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📄 castactionwithpositionmsgbehaviour.java

📁 Vyger offers a D & D and Rogue-like environment in a graphical online roleplay game.
💻 JAVA
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/* * Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books. * Copyright (C) 2001-2002 WOTLAS Team * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA. */package wotlas.server.message.action;import java.io.IOException;import wotlas.libs.net.NetMessageBehaviour;import wotlas.common.message.description.*;import wotlas.common.Player;import wotlas.common.screenobject.*;import wotlas.common.router.MessageRouter;import wotlas.common.universe.*;import wotlas.server.PlayerImpl;import wotlas.common.message.action.*;import wotlas.common.action.*;/** * Associated behaviour to the ActionWithPositionMessage...  * we check if we can do it * * @author Diego */public class CastActionWithPositionMsgBehaviour extends CastActionWithPositionMessage implements NetMessageBehaviour { /*------------------------------------------------------------------------------------*/    /** Constructor.    */    public CastActionWithPositionMsgBehaviour() {        super();    } /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/    /** Associated code to this Message...    *    * @param sessionContext an object giving specific access to other objects needed to process    *        this message.    */    public void doBehaviour( Object sessionContext ) {        try{        // The sessionContext is here a PlayerImpl.        PlayerImpl caster = (PlayerImpl) sessionContext;                // we should cast <id>, at the <x,y> of <player>                ScreenObject target = null;        if( targetKey != "" )            target = (ScreenObject) caster.getMyTileMap().getMessageRouter().getScreenObject( targetKey );                // checking range        if( target == null ) {            // not so good, but good now at the moment, when we cant check for            // different world and tilemaps            // targetRange = UserAction.TARGET_RANGE_SAME_MAP;            System.out.println(" error? : range = the same map "            +" I leave the range set from the player .");            // THAT's a GREAT PROBLEM :            // i dont know the EXACTLY distance of the Target from the caster            // ? we must be sure a PLAYER and a NPC cant MOVE while CASTING ?            // but even doing this we can prevent the target from moving.....            // however we trust the player actually for this.        }        else if( target.getLocation().getWorldMapID() != caster.getLocation().getWorldMapID() ) {            targetRange = UserAction.TARGET_RANGE_ANY;            System.out.println(" error : range = out of world");            return;        }        else if( target.getLocation().getTileMapID() != caster.getLocation().getTileMapID() ) {            targetRange = UserAction.TARGET_RANGE_MAP_ON_SAME_WORLD;            System.out.println(" error : range = same world but different tilemap");            return;        }        else {            // THAT's a GREAT PROBLEM :            // i dont know the EXACTLY distance of the Target from the caster            // ? we must be sure a PLAYER and a NPC cant MOVE while CASTING ?            // but even doing this we can prevent the target from moving.....            // however we trust the player actually for this.            System.out.println(" error? : range = X? on the same map "            +" I leave the range set from the player .");            ;        }                // checking the targetType        byte targetType = 0;        if( target == null ){            targetType = UserAction.TARGET_TYPE_GROUND;            System.out.println(" targeting the ground ");        }        else {            if( target instanceof NpcOnTheScreen ){                targetType = UserAction.TARGET_TYPE_NPC;                System.out.println(" targeting an npc ");            }            else if( target instanceof ItemOnTheScreen ){                targetType = UserAction.TARGET_TYPE_ITEM;                System.out.println(" targeting an item ");            }            else {                if( target.getPrimaryKey() == caster.getPrimaryKey() ) {                    targetType = UserAction.TARGET_TYPE_SELF;                    System.out.println(" targeting self ");                }                else {                    targetType = UserAction.TARGET_TYPE_PLAYER;                    System.out.println(" targeting a player ");                }            }        }        // let's try to cast        if( CastAction.getCastAction(idOfAction).CanExecute( targetType, targetRange ) ) {            System.out.println("yeah CAST !");            CastAction.getCastAction(idOfAction).ExecuteToMap( caster.getLocation(), x, y );                        ; // do cast magic : return action id, return it works, return mana lose        }        else            // do cast magic : return action id, return dont work, return mana lose            System.out.println("uhm not CAST .....");        } catch (Exception e) {            e.printStackTrace();        }    } /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/}

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