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📄 effectdarkness.h

📁 天之炼狱1服务器端源文件游戏服务端不完整
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//////////////////////////////////////////////////////////////////////////////// Filename    : EffectDarkness.h// Written by  : crazydog// Description : //////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_DARKNESS__#define __EFFECT_DARKNESS__#include "Effect.h"#include "EffectLoader.h"#include "Tile.h"//////////////////////////////////////////////////////////////////////////////// class EffectDarkness//////////////////////////////////////////////////////////////////////////////class EffectDarkness : public Effect {public:	EffectDarkness(Zone* pZone, ZoneCoord_t ZoneX, ZoneCoord_t ZoneY) throw(Error);public:    EffectClass getEffectClass() const throw() { return EFFECT_CLASS_DARKNESS; }	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(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pObject ) throw(Error);	void unaffect(Item* pItem) throw(Error) {}	string toString() const throw();public:	void setLevel(Attr_t l) throw(Error) { m_Level = l;}	Attr_t getLevel() const throw() { return m_Level;}		void setDuration(Duration_t d) throw(Error) { m_Duration = d; }	Duration_t getDuration() throw(Error) { return m_Duration;}		void setStartTime() throw() { getCurrentTime(m_StartTime);}	bool isHalfTimePassed() 	{		Timeval currentTime;		getCurrentTime(currentTime);		if((currentTime.tv_sec - m_StartTime.tv_sec) >= m_Duration/10)			return true;		return false;	}	void setHalfTimeDeadline()	{		m_Duration /= 2;		m_Deadline.tv_sec = m_StartTime.tv_sec + m_Duration / 10;		m_Deadline.tv_usec = m_StartTime.tv_usec +(m_Duration%10)* 100000;	}		bool affectObject(Object*, bool bAffectByMove) throw(Error);	void unaffectObject(Object*, bool bUnaffectByMove) throw(Error);	private :	Attr_t       m_Level;	Duration_t   m_Duration;	Timeval      m_StartTime ;// 扁贱捞 矫累等 矫埃.};class EffectDarknessLoader : public EffectLoader{public:	virtual Effect::EffectClass getEffectClass() const throw() { return Effect::EFFECT_CLASS_DARKNESS; }	virtual string getEffectClassName() const throw() { return "EffectDarkness"; }public:	virtual void load(Creature* pCreature) throw(Error) {}	virtual void load(Zone* pZone) throw(Error);};extern EffectDarknessLoader* g_pEffectDarknessLoader;#endif // __EFFECT_DARKNESS__

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