📄 effectinvisibility.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectInvisibility.cpp// Written by : elca// Description : //////////////////////////////////////////////////////////////////////////////#include "EffectInvisibility.h"#include "Creature.h"#include "DB.h"#include "Slayer.h"#include "Vampire.h"#include "ZoneUtil.h"#include "Gpackets/GCStatusCurrentHP.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectInvisibility::EffectInvisibility(Creature* pCreature) throw(Error){ __BEGIN_TRY setTarget(pCreature); __END_CATCH}void EffectInvisibility::affect() throw(Error){ __BEGIN_TRY Creature* pCreature = dynamic_cast<Creature *>(m_pTarget); affect(pCreature); __END_CATCH }////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectInvisibility::affect(Creature* pCreature) throw(Error){ __BEGIN_TRY if ( !pCreature->isVampire() ) return; Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); HP_t currentHP = pVampire->getHP(); if ( currentHP == 1 ) { setDeadline(0); return; } HP_t decreaseHP = 3 + pVampire->getINT()/250 + pVampire->getDEX()/60 + pVampire->getSTR()/200; int finalHP = currentHP - decreaseHP; if ( finalHP < 1 ) finalHP = 1; pVampire->setHP( finalHP ); GCStatusCurrentHP gcHP; gcHP.setObjectID( pVampire->getObjectID() ); gcHP.setCurrentHP( finalHP ); pVampire->getZone()->broadcastPacket( pVampire->getX(), pVampire->getY(), &gcHP ); setNextTime(10); __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectInvisibility::affect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject) throw(Error){ __BEGIN_TRY __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectInvisibility::unaffect(Creature* pCreature) throw(Error){ __BEGIN_TRY //cout << "EffectInvisibility " << "unaffect BEGIN" << endl; Assert(pCreature != NULL); Zone* pZone = pCreature->getZone(); Assert(pZone); // true搁 郴何俊辑 effectManager狼 effect甫 昏力茄促. addVisibleCreature(pZone, pCreature, false); //cout << "EffectInvisibility " << "unaffect END" << endl; __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectInvisibility::unaffect() throw(Error){ __BEGIN_TRY //cout << "EffectInvisibility " << "unaffect BEGIN" << endl; Creature* pCreature = dynamic_cast<Creature*>(m_pTarget); unaffect(pCreature); //cout << "EffectInvisibility " << "unaffect END" << endl; __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectInvisibility::unaffect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject) throw(Error){ __BEGIN_TRY __END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////string EffectInvisibility::toString() const throw(){ __BEGIN_TRY StringStream msg; msg << "EffectInvisibility(" << "ObjectID:" << getObjectID() << ")"; return msg.toString(); __END_CATCH}
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