Beispiel #1
0
int process_fd(int *myfds, int fd_count, action_t &action) {
  int maxfd = 0;
  fd_set readset;
  // Initialize the set
  FD_ZERO(&readset);
  for (int j = 0; j < fd_count; ++j) {
    if (myfds[j] == -1) continue;
    FD_SET(myfds[j], &readset);
    maxfd = MAX(maxfd, myfds[j]);
  }

  printf("select...\n");
  // Now, check for readability
  int result = select(maxfd + 1, &readset, NULL, NULL, NULL);
  printf(" ... %d\n", result);
  if (result == -1) {
    // Some error...
    return -1;
  }
  else {
    for (int j = 0; j < fd_count; ++j) {
      if (myfds[j] == -1) continue;
      if (FD_ISSET(myfds[j], &readset)) {
        // myfds[j] is readable
        printf("action on %d\n", myfds[j]);
        int res = action.on_ready(myfds[j]);
        printf("...action on %d -> %d\n", myfds[j], res);
        if (res == -1) { 
          return -1;
        } 
      }
    }
  }
  return 0;
}
Beispiel #2
0
string event_t::find_action_attribute(const string &key, const action_t &a, bool exc)
{
  string value = a.attr(key) ;
  if(value.empty())
    value = attr(key) ;
  if(value.empty() && exc)
    throw event_exception(string("empty attribute '")+key+"'") ;
  return value ;
}
Beispiel #3
0
void CItemState::InterruptItem(action_t& action)
{
    TryInterrupt(static_cast<CBattleEntity*>(GetTarget()));

    if (m_interrupted)
    {
        action.id = m_PEntity->id;
        action.actiontype = ACTION_ITEM_INTERRUPT;

        actionList_t& actionList = action.getNewActionList();
        actionList.ActionTargetID = (m_PEntity->IsValidTarget(m_targid, m_PItem->getValidTarget(), m_errorMsg) ? GetTarget()->id : 0);

        actionTarget_t& actionTarget = actionList.getNewActionTarget();

        actionTarget.reaction = REACTION_NONE;
        actionTarget.speceffect = SPECEFFECT_NONE;
        actionTarget.animation = 54;
        actionTarget.param = 0;
        actionTarget.messageID = 0;
        actionTarget.knockback = 0;

        m_PEntity->pushPacket(m_errorMsg.release());
    }
}
Beispiel #4
0
void CMobEntity::OnMobSkillFinished(CMobSkillState& state, action_t& action)
{

    auto PSkill = state.GetSkill();
    auto PTarget = static_cast<CBattleEntity*>(state.GetTarget());

    static_cast<CMobController*>(PAI->GetController())->TapDeaggroTime();

    // store the skill used
    m_UsedSkillIds[PSkill->getID()] = GetMLevel();

    PAI->TargetFind->reset();

    float distance = PSkill->getDistance();
    uint8 findFlags = 0;
    if (PSkill->getFlag() & SKILLFLAG_HIT_ALL)
    {
        findFlags |= FINDFLAGS_HIT_ALL;
    }

    // Mob buff abilities also hit monster's pets
    if (PSkill->getValidTargets() == TARGET_SELF)
    {
        findFlags |= FINDFLAGS_PET;
    }

    action.id = id;
    if (objtype == TYPE_PET && static_cast<CPetEntity*>(this)->getPetType() == PETTYPE_JUG_PET &&
        static_cast<CPetEntity*>(this)->getPetType() == PETTYPE_AUTOMATON)
        action.actiontype = ACTION_PET_MOBABILITY_FINISH;
    else if (PSkill->getID() < 256)
        action.actiontype = ACTION_WEAPONSKILL_FINISH;
    else
        action.actiontype = ACTION_MOBABILITY_FINISH;
    action.actionid = PSkill->getID();

    if (PTarget && PAI->TargetFind->isWithinRange(&PTarget->loc.p, distance))
    {
        if (PSkill->isAoE())
        {
            PAI->TargetFind->findWithinArea(PTarget, (AOERADIUS)PSkill->getAoe(), PSkill->getRadius(), findFlags);
        }
        else if (PSkill->isConal())
        {
            float angle = 45.0f;
            PAI->TargetFind->findWithinCone(PTarget, distance, angle, findFlags);
        }
        else
        {
            PAI->TargetFind->findSingleTarget(PTarget, findFlags);
        }
    }
    else
    {
        action.actiontype = ACTION_MOBABILITY_INTERRUPT;
        actionList_t& actionList = action.getNewActionList();
        actionList.ActionTargetID = id;

        actionTarget_t& actionTarget = actionList.getNewActionTarget();
        actionTarget.animation = PSkill->getID();
        return;
    }

    uint16 actionsLength = PAI->TargetFind->m_targets.size();

    PSkill->setTotalTargets(actionsLength);
    PSkill->setTP(state.GetSpentTP());
    PSkill->setHPP(GetHPP());

    uint16 msg = 0;
    uint16 defaultMessage = PSkill->getMsg();

    bool first {true};
    for (auto&& PTarget : PAI->TargetFind->m_targets)
    {
        actionList_t& list = action.getNewActionList();

        list.ActionTargetID = PTarget->id;

        actionTarget_t& target = list.getNewActionTarget();

        list.ActionTargetID = PTarget->id;
        target.reaction = REACTION_HIT;
        target.speceffect = SPECEFFECT_HIT;
        target.animation = PSkill->getAnimationID();
        target.messageID = PSkill->getMsg();


        // reset the skill's message back to default
        PSkill->setMsg(defaultMessage);

        if (objtype == TYPE_PET && static_cast<CPetEntity*>(this)->getPetType() != PETTYPE_JUG_PET)
        {
            target.animation = PSkill->getPetAnimationID();
            target.param = luautils::OnPetAbility(PTarget, this, PSkill, PMaster, &action);
        }
        else
        {
            target.param = luautils::OnMobWeaponSkill(PTarget, this, PSkill);
        }

        if (msg == 0)
        {
            msg = PSkill->getMsg();
        }
        else
        {
            msg = PSkill->getAoEMsg();
        }

        target.messageID = msg;

        if (PSkill->hasMissMsg())
        {
            target.reaction = REACTION_MISS;
            target.speceffect = SPECEFFECT_NONE;
            if (msg = PSkill->getAoEMsg())
                msg = 282;
        }
        else
        {
            target.reaction = REACTION_HIT;
        }

        if (target.speceffect & SPECEFFECT_HIT)
        {
            target.speceffect = SPECEFFECT_RECOIL;
            target.knockback = PSkill->getKnockback();
            if (first && (PSkill->getSkillchain() != 0))
            {
                CWeaponSkill* PWeaponSkill = battleutils::GetWeaponSkill(PSkill->getSkillchain());
                if (PWeaponSkill)
                {
                    SUBEFFECT effect = battleutils::GetSkillChainEffect(PTarget, PWeaponSkill);
                    if (effect != SUBEFFECT_NONE)
                    {
                        int32 skillChainDamage = battleutils::TakeSkillchainDamage(this, PTarget, target.param);
                        if (skillChainDamage < 0)
                        {
                            target.addEffectParam = -skillChainDamage;
                            target.addEffectMessage = 384 + effect;
                        }
                        else
                        {
                            target.addEffectParam = skillChainDamage;
                            target.addEffectMessage = 287 + effect;
                        }
                        target.additionalEffect = effect;
                    }
                }
                first = false;
            }
        }
        PTarget->StatusEffectContainer->DelStatusEffectsByFlag(EFFECTFLAG_DETECTABLE);
    }
}