📄 effectbloodystorm.h
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#ifndef __EFFECT_BLOODY_STORM__#define __EFFECT_BLOODY_STORM__#include "Effect.h"#include "EffectLoader.h"class EffectBloodyStorm : public Effect{public: EffectBloodyStorm(Zone* pZone, ZoneCoord_t zoneX, ZoneCoord_t zoneY) throw(Error); EffectClass getEffectClass() const throw() { return EFFECT_CLASS_BLOODY_STORM; } 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: 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 setVampire( bool bVampire = true ) { m_bVampire = bVampire; } bool isVampire() const { return m_bVampire; } void setUserObjectID(ObjectID_t oid) throw() { m_UserObjectID = oid; } ObjectID_t getUserObjectID() const throw() { return m_UserObjectID; } bool affectCreature(Creature* pCreature, bool bAffectByMove) throw(Error); private: int m_Damage; // EffectBloodyStorm Damage; Turn_t m_Tick; // EffectBloodyStorm turn; int m_Level; // EffectBloodyStorm level; bool m_bVampire; Duration_t m_Duration; // EffectBloodyStorm Duration; Duration_t m_StormDuration; // BloodyStorm Effect 瘤加 矫埃 ObjectID_t m_UserObjectID;};class EffectBloodyStormLoader : public EffectLoader{public: virtual Effect::EffectClass getEffectClass() const throw() { return Effect::EFFECT_CLASS_BLOODY_STORM; } virtual string getEffectClassName() const throw() { return "EffectBloodyStorm"; }public: virtual void load(Creature* pCreature) throw(Error) {}};extern EffectBloodyStormLoader* g_pEffectBloodyStormLoader;#endif
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