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📄 effectsanctuary.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
💻 CPP
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//////////////////////////////////////////////////////////////////////////////// Filename    : EffectSanctuary.cpp// Written by  : elca// Description : //////////////////////////////////////////////////////////////////////////////#include "EffectSanctuary.h"#include "Creature.h"#include "Zone.h"#include "Tile.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectSanctuary::EffectSanctuary(Zone* pZone , ZoneCoord_t ZoneX, ZoneCoord_t ZoneY, ZoneCoord_t CenterX, ZoneCoord_t CenterY)	throw(Error){	__BEGIN_TRY	m_pZone = pZone;	m_X = ZoneX;	m_Y = ZoneY;	m_CenterX = CenterX;	m_CenterY = CenterY;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// EffectSanctuary::affectCreature()// bAffectByMove啊 false搁 力磊府俊辑 寸窍绰 巴捞骨肺.. // 寇何狼 SkillOK俊辑 modify info甫 焊辰促. 蝶扼辑 GCModifyInformation阑 // 焊尘 鞘夸啊 绝促.// pTarget狼 矫具啊 函茄  版快 true甫 return//////////////////////////////////////////////////////////////////////////////bool EffectSanctuary::affectObject(Object* pTarget, bool bAffectByMove)	throw(Error){	__BEGIN_TRY//	if (pTarget->getObjectClass() == Object::OBJECT_CLASS_CREATURE)//	{//		Creature* pTargetCreature = dynamic_cast<Creature*>(pTarget);//		// 捞固 吧妨乐绰 版快俊绰 促矫 吧瘤 臼绰促.//		if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_SANCTUARY))//		{//			return false;	//		}////		pTargetCreature->setFlag(Effect::EFFECT_CLASS_SANCTUARY);//		return true;//	}//	return false;		__END_CATCH}void EffectSanctuary::unaffectObject(Object* pTarget, bool bUnaffectByMove)	throw(Error){	__BEGIN_TRY//	Assert(pTarget != NULL);//	//	if (pTarget->getObjectClass() == Object::OBJECT_CLASS_CREATURE)//	{//		Creature* pTargetCreature = dynamic_cast<Creature*>(pTarget);////		pTargetCreature->removeFlag(Effect::EFFECT_CLASS_SANCTUARY);//	}	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// EffectSanctuary::affect()//////////////////////////////////////////////////////////////////////////////void EffectSanctuary::affect(Creature* pTargetCreature)	throw(Error){	__BEGIN_TRY	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// EffectSanctuary::affect()//////////////////////////////////////////////////////////////////////////////void EffectSanctuary::affect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject)	throw(Error){	__BEGIN_TRY	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// unaffect()//////////////////////////////////////////////////////////////////////////////void EffectSanctuary::unaffect()	throw(Error){	__BEGIN_TRY	//cout << "EffectSanctuary " << "unaffect BEGIN" << endl;	Tile & tile = m_pZone->getTile(m_X, m_Y);////	// unaffect creatures on tile//	const slist<Object*>& oList = tile.getObjectList();//	for (slist<Object*>::const_iterator itr = oList.begin(); itr != oList.end(); itr++) //	{//		if (*itr != this) //		{//			EffectSanctuary::unaffectObject((Object*)(*itr), false);//		}//	}	tile.deleteEffect(m_ObjectID);	//cout << "EffectSanctuary " << "unaffect END" << endl;	__END_CATCH}void EffectSanctuary::unaffect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject)	throw(Error){	__BEGIN_TRY	__END_CATCH}string EffectSanctuary::toString() const 	throw(){	__BEGIN_TRY	StringStream msg;	msg << "EffectSanctuary("		<< "DayTime:" << m_Deadline.tv_sec		<< ")";	return msg.toString();	__END_CATCH}

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