSkillHandler(&g_Death); addSkillHandler(&g_BloodyNail); addSkillHandler(&g_BloodyKnife); addSkillHandler(&g_BloodyBall); addSkillHandler(&g_BloodyWave); addSkillHandler(&g_BloodyMasterWave); addSkillHandler(&g_BloodyWarp); addSkillHandler(&g_BloodySpear); addSkillHandler(&g_BloodyWall); addSkillHandler(&g_BloodySnake); addSkillHandler(&g_BloodyBreaker); addSkillHandler(&g_RapidGliding); addSkillHandler(&g_Transfusion); addSkillHandler(&g_Mephisto); addSkillHandler(&g_Hide); addSkillHandler(&g_Darkness); addSkillHandler(&g_Invisibility); addSkillHandler(&g_TransformToWolf); addSkillHandler(&g_TransformToBat); //addSkillHandler(&g_SummonWolf); addSkillHandler(&g_SummonCasket); addSkillHandler(&g_OpenCasket); //addSkillHandler(&g_RaisingDead); //addSkillHandler(&g_SummonServant); addSkillHandler(&g_BloodyMarker); addSkillHandler(&g_BloodyTunnel); addSkillHandler(&g_PoisonStrike); addSkillHandler(&g_AcidStrike); addSkillHandler(&g_BloodyStrike); addSkillHandler(&g_PoisonStorm); addSkillHandler(&g_AcidStorm); addSkillHandler(&g_BloodyStorm); addSkillHandler(&g_Extreme); addSkillHandler(&g_Unburrow); addSkillHandler(&g_Untransform); addSkillHandler(&g_Uninvisibility); addSkillHandler(&g_EatCorpse); addSkillHandler(&g_Howl); addSkillHandler(&g_ThrowHolyWater); addSkillHandler(&g_Restore); addSkillHandler(&g_CriticalGround); addSkillHandler(&g_SummonMonsters); addSkillHandler(&g_GroundAttack); addSkillHandler(&g_MeteorStrike); addSkillHandler(&g_Hallucination); addSkillHandler(&g_DuplicateSelf); addSkillHandler(&g_SoulChain); addSkillHandler(&g_SharpShield); addSkillHandler(&g_WideLightning); addSkillHandler(&g_GunShotGuidance); addSkillHandler(&g_AirShield); addSkillHandler(&g_BulletOfLight); addSkillHandler(&g_HandsOfWisdom); addSkillHandler(&g_LightBall); addSkillHandler(&g_HolyArrow); addSkillHandler(&g_Rebuke); addSkillHandler(&g_SpiritGuard); addSkillHandler(&g_Regeneration); addSkillHandler(&g_PowerOfLand); addSkillHandler(&g_TurnUndead); addSkillHandler(&g_Armageddon); addSkillHandler(&g_MagicElusion); addSkillHandler(&g_PoisonMesh); addSkillHandler(&g_IllusionOfAvenge); addSkillHandler(&g_WillOfLife); addSkillHandler(&g_DenialMagic); addSkillHandler(&g_SwordRay); addSkillHandler(&g_Concealment); addSkillHandler(&g_Requital); addSkillHandler(&g_MultiAmputate); addSkillHandler(&g_HitConvert); addSkillHandler(&g_WildTyphoon); addSkillHandler(&g_UltimateBlow); addSkillHandler(&g_Illendue); addSkillHandler(&g_Lightness); addSkillHandler(&g_Flourish); addSkillHandler(&g_Evade); addSkillHandler(&g_SharpRound); addSkillHandler(&g_BackStab); addSkillHandler(&g_Blunting); addSkillHandler(&g_GammaChop); addSkillHandler(&g_CrossGuard); addSkillHandler(&g_KasasArrow); addSkillHandler(&g_HandsOfFire); addSkillHandler(&g_Prominence); addSkillHandler(&g_RingOfFlare); addSkillHandler(&g_BlazeBolt); addSkillHandler(&g_IceField); addSkillHandler(&g_WaterBarrier); addSkillHandler(&g_NymphRecovery); addSkillHandler(&g_Liberty); addSkillHandler(&g_Tendril); addSkillHandler(&g_StoneAuger); addSkillHandler(&g_EarthsTeeth); addSkillHandler(&g_AbsorbSoul); addSkillHandler(&g_GnomesWhisper); addSkillHandler(&g_HandsOfNizie); addSkillHandler(&g_RefusalEther); addSkillHandler(&g_EmissionWater); addSkillHandler(&g_BeatHead); addSkillHandler(&g_DivineSpirits); addSkillHandler(&g_BlitzSliding); addSkillHandler(&g_JabbingVein); addSkillHandler(&g_GreatHeal); addSkillHandler(&g_DivineGuidance); addSkillHandler(&g_BlazeWalk); addSkillHandler(&g_BloodyZenith); addSkillHandler(&g_Rediance); addSkillHandler(&g_LarSlash); addSkillHandler(&g_Trident); addSkillHandler(&g_HeartCatalyst); addSkillHandler(&g_ProtectionFromBlood); addSkillHandler(&g_MoleShot); addSkillHandler(&g_Eternity); addSkillHandler(&g_InstallTrap); addSkillHandler(&g_HolyArmor); addSkillHandler(&g_MercyGround); addSkillHandler(&g_CreateHolyPotion); addSkillHandler(&g_TransformToWerwolf); addSkillHandler(&g_GrayDarkness); addSkillHandler(&g_StoneSkin); addSkillHandler(&g_TalonOfCrow); addSkillHandler(&g_BiteOfDeath); addSkillHandler(&g_AcidEruption); addSkillHandler(&g_Teleport); addSkillHandler(&g_FirePiercing); addSkillHandler(&g_SoulRebirth); addSkillHandler(&g_IceLance); addSkillHandler(&g_ExplosionWater); addSkillHandler(&g_FrozenArmor); addSkillHandler(&g_ReactiveArmor); addSkillHandler(&g_MagnumSpear); addSkillHandler(&g_HellFire); addSkillHandler(&g_GroundBless); addSkillHandler(&g_SharpChakram); addSkillHandler(&g_DestructionSpear); addSkillHandler(&g_ShiftBreak); addSkillHandler(&g_FatalSnick); addSkillHandler(&g_ChargingAttack); addSkillHandler(&g_DuckingWallop); addSkillHandler(&g_DistanceBlitz); addSkillHandler(&g_SummonGroundElemental); addSkillHandler(&g_SummonFireElemental); addSkillHandler(&g_SummonWaterElemental); addSkillHandler(&g_MeteorStorm); __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void SkillHandlerManager::addSkillHandler (SkillHandler * pSkillHandler) throw (Error){ __BEGIN_TRY if (m_SkillHandlers[ pSkillHandler->getSkillType() ] != NULL) { StringStream msg; msg << "duplicate Skill Handler, " << pSkillHandler->getSkillHandlerName () ; throw Error(msg.toString()); } // 胶懦勤甸矾甫 殿废茄促. m_SkillHandlers[ pSkillHandler->getSkillType() ] = pSkillHandler; __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////SkillHandler * SkillHandlerManager::getSkillHandler (SkillType_t SkillType) throw (Error){ __BEGIN_TRY // Wide Storm 阑 啊瘤绊 乐阑 版快, Wide 贸府绰 盔贰 扁贱 救俊辑 贸府茄促./* if ( SkillType == SKILL_DARKNESS_WIDE ) { SkillType = SKILL_DARKNESS; } else if ( SkillType == SKILL_POISON_STORM_WIDE ) { SkillType = SKILL_POISON_STORM; } else if ( SkillType == SKILL_ACID_STORM_WIDE ) { SkillType = SKILL_ACID_STORM; }*/ if (m_SkillHandlers[SkillType] == NULL) { StringStream msg; msg << "None Skill Handler (Type : " << (int)SkillType << ")"; throw Error(msg.toString()); } else if (SkillType > SKILL_MAX) { StringStream msg; msg << "Skill Handler Upper Bound"; throw Error(msg.toString()); } return m_SkillHandlers[SkillType]; __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////string SkillHandlerManager::toString () const throw (){ __BEGIN_TRY StringStream msg; msg << "SkillHandlerManager(\n"; for (int i = 0 ; i < m_Size ; i ++) { msg << "SkillHandlers[" << i << "] == "; msg << (m_SkillHandlers[i] == NULL ? "NULL" : m_SkillHandlers[i]->getSkillHandlerName()); msg << "\n"; } msg << ")"; return msg.toString(); __END_CATCH}
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