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📄 effectstriking.old.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    : 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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