📄 effectcontinualbloodywall.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectContinualBloodyWall.h// Written by : Reiot// Description ://////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_CONTINUAL_BLOODY_WALL_H__#define __EFFECT_CONTINUAL_BLOODY_WALL_H__#include "Effect.h"#include "EffectLoader.h"//////////////////////////////////////////////////////////////////////////////// class EffectContinualBloodyWall;//////////////////////////////////////////////////////////////////////////////class Corpse;class EffectContinualBloodyWall : public Effect {public: EffectContinualBloodyWall(Zone* pZone) throw(Error); virtual ~EffectContinualBloodyWall() throw(Error);public: EffectClass getEffectClass() const throw() { return EFFECT_CLASS_CONTINUAL_BLOODY_WALL; } // OBJECT_PRIORITY_NONE 扼绰 舵篮, 鸥老俊 甸绢啊辑绰 救等促绰 舵捞促.// virtual ObjectPriority getObjectPriority() const throw() { return OBJECT_PRIORITY_NONE; } virtual void affect() throw(Error); virtual void unaffect() throw(Error); void create(const string & ownerID) throw(Error) {} void save(const string & ownerID) throw(Error) {} void destroy(const string & ownerID) throw(Error) {} virtual string toString() const throw();public: void setDamage(Damage_t damage) throw(Error) { m_Damage = damage; } Damage_t getDamage() const throw() { return m_Damage; } void setTick( Turn_t tick ) throw(Error) { m_Tick = tick; } Turn_t getTick() const throw() { return m_Tick; } void setDuration( Turn_t duration ) throw(Error) { m_Duration = duration; } Turn_t getDuration() const throw() { return m_Duration; } void setRect(ZoneCoord_t left, ZoneCoord_t right, ZoneCoord_t top, ZoneCoord_t bottom) throw(Error) { m_Left = left; m_Right = right; m_Top = top; m_Bottom = bottom; }private: Damage_t m_Damage; Turn_t m_Tick; Turn_t m_Duration; ZoneCoord_t m_Left; ZoneCoord_t m_Right; ZoneCoord_t m_Top; ZoneCoord_t m_Bottom;};//////////////////////////////////////////////////////////////////////////////// class EffectContinualBloodyWallLoader//////////////////////////////////////////////////////////////////////////////class EffectContinualBloodyWallLoader : public EffectLoader{public: virtual Effect::EffectClass getEffectClass() const throw() { return Effect::EFFECT_CLASS_CONTINUAL_BLOODY_WALL; } virtual string getEffectClassName() const throw() { return "EffectContinualBloodyWall"; }public: virtual void load(Creature* pCreature) throw(Error) {} virtual void load(Zone* pZone) throw(Error);};extern EffectContinualBloodyWallLoader* g_pEffectContinualBloodyWallLoader;#endif
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