📄 effectbloodywall.h
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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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