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📄 effecticefield.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    : EffectIceField.h// Written by  : elca@ewestsoft.com// Description : 己流付过 IceField狼 Effect甫 贸府秦林扁 困茄 努贰胶捞促.//////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_ICE_FIELD__#define __EFFECT_ICE_FIELD__#include "Effect.h"#include "EffectLoader.h"#include "Creature.h"//////////////////////////////////////////////////////////////////////////////// class EffectIceField//////////////////////////////////////////////////////////////////////////////class EffectIceField : public Effect {public:	EffectIceField(Zone* pZone, ZoneCoord_t zoneX, ZoneCoord_t zoneY) throw(Error);public:    EffectClass getEffectClass() const throw() { return EFFECT_CLASS_ICE_FIELD; }	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:	string getCasterName(void) const { return m_CasterName; }	void setCasterName(const string& CasterName ) { m_CasterName = CasterName; }	ObjectID_t getCasterID(void) const { return m_CasterID; }	void setCasterID(ObjectID_t CasterID ) { m_CasterID = CasterID; }	Turn_t getTick() const { return m_Tick; }	void setTick(Turn_t Tick) { m_Tick = Tick; }	int getDuration(void) const { return m_Duration; }	void setDuration(int dur) { m_Duration = dur; }	bool isForce(void) const { return m_bForce; }	void setForce(bool force) { m_bForce = force; }private:	string m_CasterName;	ObjectID_t  m_CasterID;	Turn_t  m_Tick;	int     m_Duration;	bool	m_bForce;};class EffectIceFieldLoader : public EffectLoader{public:    virtual Effect::EffectClass getEffectClass() const throw() { return Effect::EFFECT_CLASS_ICE_FIELD; }    virtual string getEffectClassName() const throw() { return "EffectIceField"; }public:    virtual void load(Creature* pCreature) throw(Error) {}    virtual void load(Zone* pZone) throw(Error);};extern EffectIceFieldLoader* g_pEffectIceFieldLoader;#endif // __EFFECT_ICE_FIELD__

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