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C++ GCAddEffect::setDuration方法代码示例

本文整理汇总了C++中GCAddEffect::setDuration方法的典型用法代码示例。如果您正苦于以下问题:C++ GCAddEffect::setDuration方法的具体用法?C++ GCAddEffect::setDuration怎么用?C++ GCAddEffect::setDuration使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GCAddEffect的用法示例。


在下文中一共展示了GCAddEffect::setDuration方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: execute

//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Hallucination::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY
		
	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;

	Assert(pVampire != NULL);
	Assert(pSkillSlot != NULL);
	
	try 
	{
		Player* pPlayer = pVampire->getPlayer();
		Zone* pZone = pVampire->getZone();
		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
		//Assert(pTargetCreature != NULL);

		// NPC는 공격할 수 없다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pVampire, pTargetCreature )
			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_HALLUCINATION)
			|| pTargetCreature->isNPC()
			)
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;
		GCSkillToObjectOK4 _GCSkillToObjectOK4;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;
		GCSkillToObjectOK6 _GCSkillToObjectOK6;

		SkillType_t SkillType  = pSkillSlot->getSkillType();
		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessVampireCurse(pSkillInfo->getLevel(), pTargetCreature->getResist(MAGIC_DOMAIN_CURSE));
		bool bHitRoll2   = HitRoll::isSuccessHallucination(pVampire, pTargetCreature);
		bool bCanHit     = canHit(pVampire, pTargetCreature, SkillType);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_HALLUCINATION);
		bool bPK         = verifyPK(pVampire, pTargetCreature);

		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();
		ZoneCoord_t myX     = pVampire->getX();
		ZoneCoord_t myY     = pVampire->getY();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected && bPK)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

        	bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

			SkillInput input(pVampire);
			SkillOutput output;
			computeOutput(input, output);

			// pTargetCreature가 저주마법을 반사하는 경우
			if (CheckReflection(pVampire, pTargetCreature, getSkillType()))
			{
				pTargetCreature = (Creature*)pVampire;
				TargetObjectID = pVampire->getObjectID();
			}

			// 이펙트 오브젝트를 생성해 붙인다.
			EffectHallucination* pEffect = new EffectHallucination(pTargetCreature);
			pEffect->setDeadline(output.Duration);
			pEffect->setLevel(pSkillInfo->getLevel()/2);
			pTargetCreature->addEffect(pEffect);
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_HALLUCINATION);
		
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(output.Duration);
		
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(output.Duration);
		
			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY (targetX, targetY);
			
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
//.........这里部分代码省略.........
开发者ID:hillwah,项目名称:darkeden,代码行数:101,代码来源:Hallucination.cpp


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