📄 effectarmageddon.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectArmageddon.h// Written by : crazydog// Description : //////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_ARMAGEDDON__#define __EFFECT_ARMAGEDDON__#include "Effect.h"#include "EffectLoader.h"//////////////////////////////////////////////////////////////////////////////// class EffectArmageddon//////////////////////////////////////////////////////////////////////////////class EffectArmageddon : public Effect {public: EffectArmageddon(Creature* pCreature) throw(Error);public: EffectClass getEffectClass() const throw() { return EFFECT_CLASS_ARMAGEDDON; } void affect() throw(Error); void affect(Creature* pCreature) throw(Error); void unaffect(Creature* pCreature) throw(Error); void unaffect() throw(Error); string toString() const throw();public:// string getCasterName(void) const { return m_CasterName; }// void setCasterName(const string & CasterName ) { m_CasterName = CasterName; }// int getPartyID(void) const { return m_PartyID; }// void setPartyID(int PartyID) { m_PartyID = PartyID; } ObjectID_t getUserObjectID() const { return m_UserObjectID; } void setUserObjectID( ObjectID_t UserObjectID ) { m_UserObjectID = UserObjectID; } HP_t getHP() const { return m_HP; } void setHP( HP_t hp ) { m_HP = hp; } void decreaseHP( Damage_t damage ) throw(); Damage_t getDamage() const { return m_Damage; } void setDamage( Damage_t damage ) { m_Damage = damage; } Turn_t getDelay() const { return m_Delay; } void setDelay( Turn_t delay ) { m_Delay = delay; }private: ObjectID_t m_UserObjectID; // 矫傈磊 Object ID// string m_CasterName; // 矫傈磊// int m_PartyID; // 颇萍ID HP_t m_HP; // 眉仿 Damage_t m_Damage; // 单固瘤 Turn_t m_Delay; // Tick};//////////////////////////////////////////////////////////////////////////////// class EffectArmageddonLoader//////////////////////////////////////////////////////////////////////////////class EffectArmageddonLoader : public EffectLoader {public: virtual Effect::EffectClass getEffectClass() const throw() { return Effect::EFFECT_CLASS_ARMAGEDDON; } virtual string getEffectClassName() const throw() { return "EffectArmageddon"; }public: virtual void load(Creature* pCreature) throw(Error) {}};#endif // __EFFECT_ARMAGEDDON__
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