Пример #1
0
void ObjectController::_handleTendWound(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
    PlayerObject* Medic = dynamic_cast<PlayerObject*>(mObject);
    PlayerObject* Target = dynamic_cast<PlayerObject*>(Medic->getHealingTarget(Medic));
    //TODO:: add medic droid
    /*EMLocationType loc = Medic->getPlayerLocation();
    if(loc != EMLocation_Cantina || loc != EMLocation_Camp || loc != EMLocation_PlayerStructure)
    {
        return;
    }*/
    std::string messageResponse = gMedicManager->handleMessage(message,"(action|constitution|health|quickness|stamina|strength)");
    if (messageResponse.length() == 0)    {
        //you must specify a valid wound type
        gMessageLib->SendSystemMessage(::common::OutOfBand("healing_response", "healing_response_65"), Medic);
		return;
    }
    
    //check Medic has enough Mind
    auto ham = gWorldManager->getKernel()->GetServiceManager()->GetService<swganh::ham::HamService>("HamService");
    if(!ham->checkMainPools(Medic, 0, 0, 500))    {
		gMessageLib->SendSystemMessage(::common::OutOfBand("healing_response", "not_enough_mind"), Medic);
		return;
	}
        
	if (gMedicManager->HealWound(Medic, Target, 0, cmdProperties, messageResponse + "tendwound"))
    {
        ham->ApplyWound(Medic, HamBar_Focus, 5);
        ham->ApplyWound(Medic, HamBar_Willpower, 5);
		Medic->AddBattleFatigue(2);
        //call the event
        gMedicManager->startWoundTreatmentEvent(Medic);
        return;
	}

}
Пример #2
0
void ObjectController::_handleHealWound(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
    PlayerObject* Medic = dynamic_cast<PlayerObject*>(mObject);
    PlayerObject* Target = dynamic_cast<PlayerObject*>(Medic->getHealingTarget(Medic));

    std::string messageResponse = gMedicManager->handleMessage(message,"(action|constitution|health|quickness|stamina|strength)");
    if (messageResponse.length() == 0)
    {
        //you must specify a valid wound type
        gMessageLib->SendSystemMessage(::common::OutOfBand("healing_response", "healing_response_65"), Medic);
    }
    else
    {
        //check Medic has enough Mind
        Ham* ham = Medic->getHam();
        if(ham->checkMainPools(0, 0, 140))
        {
            if (gMedicManager->CheckMedicine(Medic, Target, cmdProperties, messageResponse))
            {
                //call the event
                gMedicManager->startWoundTreatmentEvent(Medic);
                return;
            }
        }
        else
            gMessageLib->SendSystemMessage(::common::OutOfBand("healing_response", "not_enough_mind"), Medic);

    }
}
Пример #3
0
void ObjectController::_handleTendDamage(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
    PlayerObject* Medic = dynamic_cast<PlayerObject*>(mObject);
    PlayerObject* Target = dynamic_cast<PlayerObject*>(Medic->getHealingTarget(Medic));

    //check Medic has enough Mind
    auto ham = gWorldManager->getKernel()->GetServiceManager()->GetService<swganh::ham::HamService>("HamService");

    if(!ham->checkMainPools(Medic, cmdProperties->mHealthCost, cmdProperties->mActionCost, cmdProperties->mMindCost)){
		gMessageLib->SendSystemMessage(::common::OutOfBand("healing_response", "not_enough_mind"), Medic);
		return;
	}

    if (gMedicManager->HealDamage(Medic, Target, 0, cmdProperties, "tendDamage"))
    {
		ham->ApplyWound(Medic, HamBar_Focus, 5);
        ham->ApplyWound(Medic, HamBar_Willpower, 5);
		Medic->AddBattleFatigue(2);
        
		//call the event
        gMedicManager->startInjuryTreatmentEvent(Medic);
        return;
    }

}
Пример #4
0
void ObjectController::_handleHealWound(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
    CreatureObject* creature  = dynamic_cast<CreatureObject*>(mObject); PlayerObject* Medic = creature->GetGhost();
    PlayerObject* Target = dynamic_cast<PlayerObject*>(Medic->getHealingTarget(Medic));

    std::string messageResponse = gMedicManager->handleMessage(message,"(action|constitution|health|quickness|stamina|strength)");
    if (messageResponse.length() == 0)
    {
        //you must specify a valid wound type
        gMessageLib->SendSystemMessage(::common::OutOfBand("healing_response", "healing_response_65"), Medic);
    }
    else
    {
        //check Medic has enough Mind
		auto ham = gWorldManager->getKernel()->GetServiceManager()->GetService<swganh::ham::HamService>("HamService");

        if(!ham->checkMainPool(Medic->GetCreature(), HamBar_Mind, 140))        {
			gMessageLib->SendSystemMessage(::common::OutOfBand("healing_response", "not_enough_mind"), Medic);
			return;
		}
            
		if (gMedicManager->CheckMedicine(Medic, Target, cmdProperties, messageResponse))
        {
            //call the event
            gMedicManager->startWoundTreatmentEvent(Medic);
            return;
        }    

    }
}
Пример #5
0
void ObjectController::_handleHealDamage(uint64 targetId, Message* message,ObjectControllerCmdProperties* cmdProperties)
{
    PlayerObject* Medic = dynamic_cast<PlayerObject*>(mObject);
    PlayerObject* Target = dynamic_cast<PlayerObject*>(Medic->getHealingTarget(Medic));

    mHandlerCompleted = gMedicManager->CheckMedicine(Medic, Target, cmdProperties, stim);
    if (mHandlerCompleted)
    {
        //call the event
        gMedicManager->startInjuryTreatmentEvent(Medic);
    }
}
Пример #6
0
void ObjectController::_handleQuickHeal(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
    PlayerObject* Medic = dynamic_cast<PlayerObject*>(mObject);
    PlayerObject* Target = dynamic_cast<PlayerObject*>(Medic->getHealingTarget(Medic));

    //check Medic has enough Mind
    Ham* ham = Medic->getHam();
    if(ham->checkMainPools(0, 0, cmdProperties->mMindCost))
    {
        if (gMedicManager->HealDamage(Medic, Target, 0, cmdProperties, "quickHeal"))
        {
            ham->updatePropertyValue(HamBar_Focus ,HamProperty_Wounds, 10);
            ham->updatePropertyValue(HamBar_Willpower ,HamProperty_Wounds, 10);
            ham->updateBattleFatigue(2, true);
            //call the event
            gMedicManager->startQuickHealInjuryTreatmentEvent(Medic);
            return;
        }
    }
    else
        gMessageLib->SendSystemMessage(::common::OutOfBand("healing_response", "not_enough_mind"), Medic);
}
Пример #7
0
void ObjectController::_handleTendWound(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
    PlayerObject* Medic = dynamic_cast<PlayerObject*>(mObject);
    PlayerObject* Target = dynamic_cast<PlayerObject*>(Medic->getHealingTarget(Medic));
    //TODO:: add medic droid
    /*EMLocationType loc = Medic->getPlayerLocation();
    if(loc != EMLocation_Cantina || loc != EMLocation_Camp || loc != EMLocation_PlayerStructure)
    {
        return;
    }*/
    std::string messageResponse = gMedicManager->handleMessage(message,"(action|constitution|health|quickness|stamina|strength)");
    if (messageResponse.length() == 0)
    {
        //you must specify a valid wound type
        gMessageLib->SendSystemMessage(::common::OutOfBand("healing_response", "healing_response_65"), Medic);
    }
    else
    {
        //check Medic has enough Mind
        Ham* ham = Medic->getHam();
        if(ham->checkMainPools(0, 0, 500))
        {
            if (gMedicManager->HealWound(Medic, Target, 0, cmdProperties, messageResponse + "tendwound"))
            {
                ham->updatePropertyValue(HamBar_Focus ,HamProperty_Wounds, 5);
                ham->updatePropertyValue(HamBar_Willpower ,HamProperty_Wounds, 5);
                ham->updateBattleFatigue(2, true);
                //call the event
                gMedicManager->startWoundTreatmentEvent(Medic);
                return;
            }
        }
        else
            gMessageLib->SendSystemMessage(::common::OutOfBand("healing_response", "not_enough_mind"), Medic);

    }

}