コード例 #1
0
ファイル: CPlayer.cpp プロジェクト: hjqqq/Forever
void CPlayer::updateSkillAvailable()
{
    std::vector<CSkill *>::iterator ps = m_vSkill.begin();
    while(m_vSkill.end() != ps)
    {
        (*ps)->checkAvailable(getEquip());
        ps++;
    }
}
コード例 #2
0
ファイル: player_controller.cpp プロジェクト: duolc/darkstar
void CPlayerController::WeaponSkill(uint16 targid, uint16 wsid)
{
    auto PChar = static_cast<CCharEntity*>(POwner);
    if (PChar->PAI->CanChangeState())
    {
        //#TODO: put all this in weaponskill_state
        CWeaponSkill* PWeaponSkill = battleutils::GetWeaponSkill(wsid);

        if (PWeaponSkill && !charutils::hasWeaponSkill(PChar, PWeaponSkill->getID()))
        {
            PChar->pushPacket(new CMessageBasicPacket(PChar, PChar, 0, 0, MSGBASIC_CANNOT_USE_WS));
            return;
        }
        if (PChar->StatusEffectContainer->HasStatusEffect(EFFECT_AMNESIA))
        {
            PChar->pushPacket(new CMessageBasicPacket(PChar, PChar, 0, 0, MSGBASIC_CANNOT_USE_ANY_WS));
            return;
        }
        if (PChar->health.tp < 1000)
        {
            PChar->pushPacket(new CMessageBasicPacket(PChar, PChar, 0, 0, MSGBASIC_NOT_ENOUGH_TP));
            return;
        }
        if (PWeaponSkill->getType() == SKILL_ARC || PWeaponSkill->getType() == SKILL_MRK)
        {
            CItemWeapon* PItem = (CItemWeapon*)PChar->getEquip(SLOT_AMMO);

            // before allowing ranged weapon skill...
            if (PItem == nullptr ||
                !(PItem->isType(ITEM_WEAPON)) ||
                !PChar->m_Weapons[SLOT_AMMO]->isRanged() ||
                !PChar->m_Weapons[SLOT_RANGED]->isRanged() ||
                PChar->equip[SLOT_AMMO] == 0)
            {
                PChar->pushPacket(new CMessageBasicPacket(PChar, PChar, 0, 0, MSGBASIC_NO_RANGED_WEAPON));
                return;
            }
        }

        std::unique_ptr<CMessageBasicPacket> errMsg;
        auto PTarget = PChar->IsValidTarget(targid, battleutils::isValidSelfTargetWeaponskill(wsid) ? TARGET_SELF : TARGET_ENEMY, errMsg);

        if (PTarget)
        {
            if (!isFaceing(PChar->loc.p, PTarget->loc.p, 40))
            {
                PChar->pushPacket(new CMessageBasicPacket(PChar, PTarget, 0, 0, MSGBASIC_CANNOT_SEE));
                return;
            }

            CController::WeaponSkill(targid, wsid);
        }
        else if (errMsg)
        {
            PChar->pushPacket(std::move(errMsg));
        }
    }
    else
    {
        PChar->pushPacket(new CMessageBasicPacket(PChar, PChar, 0, 0, MSGBASIC_UNABLE_TO_USE_WS));
    }
}