📄 abilityuse_job.cpp
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// AbilityUse_Job.cpp: implementation of the CAbilityUse_Job class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "AbilityUse_Job.h"
#include "UngiJosikManager.h"
#ifdef _MHCLIENT_
#include "GameIn.h"
#include "MainBarDialog.h"
#include "UpgradeDlg.h"
#include "MixDialog.h"
#include "ReinforceDlg.h"
#include "AbilityManager.h"
#include "ObjectManager.h"
#include "ExchangeManager.h"
#include "ChatManager.h"
#include "VimuManager.h"
#include "StreetStallManager.h"
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CAbilityUse_Job::CAbilityUse_Job()
{
}
CAbilityUse_Job::~CAbilityUse_Job()
{
}
void CAbilityUse_Job::Use(BYTE Level,CAbilityInfo* pAbilityInfo)
{
#ifdef _MHCLIENT_
ySWITCH(pAbilityInfo->GetInfo()->Ability_effect_Param1)
yCASE(eAUKJOB_Ungijosik) // 款扁炼侥
UNGIMGR->ToggleHero_UngiMode();
yCASE(eAUKJOB_Vimu) // 厚公脚没
if(ABILITYMGR->CheckAbilityLevel(ABILITYINDEX_VIMU,HERO->GetAbilityGroup(),1) == FALSE)
{
CHATMGR->AddMsg( CTC_ABILITYUPGRADE_FAILED, CHATMGR->GetChatMsg( 139 ));
}
else
{
VIMUMGR->ApplyVimu();
}
yCASE(eAUKJOB_Party) // 规颇芒汲
//规颇啊 绝阑矫俊父牢啊? 酒聪搁 促捞倔肺弊 掺绊 虐绰巴档 登绰扒啊?
// -- 规颇啊 绝阑 锭父涝聪促 by hs
if(GAMEIN->GetGameInInitKind() == eGameInInitKind_SuryunEnter)
return;
CPartyDialog* pDlg = GAMEIN->GetPartyDialog();
if( !pDlg ) return;
pDlg->SetActive( TRUE );
yCASE(eAUKJOB_Munpa) // 巩颇芒汲 //passive skill牢淀.
if(GAMEIN->GetGameInInitKind() == eGameInInitKind_SuryunEnter)
return;
yCASE(eAUKJOB_StreetStall)// 畴痢惑俺汲
if(GAMEIN->GetGameInInitKind() == eGameInInitKind_SuryunEnter)
return;
if(ABILITYMGR->CheckAbilityLevel(ABILITYINDEX_STALL,HERO->GetAbilityGroup(),1) == FALSE)
{
CHATMGR->AddMsg( CTC_ABILITYUPGRADE_FAILED, CHATMGR->GetChatMsg( 139 ));
}
else
{
// CHATMGR->AddMsg( CTC_SYSMSG, "畴痢惑 扁瓷捞 老矫利栏肺 吝窜登菌嚼聪促. 捞侩俊 阂祈阑 靛妨 了价钦聪促." );
if( ( HERO->GetState() == eObjectState_None || HERO->GetState() == eObjectState_Immortal )
&& !VIMUMGR->IsVimuing() )
{
STREETSTALLMGR->ChangeDialogState();
}
}
yCASE(eAUKJOB_Deal) // 背券
if(ABILITYMGR->CheckAbilityLevel(ABILITYINDEX_EXCHANGE,HERO->GetAbilityGroup(),1) == FALSE)
{
CHATMGR->AddMsg( CTC_ABILITYUPGRADE_FAILED, CHATMGR->GetChatMsg( 139 ));
}
else
{
EXCHANGEMGR->ApplyExchange();
}
yCASE(eAUKJOB_Upgrade) // 殿鞭诀
if(GAMEIN->GetGameInInitKind() == eGameInInitKind_SuryunEnter)
return;
if( HERO->GetState() != eObjectState_Die )
{
if( GAMEIN->GetUpgradeDialog()->IsActive() &&
!GAMEIN->GetUpgradeDialog()->IsDisable() )
{
GAMEIN->GetUpgradeDialog()->Release();
GAMEIN->GetUpgradeDialog()->SetActiveRecursive( FALSE );
}
else
{
GAMEIN->GetUpgradeDialog()->SetActiveRecursive(TRUE);
}
}
yCASE(eAUKJOB_Mix) // 炼钦
if(GAMEIN->GetGameInInitKind() == eGameInInitKind_SuryunEnter)
return;
if( HERO->GetState() != eObjectState_Die )
{
if( GAMEIN->GetMixDialog()->IsActive() &&
!GAMEIN->GetMixDialog()->IsDisable() )
{
GAMEIN->GetMixDialog()->Release();
GAMEIN->GetMixDialog()->SetActiveRecursive( FALSE );
}
else
{
GAMEIN->GetMixDialog()->SetActiveRecursive(TRUE);
}
}
yCASE(eAUKJOB_Reinforce) // 碍拳
if(GAMEIN->GetGameInInitKind() == eGameInInitKind_SuryunEnter)
return;
if( HERO->GetState() != eObjectState_Die )
{
if( GAMEIN->GetReinforceDialog()->IsActive() &&
!GAMEIN->GetReinforceDialog()->IsDisable() )
{
GAMEIN->GetReinforceDialog()->Release();
GAMEIN->GetReinforceDialog()->SetActiveRecursive( FALSE );
}
else
{
GAMEIN->GetReinforceDialog()->SetActiveRecursive(TRUE);
}
}
//yCASE(eAUKJOB_Dissolve) // 盒秦
// GAMEIN->GetUpgradeDialog()->SetActiveRecursive(TRUE);
yENDSWITCH
#endif
}
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