📄 skillobjectstateunit_statusattach.cpp
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// SkillObjectStateUnit_StatusAttach.cpp: implementation of the CSkillObjectStateUnit_StatusAttach class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "SkillObjectStateUnit_StatusAttach.h"
#include "SkillObjectAttachUnit.h"
#include "Object.h"
#ifdef _MAPSERVER_
#include "SkillObject_server.h"
#include "Player.h"
#else
#include "SkillObject_client.h"
#include "StatusIconDlg.h"
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CSkillObjectStateUnit_StatusAttach::CSkillObjectStateUnit_StatusAttach()
{
}
CSkillObjectStateUnit_StatusAttach::~CSkillObjectStateUnit_StatusAttach()
{
SAFE_DELETE(m_pAttachUnit);
}
void CSkillObjectStateUnit_StatusAttach::Init(CSkillInfo* pSkillInfo,WORD SkillLevel)
{
ASSERT(m_pAttachUnit);
m_pAttachUnit->Init(pSkillInfo,SkillLevel);
#ifdef _MHCLIENT_
for(int n=0;n<MAX_SKILLMAINTAIN_EFFECT;++n)
{
m_StateEffectNum[n] = m_pAttachUnit->GetAttachEffectNum(n);
m_StateIconNum[n] = m_pAttachUnit->GetStateIconNum(n);
}
#endif
}
void CSkillObjectStateUnit_StatusAttach::SetAttachUnit(CSkillObjectAttachUnit* pAttachUnit,WORD PNTarget)
{
m_PNTarget = PNTarget;
m_pAttachUnit = pAttachUnit;
}
void CSkillObjectStateUnit_StatusAttach::DoStartState(CObject* pObject)
{
#ifdef _MAPSERVER_
if(pObject->GetInited() == FALSE)
return;
#else
if(pObject->IsInited() == FALSE)
return;
#endif
#ifdef _MHCLIENT_
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);
#endif
pObject->AddStatus(m_pAttachUnit);
}
void CSkillObjectStateUnit_StatusAttach::DoEndState(CObject* pObject)
{
#ifdef _MAPSERVER_
if(pObject->GetInited() == FALSE)
return;
#else
if(pObject->IsInited() == FALSE)
return;
#endif
#ifdef _MHCLIENT_
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]);
}
#endif
pObject->RemoveStatus(m_pAttachUnit);
}
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