📄 effecttilestorm.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectTileStorm.h// Written by : elca@ewestsoft.com// Description : 己流付过 TileStorm狼 Effect甫 贸府秦林扁 困茄 努贰胶捞促.//////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_TILE_STORM__#define __EFFECT_TILE_STORM__#include "Effect.h"#include "EffectLoader.h"#include "HitRoll.h"//////////////////////////////////////////////////////////////////////////////// class EffectTileStorm//////////////////////////////////////////////////////////////////////////////class EffectTileStorm : public Effect {public: EffectTileStorm(Zone* pZone, ZoneCoord_t zoneX, ZoneCoord_t zoneY) throw(Error);public: EffectClass getEffectClass() const throw() { return EFFECT_CLASS_TILE_STORM; } void affect() throw(Error); void affect(Creature* pCreature) throw(Error); void unaffect() throw(Error); void unaffect(Creature* pCreature) throw(Error); string toString() const throw();public: int getDamage(void) const { return m_Damage; } void setDamage(int damage) { m_Damage = damage; } ObjectID_t getUserObjectID(void) const { return m_UserObjectID; } void setUserObjectID(ObjectID_t UserObjectID ) { m_UserObjectID = UserObjectID; } SkillType_t getSkillType() const { return m_SkillType; } void setSkillType( SkillType_t skillType ) { m_SkillType = skillType; } int getStormTime() const { return m_StormTime; } void setStormTime( int stormTime ) { m_StormTime = stormTime; } Turn_t getTick() const { return m_Tick; } void setTick( Turn_t tick ) { m_Tick = tick; } bool isLarge() const { return m_bLarge; } void setLarge( bool large ) { m_bLarge = large; }private: int m_Damage; ObjectID_t m_UserObjectID; SkillType_t m_SkillType; int m_StormTime; // 单固瘤甫 割 锅 啊窍绰啊? Turn_t m_Tick; // 割 畔 埃拜栏肺 冻绢瘤绰啊? bool m_bLarge; // true 搁 5x5 false搁 3x3};//////////////////////////////////////////////////////////////////////////////// class EffectTileStormLoader//////////////////////////////////////////////////////////////////////////////class EffectTileStormLoader : public EffectLoader {public: virtual Effect::EffectClass getEffectClass() const throw() { return Effect::EFFECT_CLASS_TILE_STORM; } virtual string getEffectClassName() const throw() { return "EffectTileStorm"; }public: virtual void load(Creature* pCreature) throw(Error) {}};extern EffectTileStormLoader* g_pEffectTileStormLoader;#endif // __EFFECT_TILE_STORM__
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