#pragma once #ifndef GAMESERVER_MIRROR_ABILITY_H #define GAMESERVER_MIRROR_ABILITY_H #include "BaseStatusAbility.h" //================================================================================================== class MirrorAbility : public BaseStatusAbility { public: MirrorAbility() {} virtual ~MirrorAbility() {} //virtual void Init(Skill* skill, const BASE_ABILITYINFO* base_ability_info); //virtual void InitDetailed(Character* attacker, // SLOTCODE skill_code, SkillInfo* skill_info_data, // BYTE skill_stat_type, const BASE_ABILITYINFO* base_ability_info); //virtual void Release(Character* target); //// //virtual eABILITY_TYPE GetAbilityType() const; virtual bool IsValidStateID() const; //// //virtual bool CanExecute(Character* attacker, // Character* target, DWORD main_target_key, WzVector main_target_pos); //virtual bool Execute(Character* target, BYTE* pMsg, WORD& wMsgSize); //virtual bool ExecuteEffect(BYTE* pMsg, WORD& wMsgSize); //virtual void SetBonusEffect(BONUS_ABILITY_EFFECT* bonus_ability_effect); }; //================================================================================================== //virtual inline bool MirrorAbility::IsValidStateID() const { switch (GetStateID()) { case eCHAR_STATE_REFLECT_DAMAGE: case eCHAR_STATE_REFLECT_SLOW: case eCHAR_STATE_REFLECT_FROZEN: case eCHAR_STATE_REFLECT_SLOWDOWN: case eCHAR_STATE_REFLECT_STUN: case eCHAR_STATE_REFLECT_FEAR: #ifdef _NA_007514_20140828_NEW_CHARACTER_WITCHBLADE case eCHAR_STATE_REFLECT_LINK_SKILL: #endif // _NA_007514_20140828_NEW_CHARACTER_WITCHBLADE return true; default: return false; } } #endif