Files
2022-10-26 12:25:11 +08:00

51 lines
1.7 KiB
C++

#pragma once
#ifndef GAMESERVER_STUN_ABILITY_H
#define GAMESERVER_STUN_ABILITY_H
#include "BaseStatusAbility.h"
//==================================================================================================
class StunAbility : public BaseStatusAbility
{
public:
StunAbility() {}
virtual ~StunAbility() {}
//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 StunAbility::IsValidStateID() const
{
switch (GetStateID())
{
case eCHAR_STATE_DOWN: case eCHAR_STATE_DELAY: case eCHAR_STATE_STUN:
case eCHAR_STATE_FROZEN: case eCHAR_STATE_HOLDING: case eCHAR_STATE_STONE:
case eCHAR_STATE_SLEEP:
case eCHAR_STATE_STUN2: //´ÙÅ©½ºÅÏ..
case eCHAR_STATE_FATAL_POINT:
case eCHAR_STATE_UPPERDOWN: // _NA_007617_20140916_ADD_CHARSTATE_UPPERDOWN
return true;
default:
return false;
}
}
#endif