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📄 effectsummoncasket.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    : EffectSummonCasket.cpp// Written by  : elca// Description : //////////////////////////////////////////////////////////////////////////////#include "EffectSummonCasket.h"#include "Creature.h"#include "Vampire.h"#include "Monster.h"#include "Player.h"#include "Gpackets/GCRemoveEffect.h"#include "ZoneUtil.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectSummonCasket::EffectSummonCasket(Creature* pCreature)	throw(Error){	__BEGIN_TRY	setTarget(pCreature);	m_Type = 0;	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectSummonCasket::affect(Creature* pCreature)	throw(Error){	__BEGIN_TRY																															    		__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectSummonCasket::affect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject)	throw(Error){	__BEGIN_TRY	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectSummonCasket::unaffect() 	throw(Error){	__BEGIN_TRY		//cout << "EffectTransfromToWolf " << "unaffect BEGIN" << endl;    Creature* pCreature = dynamic_cast<Creature *>(m_pTarget);	Assert(pCreature != NULL);	if (pCreature->isSlayer())	{		//cout << "EffectTransfromToWolf::unaffect() : Slayer cannot transfrom to wolf!" << endl;		throw Error("EffectTransfromToWolf::unaffect() : Slayer cannot transfrom to wolf!");	}	unaffect(pCreature);	//cout << "EffectTransfromToWolf " << "unaffect END" << endl;	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectSummonCasket::unaffect(Creature* pCreature)	throw(Error){	__BEGIN_TRY	//cout << "EffectTransfromToWolf " << "unaffect BEGIN" << endl;	Assert(pCreature != NULL);	Zone* pZone = pCreature->getZone();	Assert(pZone != NULL);	// 盔贰 葛嚼栏肺 登倒府绊, 敲贰弊甫 力芭茄促.	pCreature->removeFlag(Effect::EFFECT_CLASS_CASKET);	// 瓷仿摹甫 盔贰措肺 登倒赴促. 	if (pCreature->isVampire())	{		Vampire* pTargetVampire = dynamic_cast<Vampire*>(pCreature);		VAMPIRE_RECORD prev;		pTargetVampire->getVampireRecord(prev);		pTargetVampire->initAllStat();		pTargetVampire->sendRealWearingInfo();		pTargetVampire->sendModifyInfo(prev);//		cout << "Effect Summon Casket unaffected - " << pTargetVampire->getName() << endl;//		cout << "Prev Defense : " << (int)prev.Defense << " Current Defense : " << (int)pTargetVampire->getDefense() << endl;//		cout << "Prev Protection : " << (int)prev.Protection << " Current Protection : " << (int)pTargetVampire->getProtection() << endl;	}	/*	else if (pCreature->isMonster())	{		Monster* pMonster = dynamic_cast<Monster*>(pCreature);		pMonster->initAllStat();	}	else	{		Assert(false);	}	*/	GCRemoveEffect gcRemoveEffect;	gcRemoveEffect.setObjectID(pCreature->getObjectID());	gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_CASKET);	pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcRemoveEffect);	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectSummonCasket::unaffect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject)	throw(Error){	__BEGIN_TRY	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////string EffectSummonCasket::toString()	const throw(){	__BEGIN_TRY	StringStream msg;	msg << "EffectSummonCasket("		<< "ObjectID:" << getObjectID()		<< ")";	return msg.toString();	__END_CATCH}

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