Example #1
0
void TMonsterAI::ProcessStateMsg(LPOBJ lpObj, int iMsgCode, int iIndex, int aMsgSubCode)
{
	switch ( iMsgCode )
	{
		case 1:
			gObjMonsterDieGiveItem(lpObj, &gObj[iIndex]);
			break;

		case 2:
			if ( gObj[iIndex].Live != FALSE )
			{
				gObjBackSpring(lpObj, &gObj[iIndex]);
			}
			break;

		case 3:
			if ( lpObj->TargetNumber != -1 )
			{
				lpObj->m_Agro.DelAgro(lpObj->TargetNumber);
			}

			lpObj->TargetNumber = -1;
			lpObj->LastAttackerID = -1;
			lpObj->m_ActState.Emotion = 0;
			lpObj->m_ActState.Attack = 0;
			lpObj->m_ActState.Move = 0;
			lpObj->NextActionTime = 1000;
			break;

		case 4:
			lpObj->m_ActState.Emotion = 3;
			lpObj->m_ActState.EmotionCount = 1;
			break;

		case 55:
			gObjAttack(lpObj, &gObj[iIndex], NULL, FALSE, FALSE, 0, FALSE, 0, 0);
			break;

		case 56:
			{
				LPOBJ lpTargetObj = &gObj[iIndex];
				
				if(gObjCheckUsedBuffEffect(lpTargetObj, AT_POISON) == 0)
				{
					if ( retResistance(lpTargetObj, 1) == FALSE )
					{
						lpTargetObj->lpAttackObj = lpObj;
						gObjAddBuffEffect(lpTargetObj, AT_POISON, 19, 3, 0, 0, aMsgSubCode);
					}
				}
			}
			break;

		case 57:
			{
				LPOBJ lpTargetObj = &gObj[iIndex];
				gObjBackSpring2(lpTargetObj, lpObj, aMsgSubCode);
			}
			break;
	}
}
Example #2
0
void TMonsterAI::ProcessStateMsg(LPOBJ lpObj, int iMsgCode, int iIndex, int aMsgSubCode)
{
    switch ( iMsgCode )
    {
    case 1:
        gObjMonsterDieGiveItem(lpObj, &gObj[iIndex]);
        break;

    case 2:
        if ( gObj[iIndex].Live != FALSE )
        {
            gObjBackSpring(lpObj, &gObj[iIndex]);
        }
        break;

    case 3:
        if ( lpObj->TargetNumber != -1 )
        {
            lpObj->m_Agro.DelAgro(lpObj->TargetNumber);
        }

        lpObj->TargetNumber = -1;
        lpObj->LastAttackerID = -1;
        lpObj->m_ActState.Emotion = 0;
        lpObj->m_ActState.Attack = 0;
        lpObj->m_ActState.Move = 0;
        lpObj->NextActionTime = 1000;
        break;

    case 4:
        lpObj->m_ActState.Emotion = 3;
        lpObj->m_ActState.EmotionCount = 1;
        break;

    case 55:
        gObjAttack(lpObj, &gObj[iIndex], NULL, FALSE, FALSE, 0, FALSE);
        break;

    case 56:
    {
        LPOBJ lpTargetObj = &gObj[iIndex];

        if ( lpTargetObj->m_PoisonType == 0 )
        {
            if ( retResistance(lpTargetObj, R_POISON) == FALSE )
            {
                lpTargetObj->m_PoisonType = 1;
                lpTargetObj->m_PoisonBeattackCount = aMsgSubCode;
                lpTargetObj->lpAttackObj = lpObj;
                lpTargetObj->m_ViewSkillState |= 1;
                GCSkillInfoSend(lpTargetObj, 1, 0x37);
            }
        }
    }
    break;

    case 57:
    {
        LPOBJ lpTargetObj = &gObj[iIndex];
        gObjBackSpring2(lpTargetObj, lpObj, aMsgSubCode);
    }
    break;
    }
}