📄 msgmagiceffect.cpp
字号:
////////////////////////////////////////////////////////////////
//
// MsgMagicEffect.cpp
//
#include "AllMsg.h"
#include "NpcWorld.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CMsgMagicEffect::CMsgMagicEffect()
{
Init();
m_pInfo =(MSG_Info *)m_bufMsg;
}
CMsgMagicEffect::~CMsgMagicEffect()
{
}
//////////////////////////////////////////////////////////////////////
BOOL CMsgMagicEffect::Create(OBJID idUser, int nType, int nLevel, OBJID idTarget, DWORD dwData)
{
CHECKF(idUser != ID_NONE && idTarget != ID_NONE);
// init
this->Init();
// fill info now
m_unMsgSize = sizeof(MSG_Info);
m_unMsgType = _MSG_MAGICEFFECT;
m_pInfo->idUser = idUser;
m_pInfo->usType = nType;
m_pInfo->usLevel = nLevel;
m_pInfo->idTarget = idTarget;
m_pInfo->ucEffectNum = 0;
// if(dwData)
{
m_unMsgSize += sizeof(EffectRoleStruct);
m_pInfo->setEffectRole[m_pInfo->ucEffectNum].idRole = idTarget;
m_pInfo->setEffectRole[m_pInfo->ucEffectNum].dwData = dwData;
m_pInfo->ucEffectNum++;
}
return true;
}
//////////////////////////////////////////////////////////////////////
BOOL CMsgMagicEffect::CreateByPos(OBJID idUser, int nType, int nLevel, int x, int y, OBJID idTarget/*=ID_NONE*/, DWORD dwData/*=0*/)
{
CHECKF(idUser != ID_NONE);
// init
this->Init();
// fill info now
m_unMsgSize = sizeof(MSG_Info);
m_unMsgType = _MSG_MAGICEFFECT;
m_pInfo->idUser = idUser;
m_pInfo->usType = nType;
m_pInfo->usLevel = nLevel;
m_pInfo->usPosX = x;
m_pInfo->usPosY = y;
m_pInfo->ucEffectNum = 0;
if(idTarget != ID_NONE)
{
m_unMsgSize += sizeof(EffectRoleStruct);
m_pInfo->setEffectRole[m_pInfo->ucEffectNum].idRole = idTarget;
m_pInfo->setEffectRole[m_pInfo->ucEffectNum].dwData = dwData;
m_pInfo->ucEffectNum++;
}
return true;
}
//////////////////////////////////////////////////////////////////////
BOOL CMsgMagicEffect::CreateCollide(OBJID idUser, int nType, int nLevel, OBJID idTarget, DWORD dwData, int nCollideDir)
{
CHECKF(idUser != ID_NONE && idTarget != ID_NONE);
// init
this->Init();
// fill info now
m_unMsgSize = sizeof(MSG_Info);
m_unMsgType = _MSG_MAGICEFFECT;
m_pInfo->idUser = idUser;
m_pInfo->usType = nType;
m_pInfo->usLevel = nLevel;
m_pInfo->ucCollideDir = nCollideDir;
m_pInfo->ucEffectNum = 0;
// if(dwData)
{
m_unMsgSize += sizeof(EffectRoleStruct);
m_pInfo->setEffectRole[m_pInfo->ucEffectNum].idRole = idTarget;
m_pInfo->setEffectRole[m_pInfo->ucEffectNum].dwData = dwData;
m_pInfo->ucEffectNum++;
}
return true;
}
//////////////////////////////////////////////////////////////////////
BOOL CMsgMagicEffect::AppendRole(OBJID idRole, DWORD dwData)
{
CHECKF(idRole != ID_NONE);
// fill info now
m_unMsgSize += sizeof(EffectRoleStruct);
m_pInfo->setEffectRole[m_pInfo->ucEffectNum].idRole = idRole;
m_pInfo->setEffectRole[m_pInfo->ucEffectNum].dwData = dwData;
m_pInfo->ucEffectNum++;
return true;
}
//////////////////////////////////////////////////////////////////////
BOOL CMsgMagicEffect::Create(char* pbufMsg, DWORD dwMsgSize)
{
if (!CNetMsg::Create(pbufMsg, dwMsgSize))
return false;
if(_MSG_MAGICEFFECT != this->GetType())
return false;
return true;
}
//////////////////////////////////////////////////////////////////////
void CMsgMagicEffect::Process(CGameSocket* pSocket)
{
CNpcPtr pNpc = NpcManager()->QueryNpc(m_pInfo->idUser);
if(pNpc)
pNpc->AttackOnce();
// check npc be attack
IRole* pRole = UserManager()->QueryRole(m_pInfo->idUser);
if(pRole && m_pInfo->usType != MAGICSORT_RECRUIT)
{
OBJID idTarget = m_pInfo->idTarget;
if(idTarget && idTarget != pRole->GetID())
{
CNpcPtr pNpc = NpcManager()->QueryNpc(idTarget);
if(pNpc)
pNpc->BeAttack(pRole);
}
for(int i = 0; i < m_pInfo->ucEffectNum; i++)
{
OBJID idRole = m_pInfo->setEffectRole[i].idRole;
if(idRole != idTarget) // call BeAttack() one times.
{
CNpcPtr pNpc = NpcManager()->QueryNpc(idRole);
if(pNpc)
pNpc->BeAttack(pRole);
}
}
}
CUserPtr pUser = UserManager()->QueryUser(m_pInfo->idUser);
if(!pUser)
return;
switch(m_pInfo->usType) // 只处理会MOVE的消息
{
case MAGICSORT_JUMPATTACK:
{
pUser->JumpPos(m_pInfo->usPosX, m_pInfo->usPosY, 0);
}
break;
case MAGICSORT_RANDOMTRANS:
{
pUser->JumpPos(m_pInfo->usPosX, m_pInfo->usPosY, 0);
}
break;
case MAGICSORT_COLLIDE:
{/* move code to interact
int nDir = m_pInfo->ucCollideDir;
if(nDir >= 0 && nDir < MAX_DIRSIZE)
{
pUser->MoveForward(nDir);
OBJID idTarget = m_pInfo->setEffectRole[0].idRole;
if(!IsNpcID(idTarget))IsSceneID
{
CUserPtr pTarget = UserManager()->QueryUser(idTarget);
if(pTarget && pTarget->IsAlive())
pTarget->MoveForward(m_pInfo->ucCollideDir);
}
else
{
CNpcPtr pNpc = NpcManager()->QueryNpc(idTarget);
if(pNpc && pNpc->IsAlive())
{
POINT pos;
pos.x = pUser->GetPosX()+_DELTA_X[nDir];
pos.y = pUser->GetPosY()+_DELTA_Y[nDir];
pNpc->SynchroPos(pos.x, pos.y, pos.x+_DELTA_X[nDir], pos.y+_DELTA_Y[nDir]);
}
}
}*/
}
break;
}
}
⌨️ 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 + -