Exemple #1
0
//--------------------------------------------------------------
//		CBounceEffect::getTargetForBounce()
//--------------------------------------------------------------
CEntityBase *CBounceEffect::getTargetForBounce(CEntityBase *actor) const
{
    // get entities around
    if (!_AffectedEntity)
        _AffectedEntity = CEntityBaseManager::getEntityBasePtr(_TargetRowId);

    if (!_AffectedEntity)
        return NULL;

    // get entities in surrouding area
    // range of the effect in meters = _Value
    CRangeSelector entitiesSelector;
    entitiesSelector.buildDisc( CEntityBaseManager::getEntityBasePtr(getCreatorRowId()), _AffectedEntity->getX(), _AffectedEntity->getY(), (float) _Value, EntityMatrix, true );

    // select valid entities
    const vector<CEntityBase*> &entities = entitiesSelector.getEntities();
    const uint size = (uint)entities.size();

    vector<CEntityBase*> selectedEntities;
    selectedEntities.reserve(size);

    for (uint i = 0; i < entities.size() ; ++i)
    {
        if ( entities[i] && ( entities[i] != (CEntityBase*)(_AffectedEntity) ) && isEntityValidTarget(entities[i], actor) )
        {
            selectedEntities.push_back(entities[i]);
        }
    }

    if (selectedEntities.empty())
        return NULL;

    uint32 num = RandomGenerator.rand((uint16)selectedEntities.size()-1);

    return selectedEntities[num];

} // getTargetForBounce //
//--------------------------------------------------------------
//		CDamageAuraEffect::update()
//--------------------------------------------------------------
bool CDamageAuraEffect::update(CTimerEvent * event, bool applyEffect)
{
	const TGameCycle time = CTickEventHandler::getGameCycle();

	if (!_AffectedEntity)
		_AffectedEntity = CEntityBaseManager::getEntityBasePtr(_TargetRowId);

	if (!_AffectedEntity)
	{
		_EndTimer.setRemaining(1, new CEndEffectTimerEvent(this));
		return true;
	}

	// if main entity is being teleported, do not apply effect
	if (applyEffect && _AffectedEntity->getId().getType() == RYZOMID::player)
	{
		CCharacter *player = dynamic_cast<CCharacter*> (&(*_AffectedEntity));
		if (player && player->teleportInProgress())
		{
			applyEffect = false;
		}
	}
	
	if (applyEffect)
	{
		// get entities in surrouding area
		CRangeSelector entitiesSelector;
		entitiesSelector.buildDisc( CEntityBaseManager::getEntityBasePtr(getCreatorRowId()), _AffectedEntity->getX(), _AffectedEntity->getY(), _AuraRadius, EntityMatrix, true );
		
		// create or update effect on entities returned
		const vector<CEntityBase*> &entities = entitiesSelector.getEntities();
		const uint size = (uint)entities.size();
		for (uint i = 0; i < size ; ++i)
		{
			if (entities[i] && (entities[i] != (CEntityBase*)_AffectedEntity) && isEntityValidTarget(entities[i]) )
			{
				CEntityBase *entity = entities[i];

				SM_STATIC_PARAMS_2(params, STRING_MANAGER::entity, STRING_MANAGER::integer);
				// send messages
				// to victim
				if (entity->getId().getType() == RYZOMID::player)
				{
					params[0].setEIdAIAlias( _AffectedEntity->getId(), CAIAliasTranslator::getInstance()->getAIAlias(_AffectedEntity->getId()) );
					params[1].Int = _CycleDamage;
					PHRASE_UTILITIES::sendDynamicSystemMessage( entity->getEntityRowId(), "EFFECT_STENCH_LOSE_HP", params);
				}
				// to stinking entity
				if (_AffectedEntity->getId().getType() == RYZOMID::player)
				{
					params[0].setEIdAIAlias( entity->getId(), CAIAliasTranslator::getInstance()->getAIAlias(entity->getId()) );
					params[1].Int = _CycleDamage;
					PHRASE_UTILITIES::sendDynamicSystemMessage( _TargetRowId, "EFFECT_STENCH_LOSE_HP_ACTOR", params);
				}
				
				// remove HP
				if (entity->changeCurrentHp( -sint32(_CycleDamage), _TargetRowId))
				{
					// killed entity, so this effect and all other effects have been cleared send kill message and return true
					PHRASE_UTILITIES::sendDeathMessages( _TargetRowId, entity->getEntityRowId());
					//_EndTimer.setRemaining(1, new CEndEffectTimerEvent(this));
					//return true;
				}
			}
		}
	}

	// set timer next event
	_UpdateTimer.setRemaining(_CycleLength, event);
	
	return false;
} // update //