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📄 effectbloodywall.h

📁 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    : EffectBloodyWall.h// Written by  : elca@ewestsoft.com// Description : 己流付过 BloodyWall狼 Effect甫 贸府秦林扁 困茄 努贰胶捞促.//////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_BLOODY_WALL__#define __EFFECT_BLOODY_WALL__#include "Effect.h"#include "EffectLoader.h"#include "Creature.h"//////////////////////////////////////////////////////////////////////////////// class EffectBloodyWall//////////////////////////////////////////////////////////////////////////////class EffectBloodyWall : public Effect {public:	EffectBloodyWall(Zone* pZone, ZoneCoord_t zoneX, ZoneCoord_t zoneY) throw(Error);public:    EffectClass getEffectClass() const throw() { return EFFECT_CLASS_BLOODY_WALL; }	void affect() throw(Error);	void affect(Creature* pCreature) throw(Error);	void affect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pObject) throw(Error);	void unaffect() throw(Error);	void unaffect(Creature* pCreature) throw(Error);	void unaffect(Item* pItem) throw(Error) {}	void unaffect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pObject) throw(Error);	string toString() const throw();public:	string getCasterName(void) const { return m_CasterName; }	void setCasterName(const string& CasterName ) { m_CasterName = CasterName; }	ObjectID_t getCasterID(void) const { return m_CasterID; }	void setCasterID(ObjectID_t CasterID ) { m_CasterID = CasterID; }	int getPartyID(void) const { return m_PartyID; }	void setPartyID(int PartyID) { m_PartyID = PartyID; }	int getDamage(void) const { return m_Damage; }	void setDamage(int damage) { m_Damage = damage; }	Turn_t getTick() const { return m_Tick; }	void setTick(Turn_t Tick) { m_Tick = Tick; }	int getLevel(void) const { return m_Level; }	void setLevel(int level) { m_Level = level; }	void setClan(Creature::CreatureClass clanType, int clanID) { m_CreatureClass=clanType; m_ClanID=clanID; }	Creature::CreatureClass getCreatureClass() const	{ return m_CreatureClass; }	int getClanID() const			{ return m_ClanID; }	void setForce( bool force ) throw(Error) { m_bForce = force; }	bool isForce() const throw(Error) { return m_bForce; }private:	string m_CasterName;	ObjectID_t  m_CasterID;	int	    m_PartyID;	int     m_Damage;	Turn_t  m_Tick;	int     m_Level;	Creature::CreatureClass m_CreatureClass;	int      m_ClanID;	bool	m_bForce;};/*//////////////////////////////////////////////////////////////////////////////// class EffectBloodyWallLoader//////////////////////////////////////////////////////////////////////////////class EffectBloodyWallLoader : public EffectLoader {public:	virtual Effect::EffectClass getEffectClass() const throw() { return Effect::EFFECT_CLASS_BLOODY_WALL; }	virtual string getEffectClassName() const throw() { return "EffectBloodyWall"; }public:	virtual void load(Creature* pCreature) throw(Error) {}	virtual void load(Zone* pZone) throw(Error); };extern EffectBloodyWallLoader* g_pEffectBloodyWallLoader;*/#endif // __EFFECT_BLOODY_WALL__

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