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📄 effectenergydroptocreature.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    : EffectEnergyDropToCreature.cpp// Written by  : 厘全芒// Description ://////////////////////////////////////////////////////////////////////////////#include "EffectEnergyDropToCreature.h"#include "Slayer.h"#include "Vampire.h"#include "Monster.h"#include "DB.h"#include "Player.h"#include "SkillUtil.h"#include "Gpackets/GCModifyInformation.h"#include "Gpackets/GCStatusCurrentHP.h"#include "Gpackets/GCRemoveEffect.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectEnergyDropToCreature::EffectEnergyDropToCreature(Creature* pCreature)	throw(Error){	__BEGIN_TRY//	m_CasterName ="";//	m_PartyID = 0;	setTarget(pCreature);	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectEnergyDropToCreature::affect()	throw(Error){	__BEGIN_TRY	//cout << "EffectEnergyDropToCreature " << "begin begin" << endl;	Creature* pCreature = dynamic_cast<Creature *>(m_pTarget);	affect(pCreature);	//cout << "EffectEnergyDropToCreature " << "begin end" << endl;	__END_CATCH }////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectEnergyDropToCreature::affect(Creature* pCreature)	throw(Error){	__BEGIN_TRY	//cout << "EffectEnergyDropToCreature " << "begin" << endl;	Assert(pCreature != NULL);	Zone* pZone = pCreature->getZone();	Assert(pZone != NULL);	// 捞棋飘 荤侩磊甫 啊廉柯促.	// !! 捞固 粮阑 唱艾阑 荐 乐栏骨肺 NULL 捞 瞪 荐 乐促.	// by bezz. 2003.1.4	Creature* pCastCreature = pZone->getCreature( m_UserObjectID );	// EffectEnergyDropToCreature篮 AcidStorm, PoisonStorm, BloodyStorm困甫 瘤唱哎锭 嘿绰促.	// 捞绰 3锅狼 楷加 单固瘤甫 林绊 荤扼柳促.	Damage_t DropDamage = m_Point;	if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE)		// 公利惑怕 眉农. by sigi. 2002.9.5        && !pCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE)		&& !pCreature->isFlag(Effect::EFFECT_CLASS_COMA)		)	{		if (pCreature->isSlayer())		{			Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature);			GCModifyInformation gcMI;			setDamage( pSlayer, DropDamage, pCastCreature, SKILL_ENERGY_DROP, &gcMI );			pSlayer->getPlayer()->sendPacket(&gcMI);		}		else if (pCreature->isVampire())		{			Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);			GCModifyInformation gcMI;			setDamage( pVampire, DropDamage, pCastCreature, SKILL_ENERGY_DROP, &gcMI );			pVampire->getPlayer()->sendPacket(&gcMI);		}		else if (pCreature->isOusters())		{			Ousters* pOusters = dynamic_cast<Ousters*>(pCreature);			GCModifyInformation gcMI;			setDamage( pOusters, DropDamage, pCastCreature, SKILL_ENERGY_DROP, &gcMI );			pOusters->getPlayer()->sendPacket(&gcMI);		}		else if (pCreature->isMonster())		{			Monster* pMonster = dynamic_cast<Monster*>(pCreature);			setDamage( pMonster, DropDamage, pCastCreature, SKILL_ENERGY_DROP );		}		// m_CasterName捞 pCreature甫 磷牢 版快狼 KillCount 贸府		// by sigi. 2002.9.9		// set damage甫 阂矾辑 贸府茄促.		// by bezz. 2002.12.31 促矫 林籍 贸府/*		if (pCreature->isDead())		{			Creature* pAttacker = pZone->getCreature( m_CasterName );			if (pAttacker!=NULL && pAttacker->isPC())			{ 				affectKillCount(pAttacker, pCreature);			}		}*/	}		setNextTime(m_Tick);	//cout << "EffectEnergyDropToCreature " << "end" << endl;	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectEnergyDropToCreature::affect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject)	throw(Error){	__BEGIN_TRY	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectEnergyDropToCreature::unaffect(Creature* pCreature)	throw(Error){	__BEGIN_TRY	__BEGIN_DEBUG	pCreature->removeFlag(Effect::EFFECT_CLASS_ENERGY_DROP_TO_CREATURE);	Zone* pZone = pCreature->getZone();	Assert(pZone != NULL);	// 捞棋飘啊 荤扼脸促绊 舅妨霖促.	GCRemoveEffect gcRemoveEffect;	gcRemoveEffect.setObjectID(pCreature->getObjectID());	gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_ENERGY_DROP_TO_CREATURE);	pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcRemoveEffect);	__END_DEBUG	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectEnergyDropToCreature::unaffect()	throw(Error){	__BEGIN_TRY	Creature* pCreature = dynamic_cast<Creature*>(m_pTarget);	unaffect(pCreature);	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectEnergyDropToCreature::unaffect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject)	throw(Error){	__BEGIN_TRY	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////string EffectEnergyDropToCreature::toString() const 	throw(){	__BEGIN_TRY	StringStream msg;	msg << "EffectEnergyDropToCreature("		<< "ObjectID:" << getObjectID()		<< ")";	return msg.toString();	__END_CATCH}

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