📄 effectstriking.old.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectStriking.cpp// Written by : elca// Description : //////////////////////////////////////////////////////////////////////////////#include "EffectStriking.h"#include "Item.h"#include "Slayer.h"#include "Vampire.h"#include "Monster.h"#include "Player.h"#include "item/AR.h"#include "item/SG.h"#include "item/SMG.h"#include "item/SR.h"#include "item/HolyWater.h"#include "item/Sword.h"#include "item/Blade.h"#include "item/Mace.h"#include "item/Cross.h"#include "DB.h"EffectStriking::EffectStriking(Item* pItem) throw(Error){ __BEGIN_TRY setTarget(pItem); __END_CATCH}void EffectStriking::affect(Item* pItem) throw(Error){ __BEGIN_TRY __END_CATCH}void EffectStriking::affect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject) throw(Error){ __BEGIN_TRY __END_CATCH}void EffectStriking::unaffect() throw(Error){ Item* pItem = dynamic_cast<Item*>(m_pTarget); unaffect(pItem);}void EffectStriking::unaffect(Item* pItem) throw(Error){ __BEGIN_TRY //cout << "EffectStriking " << "unaffect BEGIN" << endl; if (pItem == NULL) { //cout << "EffectStriking " << "unaffect END" << endl; return; } int damage = 0; // 函拳等 damage甫 登倒赴促. if (pItem->getItemClass() == Item::ITEM_CLASS_SWORD) { Sword* pI = dynamic_cast<Sword*>(pItem); pI->setBonusDamage(pI->getBonusDamage() - m_incDamage); damage = pI->getBonusDamage(); } else if (pItem->getItemClass() == Item::ITEM_CLASS_BLADE) { Blade* pI = dynamic_cast<Blade*>(pItem); pI->setBonusDamage(pI->getBonusDamage() - m_incDamage); damage = pI->getBonusDamage(); } else if (pItem->getItemClass() == Item::ITEM_CLASS_SG) { SG* pI = dynamic_cast<SG*>(pItem); pI->setBonusDamage(pI->getBonusDamage() - m_incDamage); damage = pI->getBonusDamage(); } else if (pItem->getItemClass() == Item::ITEM_CLASS_SMG) { SMG* pI = dynamic_cast<SMG*>(pItem); pI->setBonusDamage(pI->getBonusDamage() - m_incDamage); damage = pI->getBonusDamage(); } else if (pItem->getItemClass() == Item::ITEM_CLASS_AR) { AR* pI = dynamic_cast<AR*>(pItem); pI->setBonusDamage(pI->getBonusDamage() - m_incDamage); damage = pI->getBonusDamage(); } else if (pItem->getItemClass() == Item::ITEM_CLASS_SR) { SR* pI = dynamic_cast<SR*>(pItem); pI->setBonusDamage(pI->getBonusDamage() - m_incDamage); damage = pI->getBonusDamage(); } else if (pItem->getItemClass() == Item::ITEM_CLASS_MACE) { Mace* pI = dynamic_cast<Mace*>(pItem); pI->setBonusDamage(pI->getBonusDamage() - m_incDamage); damage = pI->getBonusDamage(); } else if (pItem->getItemClass() == Item::ITEM_CLASS_CROSS) { Cross* pI = dynamic_cast<Cross*>(pItem); pI->setBonusDamage(pI->getBonusDamage() - m_incDamage); damage = pI->getBonusDamage(); } pItem->removeFlag(Effect::EFFECT_CLASS_STRIKING); //cout << "EffectStriking " << "unaffect END" << endl; __END_CATCH}void EffectStriking::unaffect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject) throw(Error){ __BEGIN_TRY __END_CATCH}string EffectStriking::toString() const throw(){ __BEGIN_TRY StringStream msg; msg << "EffectStriking(" << "ObjectID:" << getObjectID() << ")"; return msg.toString(); __END_CATCH}
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