bool NFCSceneProcessModule::DestroyCloneScene( const int& nContainerID, const int& nGroupID, const NFIDataList& arg )
{
    //无条件删除    
    NFCDataList valueAllObjectList;
    m_pKernelModule->GetGroupObjectList( nContainerID, nGroupID, valueAllObjectList );
    for (int i = 0; i < valueAllObjectList.GetCount(); ++i)
    {
        NFIDENTID ident = valueAllObjectList.Object( i );
        std::string strObjClassName = m_pKernelModule->GetPropertyString( ident, "ClassName" );
        if ( "Player" != strObjClassName )
        {
            m_pKernelModule->DestroyObject(ident);
        }
    }

    m_pKernelModule->ReleaseGroupScene(nContainerID, nGroupID);

    return false;
}
Exemplo n.º 2
0
int NFCSkillModule::OnRequireUseSkillEvent( const NFGUID& self, const int nEventID, const NFIDataList& var )
{
    if ( var.GetCount() < 3)
    {
        return 1;
    }

    //EGameErrorCode errorCode = EGameErrorCode::EGEC_INVALID_SKILL;
    NF_SHARE_PTR<NFIObject> pObejct = m_pKernelModule->GetObject( var.Object( 0 ) );
    if ( pObejct == NULL )
    {
        return 1;
    }

    NF_SHARE_PTR<NFIRecord> pRecordSkill = pObejct->GetRecordManager()->GetElement( NFrame::Player::R_SkillTable() );
    if ( pRecordSkill == NULL )
    {
        return 1;
    }

    NF_SHARE_PTR<NFIPropertyManager> pPropertyManager = m_pElementInfoModule->GetPropertyManager( var.String( 2 ) );
    if ( pPropertyManager == NULL )
    {
        return 1;
    }

    NF_SHARE_PTR<NFIProperty> pItemTypeProperty = pPropertyManager->GetElement(NFrame::Skill::SkillType());
    if ( pItemTypeProperty == NULL )
    {
        return 1;
    }

    //配置表中真的有这么个技能类别
    EGameSkillType eItemType = ( EGameSkillType )pItemTypeProperty->GetInt();
    NFISkillConsumeProcessModule* pConsumeProcessModule = m_pSkillConsumeManagerModule->GetConsumeModule( EGameSkillType::EGST_JOBSKILL_BRIEF );
    if ( pConsumeProcessModule == NULL )
    {
        return 1;
    }

    NFCDataList valueOther;
    valueOther.Append( var, 3, var.GetCount() - 3 ); // 被攻击玩家数量 3表示从第几个参数开始是被攻击玩家
    //     if ( pConsumeProcessModule->ConsumeLegal( var.ObjectVal( 0 ), var.StringVal( 2 ), valueOther ) != 0 )
    //     {
    //         return 1;
    //     }
    // 
    //     if ( pConsumeProcessModule->ConsumeSelf( var.ObjectVal( 0 ), var.StringVal( 2 ) ) != 0 )
    //     {
    //         return 1;
    //     }
    // 
    NFCDataList damageValueList;
    NFCDataList damageResultList;
    int nResult = pConsumeProcessModule->ConsumeProcess( var.Object( 0 ), var.String( 2 ), valueOther, damageValueList, damageResultList );
    for (int i = 0; i < valueOther.GetCount(); i++)
    {
        m_pKernelModule->SetPropertyInt(valueOther.Object(i), NFrame::NPC::HP(), 0);
        damageValueList.AddInt(0);
        damageResultList.AddInt(0);
    }

    //结果事件--无论失败或者是成功,都会发下去--当然使用结果只对使用者下发--成果的结果,还得对被施放的人发
    if ( damageValueList.GetCount() == damageResultList.GetCount()
        && damageValueList.GetCount() == valueOther.GetCount() )
    {
        NFCDataList valueResult;
        valueResult.AddString( var.String( 2 ).c_str() );
        valueResult.AddInt( valueOther.GetCount() );
        valueResult.Append( valueOther, 0, valueOther.GetCount() ); //伤害对象
        valueResult.Append( damageValueList, 0, damageValueList.GetCount() ); //伤害值
        valueResult.Append( damageResultList, 0, damageResultList.GetCount() ); //击打效果

        //现在不需要反馈,杀了就杀了
        //m_pEventProcessModule->DoEvent( pObejct->Self(), NFED_ON_CLIENT_USE_SKILL_RESULT, valueResult );
    }

    return 0;
}