⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 skillobjectstateunit_tieup.cpp

📁 墨香最新私服
💻 CPP
字号:
// SkillObjectStateUnit_TieUp.cpp: implementation of the CSkillObjectStateUnit_TieUp class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "SkillObjectStateUnit_TieUp.h"
#include "ObjectStateManager.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CSkillObjectStateUnit_TieUp::CSkillObjectStateUnit_TieUp()
{
}

CSkillObjectStateUnit_TieUp::~CSkillObjectStateUnit_TieUp()
{

}

void CSkillObjectStateUnit_TieUp::Init(CSkillInfo* pSkillInfo,WORD SkillLevel)
{
	ASSERT(pSkillInfo->GetTieUpType() != SKILLTIEUP_TYPE_NOTHING);
	m_TieUpType = pSkillInfo->GetTieUpType();
	m_PNTarget = SKILLRESULTKIND_NEGATIVE;
#ifdef _MHCLIENT_
	//Áö¼ÓÈ¿°úÇ¥½Ã
	if(m_TieUpType == 2)
	{
		m_StateEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
		m_StateIconNum[0] = eStatusIcon_TieUpCanMove;
	}
	else if(m_TieUpType == 1)
	{
		m_StateEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
		m_StateIconNum[0] = eStatusIcon_TieUpCanAttack;
	}
	else if(m_TieUpType == 3)
	{
		m_StateEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
		m_StateIconNum[0] = eStatusIcon_TieUpAll;
	}
/*
659	°á¹Ú (°ø°Ý)		°á¹Ú (2: °ø°Ý)
662	°á¹Ú (À̵¿)		°á¹Ú (1: À̵¿)
665	°á¹Ú (ÀüºÎ)		°á¹Ú (3: ÀüºÎ)
*/
#endif
}

#ifdef _MAPSERVER_

void CSkillObjectStateUnit_TieUp::DoStartState(CObject* pObject)
{
	if(m_TieUpType == SKILLTIEUP_TYPE_CANSKILL)
		OBJECTSTATEMGR_OBJ->StartObjectState(pObject,eObjectState_TiedUp_CanSkill,0);
	else if(m_TieUpType == SKILLTIEUP_TYPE_CANMOVE)
		OBJECTSTATEMGR_OBJ->StartObjectState(pObject,eObjectState_TiedUp_CanMove,0);
	else if(m_TieUpType == SKILLTIEUP_TYPE_TIEDALL)
		OBJECTSTATEMGR_OBJ->StartObjectState(pObject,eObjectState_TiedUp,0);
}

void CSkillObjectStateUnit_TieUp::DoEndState(CObject* pObject)
{	
	if(m_TieUpType == SKILLTIEUP_TYPE_CANSKILL)
		OBJECTSTATEMGR_OBJ->EndObjectState(pObject,eObjectState_TiedUp_CanSkill,0);
	else if(m_TieUpType == SKILLTIEUP_TYPE_CANMOVE)
		OBJECTSTATEMGR_OBJ->EndObjectState(pObject,eObjectState_TiedUp_CanMove,0);
	else if(m_TieUpType == SKILLTIEUP_TYPE_TIEDALL)
		OBJECTSTATEMGR_OBJ->EndObjectState(pObject,eObjectState_TiedUp,0);
}

#else

#include "EFFECT/EffectManager.h"
#include "Object.h"
#include "SkillObject_client.h"
#include "StatusIconDlg.h"

void CSkillObjectStateUnit_TieUp::DoStartState(CObject* pObject)
{
	OBJECTEFFECTDESC desc[MAX_SKILLMAINTAIN_EFFECT];
	for(int n=0;n<MAX_SKILLMAINTAIN_EFFECT;++n)
	{
		desc[n].SetDesc(m_StateEffectNum[n]);
		if(m_StateIconNum[n])
			STATUSICONDLG->AddIcon(pObject,m_StateIconNum[n]);
	}

	pObject->AddObjectEffect(SKILLOBJECT_ID_START+m_pSkillObject->GetSkillIdx(),desc,MAX_SKILLMAINTAIN_EFFECT);

	if(m_TieUpType == SKILLTIEUP_TYPE_CANSKILL)
	{
		OBJECTSTATEMGR->StartObjectState(pObject,eObjectState_TiedUp_CanSkill);
	}
	else if(m_TieUpType == SKILLTIEUP_TYPE_CANMOVE)
	{
		OBJECTSTATEMGR->StartObjectState(pObject,eObjectState_TiedUp_CanMove);
	}
	else if(m_TieUpType == SKILLTIEUP_TYPE_TIEDALL)
	{
		OBJECTSTATEMGR->StartObjectState(pObject,eObjectState_TiedUp);
	}
}

void CSkillObjectStateUnit_TieUp::DoEndState(CObject* pObject)
{
	pObject->RemoveObjectEffect(SKILLOBJECT_ID_START+m_pSkillObject->GetSkillIdx());
	for(int n=0;n<MAX_SKILLMAINTAIN_EFFECT;++n)
	{
		if(m_StateIconNum[n])
			STATUSICONDLG->RemoveIcon(pObject,m_StateIconNum[n]);
	}

	if(m_TieUpType == SKILLTIEUP_TYPE_CANSKILL)
		OBJECTSTATEMGR->EndObjectState(pObject,eObjectState_TiedUp_CanSkill);
	else if(m_TieUpType == SKILLTIEUP_TYPE_CANMOVE)
		OBJECTSTATEMGR->EndObjectState(pObject,eObjectState_TiedUp_CanMove);
	else if(m_TieUpType == SKILLTIEUP_TYPE_TIEDALL)
		OBJECTSTATEMGR->EndObjectState(pObject,eObjectState_TiedUp);
}

#endif

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -