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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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90 lines
2.8 KiB
C++
90 lines
2.8 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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// net
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#include "nel/net/message.h"
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// misc
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#include "nel/misc/bit_mem_stream.h"
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// game_share
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#include "game_share/generic_xml_msg_mngr.h"
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//
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#include "combat_action_stun.h"
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#include "phrase_utilities_functions.h"
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using namespace std;
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using namespace NLMISC;
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using namespace NLNET;
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extern CGenericXmlMsgHeaderManager GenericMsgManager;
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//--------------------------------------------------------------
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// build()
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//--------------------------------------------------------------
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bool CCombatActionStun::build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, uint &brickIndex, CCombatPhrase * phrase )
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{
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if (!phrase) return false;
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_CombatPhrase = phrase;
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_ActorRowId = actorRowId;
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return true;
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} // build //
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//--------------------------------------------------------------
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// apply()
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//--------------------------------------------------------------
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void CCombatActionStun::apply(CCombatPhrase *phrase)
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{
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CEntityBase *entity = CEntityBaseManager::getEntityBasePtr(_TargetRowId);
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if (!entity)
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return;
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TGameCycle endDate = _StunDuration + CTickEventHandler::getGameCycle();
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_StunEffect = new CCombatStunEffect( _ActorRowId, _TargetRowId, EFFECT_FAMILIES::CombatStun, _StunLevel, endDate);
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if (!_StunEffect)
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{
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nlwarning("<CCombatActionStun::apply> Failed to allocate new CCombatStunEffect object !");
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return;
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}
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_StunEffect->stunnedEntity(entity);
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entity->stun();
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entity->addSabrinaEffect(_StunEffect);
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// send stun impulsion to the IOS
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CMessage msgout( "IMPULSION_ID" );
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msgout.serial( const_cast<CEntityId&> (entity->getId()) );
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CBitMemStream bms;
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GenericMsgManager.pushNameToStream( "STUN:STUN", bms);
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uint16 tickCount = _StunDuration;
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bms.serial( tickCount );
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msgout.serialMemStream( bms );
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CUnifiedNetwork::getInstance()->send( entity->getId().getDynamicId(), msgout );
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// send message
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PHRASE_UTILITIES::sendSimpleMessage( _TargetRowId, "OPS_EFFECT_STUN_BEGIN" );
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PHRASE_UTILITIES::sendMessage( _ActorRowId, "OPS_EFFECT_STUN_BEGIN_E", _TargetRowId );
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/// todo : send to spectators
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} // apply //
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