Example #1
0
		VOID ImpactLogic_T::ContinuanceCalc(OWN_IMPACT& rImp, Obj_Character& rMe, INT nDeltaTime) const
		{
			__ENTER_FUNCTION
			//取得总持续时间
			INT const nContinuance = rImp.GetContinuance();
			//取得逝去的持续时间
			INT nContinuanceElapsed = rImp.GetContinuanceElapsed();
			//如果不是消散状态
			if(FALSE == rImp.IsFadeOut())
			{
				//如果是持续性效果
				if(TRUE == IsOverTimed())
				{
					if(-1==nContinuance)
					{
						return; //-1为持续时间无限长
					}
					if(nContinuanceElapsed<=nContinuance)
					{
						nContinuanceElapsed += nDeltaTime;
					}
					//如果超时,则消散
					if(nContinuanceElapsed>nContinuance)
					{
						// prepare delete this impact
						rMe.Impact_OnImpactFadeOut(rImp);
					}
					//更新逝去时间
					rImp.SetContinuanceElapsed(nContinuanceElapsed);
				}
			}
			__LEAVE_FUNCTION
		}
Example #2
0
		BOOL ImpactCore_T::SendImpactToUnit(Obj_Character& rTar, ID_t nDataIndex, ObjID_t nSender, Time_t nDelayTime, BOOL bCriticalFlag, INT nRefixRate, INT nReserveParam1, INT nReserveParam2) const
		{
			__ENTER_FUNCTION
			OWN_IMPACT impact;
			if(INVALID_ID == nDataIndex)
			{
				return FALSE;
			}
			//根据nDataIndex对应的效果逻辑初始化rImp
			if(TRUE == InitImpactFromData(nDataIndex, impact, rTar, nReserveParam1))
			{
				//获得逻辑对象
				ImpactLogic_T const* pLogic = Impact_GetLogic(impact);
				if(NULL==pLogic)
				{
					Assert(NULL=="[ImpactCore_T::SendImpactToUnit]: Can't find sprcific logic for this impact.");
					return FALSE;
				}
				//设置会心标记
				if(TRUE == bCriticalFlag)
				{
					impact.MarkCriticalFlag();
				}
				if(0!=nRefixRate)
				{
					//向效果逻辑设置修正率
					pLogic->RefixPowerByRate(impact, nRefixRate);
				}
				if(0>nDelayTime)
				{
					nDelayTime = 0;
				}
				Scene* pScene = rTar.getScene();
				Obj_Character* pChar = NULL;
				if(NULL!=pScene)
				{
					Obj* pObj = pScene->GetSpecificObjByID( nSender );
					
					if( IsCharacterObj(pObj->GetObjType()) )
					{
						pChar = static_cast<Obj_Character*>(pObj);
						SkillInfo_T& rSkillInfo = pChar->GetSkillInfo();
						impact.SetSkillID( rSkillInfo.GetSkillID() );
						rSkillInfo.SetSendSkillImpactID(impact.GetDataIndex());
					}
					pScene->GetEventCore().RegisterImpactEvent(rTar.GetID(), nSender, impact, nDelayTime);
					return TRUE;
				}
			}
			// start to fill impact struct
			return TRUE;
			__LEAVE_FUNCTION
			return FALSE;
		}
Example #3
0
		VOID StdImpact001_T::CriticalRefix(OWN_IMPACT& rImp) const
		{
			__ENTER_FUNCTION
			SetDamage(rImp, GetDamage(rImp)*2);
			rImp.MarkCriticalFlag();
			__LEAVE_FUNCTION
		}
Example #4
0
		BOOL StdImpact059_T::ScanUnitForTarget( OWN_IMPACT& rImp, Obj_Character& rMe, FLOAT fX,FLOAT fZ, OBJLIST& rTargets) const
		{
			__ENTER_FUNCTION
			UINT uCurrentBallCount = rImp.GetLayerCount();
			//初始化搜索需要的基础属性
			SkillInfo_T rSkillInfo = rMe.GetSkillInfo();
			//为了此类buff可以和其它技能并存,所以给ScanOperatorIniter提供造成此类buff的技能SkillInfo_T
			g_SkillCore.InstanceSkill( rSkillInfo, rMe, rImp.GetSkillID() );
			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();
			Scene* pScene = rMe.getScene();
			SCANOPERATOR_SECTORSKILL_INIT ScanOperatorIniter;
			ScanOperatorIniter.m_pSkillInfo = &rSkillInfo;
			ScanOperatorIniter.m_pMe = &rMe;
			ScanOperatorIniter.m_pScene = rMe.getScene();
			ScanOperatorIniter.m_pTargets = &rTargets;
			ScanOperatorIniter.m_fRadius = rSkillInfo.GetRadius();
			ScanOperatorIniter.m_CentrePoint.m_fX = fX;
			ScanOperatorIniter.m_CentrePoint.m_fZ = fZ;

			//保护
			if( rTargets.MAX_OBJ_LIST_SIZE < uCurrentBallCount )
				return FALSE;

			//搜索人数上限为当前自身实际的小球个数
			ScanOperatorIniter.m_nCount = uCurrentBallCount;

			//初始化搜索对象
			ScanOperator_SectorSkill ScanOperator;
			ScanOperator.Init(&ScanOperatorIniter);
			//执行搜索
			if(NULL!=pScene)
			{
				if(FALSE==pScene->Scan(&ScanOperator))
				{
					rParams.SetErrCode(OR_ERROR);
					return FALSE;					
				}
			}
			else
			{
				rParams.SetErrCode(OR_ERROR);
				return FALSE;
			}
			return TRUE;
			__LEAVE_FUNCTION
			return FALSE;
		}
Example #5
0
		BOOL StdImpact059_T::LayerFadeOut( OWN_IMPACT& rImp ) const
		{
			__ENTER_FUNCTION
			//获得当前效果的最大叠加层数
			INT iMaxLayerCount = rImp.GetMaxLayerCount();
			//获得当前效果的当前叠加层数
			INT iCurrentLayer = rImp.GetLayerCount();
			INT iMaxLayer = iMaxLayerCount-rImp.GetLayerCount();
			BOOL ret = FALSE;
			//处理当前所有正在计时的层是否到时,如果到时则恢复
			for( INT i=0; i<iMaxLayer; ++i )
			{
				Time_t iContinuance = rImp.GetLayerContinuanceByIdx( i );
				if( g_pTimeManager->CurrentTime() >= (UINT)iContinuance )
				{
					rImp.SetLayerCount( ++iCurrentLayer );
					ret = TRUE;
					for( INT j=i; j<iMaxLayer; ++j )
					{
						//OWN_IMPACT::SetLayerContinuanceByIdx中已经为此预留了最后一个元素的位置
						//所以j+1是安全的,不需要额外判定是否是最后一个元素,此元素将永为0
						Time_t iTemp = rImp.GetLayerContinuanceByIdx( j+1 );
						rImp.SetLayerContinuanceByIdx( j, iTemp );
					}
					--iMaxLayer;
					--i;
				}
			}
			return ret;
			__LEAVE_FUNCTION
			return FALSE;
		}
Example #6
0
		VOID StdImpact059_T::SendLayerChangeMsg( OWN_IMPACT& rImp, Obj_Character& rMe ) const
		{
			__ENTER_FUNCTION

			//通知客户端层数改变
			// Info Other Impact
			//通知其它客户端效果生效
			Scene * pScene = rMe.getScene();
			if(NULL==pScene||FALSE==rMe.IsActiveObj())
			{
				return;
			}
			GCCharBuff Msg2Other;
			Msg2Other.SetReceiverID(rImp.GetCasterObjID());
			Msg2Other.SetSenderID(rImp.GetCasterObjID());
			Msg2Other.SetEnable(TRUE);
			Msg2Other.SetSN(rImp.GetSN());
			Msg2Other.SetBuffID(Impact_GetImpactID(rImp));
			Msg2Other.SetSenderLogicCount(rImp.GetCasterLogicCount());
			Msg2Other.SetSkillID( rImp.GetSkillID() );
			Msg2Other.SetLayerCount( rImp.GetLayerCount() );

			// 设置技能效果的持续时间  20100531 BLL
			Msg2Other.SetContinuance( rImp.GetContinuance() );

			if(INVALID_ID!=Impact_GetImpactID(rImp))
			{
				pScene->BroadCast(&Msg2Other, &rMe, TRUE);
			}
			__LEAVE_FUNCTION
		}
Example #7
0
		VOID StdImpact059_T::ComputeLayerChange( OWN_IMPACT& rImp, Obj_Character& rMe, INT nCount, INT iCurrentLayer ) const
		{
			__ENTER_FUNCTION

			INT iMaxLayerCount = rImp.GetMaxLayerCount();
			//获取子效果的DataIndex
			INT nDataIndex = GetSubImpactDataIndexByIndex(rImp, 0);
			//获取子效果的描述对象
			const ImpactData_T* pSubImpactData = Impact_GetDataBlock( nDataIndex );
			//获得子效果的总持续时间
			Time_t iSubImpactContinuance = pSubImpactData->GetContinuance();
			for( INT i=0; i<nCount; ++i )
			{
				//设置新添加的层的计时
				rImp.SetLayerContinuanceByIdx( iMaxLayerCount-iCurrentLayer+i, g_pTimeManager->CurrentTime()+iSubImpactContinuance );
			}
			__LEAVE_FUNCTION
		}
Example #8
0
		BOOL StdImpact059_T::IsCanSendToUnit( OWN_IMPACT& rImp, Obj_Character& rMe, Obj_Character* pChar ) const
		{		
			//获得技能使用者身上的效果列表
			__ENTER_FUNCTION
			OWN_IMPACT* pImpact = pChar->Impact_GetFirstImpactOfSpecificSkillID( rImp.GetSkillID() );
			if( NULL == pImpact )
			{
				if( pChar->Impact_IsCanReciveBallImpact( rImp ) )
				return TRUE;
			}
			else if( pImpact->GetCasterObjID()!=rMe.GetID() )
			{
				return TRUE;
			}

			return FALSE;
			__LEAVE_FUNCTION
			return FALSE;
		}
Example #9
0
		VOID ImpactLogic_T::IntervalCalc(OWN_IMPACT& rImp, Obj_Character& rMe, INT nDeltaTime) const 
		{
			__ENTER_FUNCTION
			//process interval
			INT nElapsedInterval = rImp.GetIntervalElapsed();
			INT nContinuance = rImp.GetContinuance();
			if(nDeltaTime>nContinuance && 0<=nContinuance)
			{
				nDeltaTime = nContinuance;
			}
			nElapsedInterval += nDeltaTime;
			INT const nInterval = Impact_GetInterval(rImp);
			while (nElapsedInterval >= nInterval)
			{
				// Impact activited
				OnIntervalOver(rImp, rMe);
				nElapsedInterval -= nInterval;
			}
			rImp.SetIntervalElapsed(nElapsedInterval);
			__LEAVE_FUNCTION
		}
Example #10
0
		VOID StdImpact082_T::InitDamages( OWN_IMPACT& rImp ) const
		{
			__ENTER_FUNCTION
			INT iRefixType = Impact_GetImpactDataDescriptorValueByIndex
							(
								rImp.GetDataIndex(), 
								ImpactDataDescriptorIndex_T::IDX_REFIX_TYPE,
								rImp.GetSkillLevel()
							);
				
			SetHP(rImp, 
				Impact_GetImpactDataDescriptorValueByIndex
					(rImp.GetDataIndex(), 
					ImpactDataDescriptorIndex_T::IDX_REFIX_HP,
					rImp.GetSkillLevel()
					)
				);
			SetMP(rImp, 
				Impact_GetImpactDataDescriptorValueByIndex
					(rImp.GetDataIndex(), 
					ImpactDataDescriptorIndex_T::IDX_REFIX_MP,
					rImp.GetSkillLevel()
					)
				);
			SetPneuma(rImp, 
				Impact_GetImpactDataDescriptorValueByIndex
					(rImp.GetDataIndex(), 
					ImpactDataDescriptorIndex_T::IDX_REFIX_PNEUMA,
					rImp.GetSkillLevel()
					)
				);
			SetRage(rImp, 
				Impact_GetImpactDataDescriptorValueByIndex
					(rImp.GetDataIndex(), 
					ImpactDataDescriptorIndex_T::IDX_REFIX_RAGE,
					rImp.GetSkillLevel()
					)
				);
			__LEAVE_FUNCTION
		}
Example #11
0
 BOOL Impact_GetMutexByCasterFlag(OWN_IMPACT& rImp)
 {
     __ENTER_FUNCTION
     ID_t nDataIndex = rImp.GetDataIndex();
     ImpactData_T const* pData = Impact_GetDataBlock(nDataIndex);
     if(NULL!=pData)
     {
         return pData->GetMutexByCasterFlag();
     }
     return 0;
     __LEAVE_FUNCTION
     return 0;
 }
Example #12
0
 ID_t Impact_GetMutexID(OWN_IMPACT& rImp)
 {
 __ENTER_FUNCTION
     ID_t nDataIndex = rImp.GetDataIndex();
     ImpactData_T const* pData = Impact_GetDataBlock(nDataIndex);
     if(NULL!=pData)
     {
         return pData->GetMutexID();
     }
     return INVALID_ID;
 __LEAVE_FUNCTION
     return INVALID_ID;
 }
Example #13
0
 ID_t Impact_GetStandFlag(OWN_IMPACT& rImp)
 {
 __ENTER_FUNCTION
     ID_t nDataIndex = rImp.GetDataIndex();
     ImpactData_T const* pData = Impact_GetDataBlock(nDataIndex);
     if(NULL!=pData)
     {
         return pData->GetStandFlag();
     }
     return BEHAVIOR_TYPE_NEUTRALITY;
 __LEAVE_FUNCTION
     return BEHAVIOR_TYPE_NEUTRALITY;
 }
Example #14
0
 BOOL Impact_IsFadeOutWhenUnitStartActions(OWN_IMPACT& rImp)
 {
 __ENTER_FUNCTION
     ID_t nDataIndex = rImp.GetDataIndex();
     ImpactData_T const* pData = Impact_GetDataBlock(nDataIndex);
     if(NULL!=pData)
     {
         return pData->IsFadeOutWhenUnitStartActions();
     }
     return TRUE;
 __LEAVE_FUNCTION
     return TRUE;
 }
Example #15
0
 BOOL Impact_NeedChannelSupport(OWN_IMPACT& rImp)
 {
 __ENTER_FUNCTION
     ID_t nDataIndex = rImp.GetDataIndex();
     ImpactData_T const* pData = Impact_GetDataBlock(nDataIndex);
     if(NULL!=pData)
     {
         return pData->NeedChannelSupport();
     }
     return FALSE;
 __LEAVE_FUNCTION
     return FALSE;
 }
Example #16
0
 BOOL Impact_IsStillTimingWhenUnitOffline(OWN_IMPACT& rImp)
 {
 __ENTER_FUNCTION
     ID_t nDataIndex = rImp.GetDataIndex();
     ImpactData_T const* pData = Impact_GetDataBlock(nDataIndex);
     if(NULL!=pData)
     {
         return pData->IsStillTimingWhenUnitOffline();
     }
     return FALSE;
 __LEAVE_FUNCTION
     return FALSE;
 }
Example #17
0
 ID_t Impact_IgnoreFliter(OWN_IMPACT& rImp)
 {
 __ENTER_FUNCTION
     ID_t nDataIndex = rImp.GetDataIndex();
     ImpactData_T const* pData = Impact_GetDataBlock(nDataIndex);
     if(NULL!=pData)
     {
         return pData->IgnoreFliter();
     }
     return FALSE;
 __LEAVE_FUNCTION
     return FALSE;
 }
Example #18
0
 Time_t Impact_GetInterval(OWN_IMPACT& rImp)
 {
 __ENTER_FUNCTION
     ID_t nDataIndex = rImp.GetDataIndex();
     ImpactData_T const* pData = Impact_GetDataBlock(nDataIndex);
     if(NULL!=pData)
     {
         return pData->GetInterval();
     }
     return 0;
 __LEAVE_FUNCTION
     return 0;
 }
Example #19
0
 BOOL Impact_CanBeCanceled(OWN_IMPACT& rImp)
 {
 __ENTER_FUNCTION
     ID_t nDataIndex = rImp.GetDataIndex();
     ImpactData_T const* pData = Impact_GetDataBlock(nDataIndex);
     if(NULL!=pData)
     {
         return pData->CanBeCanceled();
     }
     return TRUE;
 __LEAVE_FUNCTION
     return TRUE;
 }
Example #20
0
 BOOL Impact_IsRemainOnCorpse(OWN_IMPACT& rImp)
 {
 __ENTER_FUNCTION
     ID_t nDataIndex = rImp.GetDataIndex();
     ImpactData_T const* pData = Impact_GetDataBlock(nDataIndex);
     if(NULL!=pData)
     {
         return pData->IsRemainOnCorpse();
     }
     return FALSE;
 __LEAVE_FUNCTION
     return FALSE;
 }
Example #21
0
		VOID StdImpact059_T::DoHitTarget( OWN_IMPACT& rImp, Obj_Character& rMe, OBJLIST& rTargets, HitFlagsForOBJLIST_T& HitFlagList, UINT& nCount ) const
		{
			__ENTER_FUNCTION

			WORLD_POS const* pPos = rMe.getWorldPos();
			//搜索目标列表
			if(NULL!=pPos)
			{
				ScanUnitForTarget( rImp, rMe, pPos->m_fX, pPos->m_fZ, rTargets );
			}
			SkillID_t nSkillID = rImp.GetSkillID();
			////根据技能ID从全局技能模板管理器中获得技能模板实例
			//const SkillTemplateData_T* pSkillTemplate = g_SkillTemplateDataMgr.GetInstanceByID( iID );
			HitFlagList.ClearAllFlags();
			INT nIdx	= 0;
			for(nIdx=0; rTargets.m_Count>nIdx; ++nIdx)
			{
				Obj* pTarget = rTargets.m_aObj[nIdx];
				if(NULL!=pTarget)
				{
					Obj_Character* pChar = (Obj_Character*)pTarget;
					//如果命中,则把命中与否的列表置为命中
					if(TRUE==HitThisTarget(rMe, *pChar, nSkillID))
					{
						//判断小球投送对象身上是否已经有同类型的效果存在,如果有
						if( !IsCanSendToUnit( rImp, rMe, pChar ) )
						{
							continue;
						}
						////记录小球投送的对象
						//(Obj_Character*)(m_aBallUniqueID[nIdx].m_pCharacter)	= pChar;
						////记录小球的全局ID
						//(UINT)(m_aBallUniqueID[nIdx].m_uUniqueID)				= g_ImpactCore.GetUniqueID();
						//pChar->Impact_SetImpactUniqueID( m_aBallUniqueID[nIdx].m_uUniqueID );
						INT nDataIndex = GetSubImpactDataIndexByIndex(rImp, 0);
						if(0<nDataIndex)
						{
							g_ImpactCore.SendImpactToUnit( *pChar, nDataIndex, rMe.GetID(), nSkillID );
						}

						//g_ImpactCore.SendBallImpactToUnit( *pChar, STD_IMPACT_058, rMe.GetID() );
						//Mark this Target Hitted
						HitFlagList.MarkFlagByIndex(nIdx); 
						++nCount;
					}
				}
			}
			__LEAVE_FUNCTION

		}
Example #22
0
VOID StdImpact069_T::CriticalRefix(OWN_IMPACT& rImp) const
{
    __ENTER_FUNCTION
    SetDamageNear(rImp, GetDamageNear(rImp)*2);
    SetDamageFar(rImp, GetDamageFar(rImp)*2);
    SetDamageMagicNear(rImp, GetDamageMagicNear(rImp)*2);
    SetDamageMagicFar(rImp, GetDamageMagicFar(rImp)*2);
    SetDamageGold(rImp, GetDamageGold(rImp)*2);
    SetDamageWood(rImp, GetDamageWood(rImp)*2);
    SetDamageWater(rImp, GetDamageWater(rImp)*2);
    SetDamageFire(rImp, GetDamageFire(rImp)*2);
    SetDamageSoil(rImp, GetDamageSoil(rImp)*2);
    rImp.MarkCriticalFlag();
    __LEAVE_FUNCTION
}
Example #23
0
 BOOL Impact_IsImpactInCollection(OWN_IMPACT& rImp, INT nCollectionID)
 {
     __ENTER_FUNCTION
     INT nID=INVALID_ID;
     IDCollection_T const* pCollection = NULL;
     pCollection = g_IDCollectionMgr.GetInstanceByID(nCollectionID);
     if(NULL!=pCollection)
     {
         switch (pCollection->GetType())
         {
             case IDCollection_T::TYPE_BUFF_ID:
                 if(TRUE==Impact_IsOverTimed(rImp))
                 {
                     nID = Impact_GetImpactID(rImp);
                 }
                 break;
             case IDCollection_T::TYPE_IMPACT_LOGIC_ID:
                 nID = Impact_GetLogicID(rImp);
                 break;
             case IDCollection_T::TYPE_IMPACT_MUTEX_ID:
                 nID = Impact_GetMutexID(rImp);
                 break;
             case IDCollection_T::TYPE_SKILL_ID:
                 nID = rImp.GetSkillID();
                 break;
             case IDCollection_T::TYPE_DIRECT_IMPACT_ID:
                 if(TRUE==Impact_IsOverTimed(rImp))
                 {
                     nID = Impact_GetImpactID(rImp);
                 }
                 break;
             case IDCollection_T::TYPE_SKILL_LOGIC_ID:
             default:
                 break;
         }
         if(INVALID_ID != nID)
         {
             if(0<pCollection->GetCollectionSize())
             {
                 return pCollection->IsThisIDInCollection(nID);
             }
         }
     }
     return FALSE;
     __LEAVE_FUNCTION
     return FALSE;
 }
Example #24
0
		VOID StdImpact059_T::BroadcastTargetListMessage( OWN_IMPACT& rImp, Obj_Character& rMe, OBJLIST& rTargets, HitFlagsForOBJLIST_T& rHitFlagsForObjList ) const
		{
			__ENTER_FUNCTION
			SkillInfo_T& rSkillInfo = rMe.GetSkillInfo();
			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();
			GCTargetListAndHitFlags msg;
			GCTargetListAndHitFlags::HitFlagList_T& rHitFlags		= msg.GetHitFlagList();
			msg.SetDataType(msg.BUFF_ACTIVETE);
			msg.SetObjID(rMe.GetID());
			msg.SetUserPos(*(rMe.getWorldPos()));
			msg.SetLogicCount(rMe.GetLogicCount());
			msg.SetSkillOrSpecialObjDataID(rImp.GetSkillID());
			msg.SetTargetID(rParams.GetTargetObj());
			msg.SetTargetPos(rParams.GetTargetPosition());
			msg.SetDir(rParams.GetTargetDirection());
			BYTE nNum = rTargets.m_Count;
			if(msg.MAX_TARGET_LIST_SIZE<nNum)
			{
				nNum = msg.MAX_TARGET_LIST_SIZE;
			}
			msg.SetTargetNum(nNum);
			int iTemp = nNum;

			INT nIdx=0;
			for(nIdx=0; nNum>nIdx; ++nIdx)
			{
				Obj* pTarget = rTargets.m_aObj[nIdx];
				if(NULL!=pTarget)
				{
					msg.SetTargetObjIDByIndex(nIdx, pTarget->GetID());
					if(TRUE == rHitFlagsForObjList.GetFlagByIndex(nIdx))
					{
						rHitFlags.MarkFlagByIndex(nIdx);
						//msg.SetBallIDByIndex( nIdx, m_aBallUniqueID[nIdx].m_uUniqueID );
					}
				}
			}
			Scene* pScene = rMe.getScene();
			if(NULL!=pScene)
			{
				pScene->BroadCast(&msg, &rMe, TRUE);
			}
			__LEAVE_FUNCTION
		}
Example #25
0
		VOID StdImpact023_T::OnDamageTarget(OWN_IMPACT& rImp, Obj_Character& rMe, Obj_Character& rTar, INT& rDamage, SkillID_t nSkillID) const
		{
			__ENTER_FUNCTION
			INT nMpDamageRate = GetMpDamageRate(rImp);
			INT nRageDamageRate = GetRageDamageRate(rImp);
			if(TRUE==rImp.IsFadeOut())
			{
				return;
			}
			if(0>=nMpDamageRate && 0>= nRageDamageRate)
			{
				return;
			}
			Scene* pScene = rMe.getScene();
			if(NULL==pScene)
			{
				return;
			}
			// 生效几率 
			INT nActivateOdds = GetActivateOdds(rImp);
			INT nRet = pScene->GetRand100();
			if (nRet > nActivateOdds)
			{// 没有生效则直接返回
				return;
			}
			// 命中时吸取敌人MP百分率
			if(0<nMpDamageRate)
			{
				INT nMP = Float2Int((nMpDamageRate*rDamage)/100.0f);
				rTar.ManaIncrement(-nMP, &rMe);
			}
			// 命中时吸取敌人怒气百分率
			if(0<nRageDamageRate)
			{
				INT nRage = rTar.GetRage();
				nRage = Float2Int((nRageDamageRate*nRage)/100.0f);
				rTar.RageIncrement(-nRage, &rMe); 
			}
			__LEAVE_FUNCTION
		}
Example #26
0
 BOOL Impact_IsOverTimed(OWN_IMPACT& rImp)
 {
 __ENTER_FUNCTION
     ID_t nDataIndex = rImp.GetDataIndex();
     ImpactData_T const* pData = Impact_GetDataBlock(nDataIndex);
     if(NULL==pData)
     {
         return FALSE;
     }
     BOOL bIsOverTimed = pData->IsOverTimed();
     ImpactLogic_T const* pLogic = Impact_GetLogic(rImp);
     if(NULL!=pLogic)
     {
         if(pLogic->IsOverTimed()!=bIsOverTimed)
         {
             Assert(NULL=="[Impact_IsOverTimed] Logic is not match the data.");
             return pLogic->IsOverTimed();
         }
     }
     return bIsOverTimed;
 __LEAVE_FUNCTION
     return FALSE;
 }
Example #27
0
	BOOL CombatCore_T::GetResultImpact(Obj_Character& rAttacker, Obj_Character& rDefencer, OWN_IMPACT& rImp)
	{
		__ENTER_FUNCTION
		INT nDamage = 0;
		INT nMaxDamage = 0;
		INT nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_NEAR;
		//Init
		DI_DamagesByValue_T logic;
		if(INVALID_ID==rImp.GetDataIndex())
		{
			g_ImpactCore.InitImpactFromData(IMP_DAMAGES_OF_ATTACKS, rImp, rAttacker);
		}
		else if(logic.ID!=Impact_GetLogicID(rImp) && DI_DamagesByRate_T::ID!=Impact_GetLogicID(rImp) )
		{
			g_ImpactCore.InitImpactFromData(IMP_DAMAGES_OF_ATTACKS, rImp, rAttacker);
		}
		m_nAdditionalAttackNear		+= logic.GetDamageNear(rImp);
		m_nAdditionalAttackFar		+= logic.GetDamageFar(rImp);
		m_nAdditionalAttackMagicNear+= logic.GetDamageMagicNear(rImp);
		m_nAdditionalAttackMagicFar += logic.GetDamageMagicFar(rImp);

		m_nAdditionalAttackGold		+= logic.GetDamageGold(rImp);
		m_nAdditionalAttackWood		+= logic.GetDamageWood(rImp);

		m_nAdditionalAttackWater	+= logic.GetDamageWater(rImp);
		m_nAdditionalAttackFire		+= logic.GetDamageFire(rImp);
		m_nAdditionalAttackSoil		+= logic.GetDamageSoil(rImp);
		

		//Damage fluctuation
		INT nFluctuation = g_Config.m_ConfigInfo.m_nDefaultDamageFluctuation;
		
		MenPaiID_t nMenPai = 9;
		MenPai_Module::MenPai_T const* pMenPai = NULL;
		if(Obj::OBJ_TYPE_HUMAN==rAttacker.GetObjType())
		{
			Obj_Human& rHuman = (Obj_Human&)rAttacker;
			nMenPai = rHuman.GetMenPai();
			pMenPai = g_MenPaiLogicList.GetLogicById(nMenPai);
			if(NULL!=pMenPai)
			{
				nFluctuation=pMenPai->GetAttackFluctuation();
			}
		}
		Scene* pScene = rAttacker.getScene();
		// calculate the fluctuation
		INT nRand=50;
		if(NULL!=pScene)
		{
			nRand -= pScene->GetRand100();
		}
		nFluctuation = Float2Int((2*nFluctuation*nRand)/100.0f);
		
		//Calculate Damages
		//Near
		nDamage = NearDamage(rAttacker, rDefencer, m_nAdditionalAttackNear, m_nAdditionalDefenceNear);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageNear(rImp, nDamage);
		nMaxDamage = nDamage;
		nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_NEAR;

		//Far
		nDamage = FarDamage(rAttacker, rDefencer, m_nAdditionalAttackFar, m_nAdditionalDefenceFar);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageFar(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_FAR;
		}
		//近程内功
		nDamage = MagicalNearDamage(rAttacker, rDefencer, m_nAdditionalAttackMagicNear, m_nAdditionalDefenceMagicNear);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageMagicNear(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_MAGIC_NEAR;
		}
		//近程外功
		nDamage = MagicalFarDamage(rAttacker, rDefencer, m_nAdditionalAttackMagicFar, m_nAdditionalDefenceMagicFar);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageMagicFar(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_MAGIC_FAR;
		}
		//Gold
		nDamage = GoldDamage(rAttacker, rDefencer, m_nAdditionalAttackGold, m_nAdditionalDefenceGold);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageGold(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_GOLD;
		}
		
		//Wood
		nDamage = WoodDamage(rAttacker, rDefencer, m_nAdditionalAttackWood, m_nAdditionalDefenceWood);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageWood(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_WOOD;
		}

		//Water
		nDamage = WaterDamage(rAttacker, rDefencer, m_nAdditionalAttackWater, m_nAdditionalDefenceWater);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageWater(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_WATER;
		}

		//Fire
		nDamage = FireDamage(rAttacker, rDefencer, m_nAdditionalAttackFire, m_nAdditionalDefenceFire);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageFire(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_FIRE;
		}

		//Soil
		nDamage = SoilDamage(rAttacker, rDefencer, m_nAdditionalAttackSoil, m_nAdditionalDefenceSoil);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageSoil(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_SOIL;
		}

		rImp.SetImpactID(nSpecialEffectID);

		return TRUE;
		__LEAVE_FUNCTION
		return FALSE;
	}
Example #28
0
VOID StdImpact071_T::InitDamages( OWN_IMPACT& rImp ) const
{
    __ENTER_FUNCTION
    SetHP
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_REFIX_HP,
      rImp.GetSkillLevel()
     )
    );
    SetRage0
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_REFIX_RAGE0,
      rImp.GetSkillLevel()
     )
    );
    SetRage1
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_REFIX_RAGE1,
      rImp.GetSkillLevel()
     )
    );
    SetRage2
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_REFIX_RAGE2,
      rImp.GetSkillLevel()
     )
    );
    SetRage3
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_REFIX_RAGE3,
      rImp.GetSkillLevel()
     )
    );
    SetRage4
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_REFIX_RAGE4,
      rImp.GetSkillLevel()
     )
    );
    SetRage5
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_REFIX_RAGE5,
      rImp.GetSkillLevel()
     )
    );
    __LEAVE_FUNCTION
}
Example #29
0
VOID StdImpact069_T::InitDamages( OWN_IMPACT& rImp ) const
{
    __ENTER_FUNCTION
    SetParaID
    (
        rImp,
        Impact_GetImpactDataDescriptorValueByIndex
        (rImp.GetDataIndex(),
         ImpactDataDescriptorIndex_T::IDX_PARA_ID,
         rImp.GetSkillLevel()
        )
    );
    SetRefixRate
    (
        rImp,
        Impact_GetImpactDataDescriptorValueByIndex
        (rImp.GetDataIndex(),
         ImpactDataDescriptorIndex_T::IDX_REFIX_RATE,
         rImp.GetSkillLevel()
        )
    );

    SetDamageNear
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_DAMAGE_NEAR,
      rImp.GetSkillLevel()
     )
    );
    SetDamageFar
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_DAMAGE_FAR,
      rImp.GetSkillLevel()
     )
    );
    SetDamageMagicNear
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_DAMAGE_MAGIC_NEAR,
      rImp.GetSkillLevel()
     )
    );
    SetDamageMagicFar
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_DAMAGE_MAGIC_FAR,
      rImp.GetSkillLevel()
     )
    );
    SetDamageGold
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_DAMAGE_GOLD,
      rImp.GetSkillLevel()
     )
    );

    SetDamageWood
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_DAMAGE_WOOD,
      rImp.GetSkillLevel()
     )
    );

    SetDamageWater
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_DAMAGE_WATER,
      rImp.GetSkillLevel()
     )
    );

    SetDamageFire
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_DAMAGE_FIRE,
      rImp.GetSkillLevel()
     )
    );

    SetDamageSoil
    (rImp,
     Impact_GetImpactDataDescriptorValueByIndex
     (rImp.GetDataIndex(),
      ImpactDataDescriptorIndex_T::IDX_DAMAGE_SOIL,
      rImp.GetSkillLevel()
     )
    );

    __LEAVE_FUNCTION
}