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

49 lines
1.7 KiB
C++

#pragma once
#ifndef GAMESERVER_SUMMON_ABILITY_H
#define GAMESERVER_SUMMON_ABILITY_H
#include "Ability.h"
//==================================================================================================
class SummonAbility : public Ability
{
public:
SummonAbility() {}
virtual ~SummonAbility() {}
//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);
private:
void CreateSummoned(Character *pSummoner, SummonedNPCs *pOwnerSummonNPCs, DWORD dwCode, DWORD dwNumberOfNPCs);
void CreateSummonNPC(Character *pSummoner, SummonedNPCs *pOwnerSummonNPCs, DWORD dwCode, DWORD dwNumberOfNPCs);
};
//==================================================================================================
//virtual
inline eABILITY_TYPE SummonAbility::GetAbilityType() const {
return eABILITY_TYPE_EFFECT;
}
//virtual
inline bool SummonAbility::Execute(Character* target, BYTE* pMsg, WORD& wMsgSize)
{
__UNUSED((target, pMsg, wMsgSize));
return false;
}
#endif