void attactWagonComm(char *buff) { #if 0 char *wagonId; //马车Id char *skillId; //使用技能的Id int index = 0; //攻击者类型 MSG_BEGIN(buff, g_msg_len); MSG_INT(index); MSG_CHAR(wagonId); MSG_CHAR_END(skillId); //由fd查hero实例 Hero *hero = pg_hero; map<string,Wagon*>::iterator it_wagon; //cout<<"BisonTest:wagonInstMap size is "<<wagonInstMap.size()<<endl; it_wagon = wagonInstMap.find(wagonId); if (it_wagon == wagonInstMap.end()) { //没有这个马车 cout<<"BisonTest: Attack failed because of no the wagon of this id "<<wagonId<<endl; return; } Wagon *wagon = it_wagon->second; Map_Inform *wagonMap = hero->getMap(); if (wagonMap == NULL) { cout<<"This Map no Id ????????????????????"<<endl; return; } char *wagonMapId = wagonMap->getIdentity(); if (strcmp(wagonMapId, "map_001") == 0) { cout<<"You can't attack wagon In This Map"<<endl; return; } char* owerId; Hero *owner = wagon->getOwner(); if (owner == NULL) { cout<<"This wagon has no owner, but you can attack it"<<endl; goto LG; //没有主人的马车也能被打 // return; } //马车主人不能打自己的马车 owerId = owner->getIdentity(); if (!strcmp(owerId, hero->getIdentity())) { return; } LG: ; //全用像素点 Point wagonLocation = wagon->getPt(); int range; //攻击者的攻击范围 //bool isLive; //马车是否还活着 int distance = 0; //攻击者离马车距离 Skill *skill; //int skillNeedMagic = 0; //技能的魔法消耗 int attackLife = 100; //攻击者当前血量……置为宠物的属性值 int attackMagic = 100; //攻击者魔法……置为宠物的属性值 //int attackHurt = wagon->getHurt(); //马车每次被攻击掉血固定 //index = 0 为人攻击马车 if (index == 0) { map<string,Skill*> attack_skill_list; //玩家角色的技能列表 map<string,Skill*>::iterator skill_iter; attack_skill_list = hero->getSkill_list(); skill_iter = attack_skill_list.find(skillId); if(skill_iter == attack_skill_list.end()) { cout<<"BisonTest: hero does not has this skill to use when attack wagon"<<endl; return; } skill = skill_iter->second; //玩家所使用的技能 if (skill->gettype() != 1 || skill->geteffect() != 1) { //管你是群攻还是医疗,只要不是主动技能都别用来搞马车 cout<<"skill type can't attack wagon"<<endl; return; } if(!isFightStatusOfHero(hero, skill)) //判断玩家的真气,和技能的时间是否符合条件 { cout<<"BisonTest: magical or time is not ok to use this skill"<<endl; return; } cout<<"BisonTest: Hero attacks the wagon "<<wagonId<<endl; //判断距离是否够 Point heroLocation = hero->getLocation(); int deltaX = wagonLocation._x - heroLocation._x; int deltaY = wagonLocation._y - heroLocation._y; int distance = sqrt(deltaX * deltaX + deltaY * deltaY); range = hero->getAtk_range(); cout<<"BisonTest: distance is "<<distance<<" hero attack range is "<<range<<endl; if (distance > range) { cout<<"BisonTest: The wagon is out attack range"<<endl; return; } else { //攻击者者扣蓝 //hero->setMagicVal(hero->getMagicVal() - skillNeedMagic); PropertyOfAttackerChange(hero, skill); //玩家的当前血蓝 attackLife = hero->getLifeVal(); //难道还有攻击者自身会掉血的情况?不懂,随着他们用 attackMagic = hero->getMagicVal(); } } else if (index == 1) { //index = 1,为宠物打马车 Pet *pet = hero->getPetBox()->getActivePet(); if (pet == NULL) { cout<<"BisonTest: hero have no active Pet "<<endl; return; } else { //宠物位置 Point petLocation = pet->getLogicNow(); petLocation = LogicalExchangeMap(petLocation); int deltaX = wagonLocation._x - petLocation._x; int deltaY = wagonLocation._y - petLocation._y; int distance = sqrt(deltaX * deltaX + deltaY * deltaY); range = pet->getAttackRange(); cout<<"BisonTest: distance is "<<distance<<" pet attack range is "<<range<<endl; if (distance > range) { cout<<"BisonTest: The wagon is out attack range"<<endl; return; } } } else { return; } attackWagon(hero->getIdentity(), attackLife, attackMagic, skillId, wagonId); #endif }