Inheritance: BaseObject
Beispiel #1
0
        public PlayerTimer(PlayerObject _play)
        {
            mi64Effect = 0;
            mi64EffectEx = 0;
            play = _play;

            mXpTime = new GameBase.Core.TimeOut();
            mXpTime.SetInterval(Define.XP_ADD_SECS);
            mXpTime.Update();
            mnXpVal = 0;

            mSPTime = new GameBase.Core.TimeOut();
            mSPTime.SetInterval(Define.SP_ADD_SECS);
            mSPTime.Update();
            mListStatus = new List<GameStruct.RoleStatus>();
            mObject_CALL = null;
        }
Beispiel #2
0
        //添加状态
        //nStatus 状态id
        //nTime   持续时间- 秒 0为无限时间
        //bCover  是否覆盖该状态
        public void AddStatus(int nStatus, int nTime = 0, bool bCover = true)
        {
            if (this.QueryStatus(GameStruct.RoleStatus.STATUS_DIE) != null)
            {
                return;
            }
            bool bAdd = false;
            bool bSendState = true;
            GameStruct.RoleStatus status = null;
            for (int i = 0; i < mListStatus.Count; i++)
            {
                status = mListStatus[i];
                if (status.nStatus == nStatus)
                {
                    if (bCover)
                    {
                        status.nTime = nTime * 1000;
                        status.nLastTick = System.Environment.TickCount;
                    }
                    else { status.nTime += nTime * 1000; }
                    bAdd = true;
                    break;
                }
            }
            if (!bAdd)
            {
                status = new GameStruct.RoleStatus();
                status.nStatus = nStatus;
                status.nTime = nTime * 1000;
                mListStatus.Add(status);
            }
            int nOldEff = GetEffect();
            switch (nStatus)
            {
                case GameStruct.RoleStatus.STATUS_XPFULL: //XP爆气-- 下降
                    {
                        //mi64Effect  &= ~ Define.KEEPEFFECT_XPFULL;
                        //play.ChangeAttribute(GameStruct.UserAttribute.STATUS1, 64,true);
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_XPFULL_ATTACK: //xp爆气- 技能被单击
                    {
                        this.DeleteStatus(GameStruct.RoleStatus.STATUS_XPFULL); //删除xp爆气buff
                        mXpTime.SetInterval(Define.XP_MAX_FULL_SECS);
                        mXpTime.Update();
                        mi64Effect |= Define.KEEPEFFECT_XPFULL;

                        break;
                    }
                case GameStruct.RoleStatus.STATUS_MOLONGSHOUHU: //魔龙守护
                    {
                        play.ChangeAttribute(GameStruct.UserAttribute.MOLONGSHOUHU_STATUS, 1,true);
                        ushort nMagicLv = play.GetMagicSystem().GetMagicLevel(GameStruct.MagicTypeInfo.MOLONGSHOUHU);
                        GameStruct.MagicTypeInfo magicInfo = ConfigManager.Instance().GetMagicTypeInfo(GameStruct.MagicTypeInfo.MOLONGSHOUHU, (byte)nMagicLv);
                        if (magicInfo != null)
                        {
                            //没有实际效果-- 待修正
                            //添加buff-
                            int nDefense = (int)magicInfo.power;
                            byte[] data1 = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                            GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx());
                            outpack.WriteUInt16(48);
                            outpack.WriteUInt16(1127);
                            outpack.WriteUInt32(play.GetTypeId());
                            outpack.WriteInt32(nTime);
                            outpack.WriteInt32(nDefense);
                            outpack.WriteBuff(data1);
                            play.SendData(outpack.Flush());
                        }
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_STEALTH: //潜行
                    {
                        mi64Effect |= Define.KEEPEFFECT_LURKER;
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_CRIME: //闪蓝
                    {
                        mi64Effect |= Define.KEEPEFFECT_CRIME;
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_RED: //红名
                    {
                        mi64Effect |= Define.KEEPEFFECT_RED;
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_BLOCK: //黑名
                    {
                        mi64Effect |= Define.KEEPEFFECT_DEEPRED;
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_FLY: //雷霆万钧单独处理.要把xp满的包发下去
                    {
                        mi64Effect |= Define.KEEPEFFECT_FLY;

                        NetMsg.MsgUserAttribute msg = new NetMsg.MsgUserAttribute();
                        msg.role_id = play.GetTypeId();
                        msg.Create(null, null);
                        msg.AddAttribute(GameStruct.UserAttribute.STATUS, (uint)GetEffect(false));
                        msg.AddAttribute(GameStruct.UserAttribute.STATUS1, (uint)GetEffect());//这是xp满的标识

                        play.BroadcastBuffer(msg.GetBuffer(), true);
                        bSendState = false;
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_HIDDEN:
                    {
                        mi64Effect |= Define.KEEPEFFECT_HIDDEN;
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_HEILONGWU:
                    {
                        mi64Effect |= Define.KEEPEFFECT_HEILONGWU;

                        break;
                    }
                case GameStruct.RoleStatus.STATUS_YUANSUZHANGKONG:
                    {
                        //修改元素掌控状态
                        play.ChangeAttribute(GameStruct.UserAttribute.YUANSUZHANGKONG,512,true);
                       //添加buff
                        byte[] data1 = { 48, 0, 103, 4 };
                        byte[] data2 = { 128, 81, 1, 0, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0 };
                        GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx());
                        outpack.WriteBuff(data1);
                        outpack.WriteUInt32(play.GetTypeId());
                        outpack.WriteBuff(data2);
                        play.SendData(outpack.Flush());
                        bSendState = false;
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_JUYANSHENGDUN:    //法师 巨岩圣盾
                    {
                        byte[] data1 = { 48, 0, 103, 4 };
                        byte[] data2 = { 132, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0 };
                        GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx());
                        outpack.WriteBuff(data1);
                        outpack.WriteUInt32(play.GetTypeId());
                        outpack.WriteBuff(data2);
                        play.SendData(outpack.Flush());
                        bSendState = false;
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_ANSHAXIELONG://亡灵巫师- 暗杀邪龙
                    {
                        if (mObject_CALL != null)
                        {
                            mObject_CALL.ClearThis();
                        }
                        GameStruct.MonsterInfo monster = ConfigManager.Instance().GetMonsterInfo(Define.ANSHAXIELONG_MONSTER_ID);
                        if (monster == null)
                        {
                            Log.Instance().WriteLog("创建暗沙邪龙失败!!,无此怪物id!");
                            break;
                        }

                        int nx = play.GetCurrentX()+GameStruct.DIR._DELTA_X[play.GetDir()];
                        int ny = play.GetCurrentY() + GameStruct.DIR._DELTA_Y[play.GetDir()];
                        mObject_CALL = new AnShaXieLongObject(play, (short)nx, (short)ny, play.GetDir(), monster.id, monster.ai);
                        play.GetGameMap().AddObject(mObject_CALL, null);
                        mObject_CALL.RefreshVisibleObject();
                        mObject_CALL.Alive(false);

                        break;
                    }
                case GameStruct.RoleStatus.STATUS_MINGGUOSHENGNV: //冥国圣女
                    {
                        if (mObject_CALL != null)
                        {
                            mObject_CALL.ClearThis();
                        }
                        GameStruct.MonsterInfo monster = ConfigManager.Instance().GetMonsterInfo(Define.MINGGUOSHENGNV_MONSTER_ID);
                        if (monster == null)
                        {
                            Log.Instance().WriteLog("创建冥国圣女失败!!,无此怪物id!");
                            break;
                        }

                        int nx = play.GetCurrentX() + GameStruct.DIR._DELTA_X[play.GetDir()];
                        int ny = play.GetCurrentY() + GameStruct.DIR._DELTA_Y[play.GetDir()];
                        mObject_CALL = new MingGuoShengNv(play, (short)nx, (short)ny, play.GetDir(), monster.id, monster.ai);
                        play.GetGameMap().AddObject(mObject_CALL, null);
                        mObject_CALL.RefreshVisibleObject();
                        mObject_CALL.Alive(false);
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_WANGNIANWULING: //亡念巫灵
                    {
                        if (mObject_CALL != null)
                        {
                            mObject_CALL.ClearThis();
                        }
                        GameStruct.MonsterInfo monster = ConfigManager.Instance().GetMonsterInfo(Define.WANGNIANWULONG_MONSTER_ID);
                        if (monster == null)
                        {
                            Log.Instance().WriteLog("创建亡念巫灵失败!!,无此怪物id!");
                            break;
                        }

                        int nx = play.GetCurrentX() + GameStruct.DIR._DELTA_X[play.GetDir()];
                        int ny = play.GetCurrentY() + GameStruct.DIR._DELTA_Y[play.GetDir()];
                        mObject_CALL = new WangNianWuLing(play, (short)nx, (short)ny, play.GetDir(), monster.id, monster.ai);
                        play.GetGameMap().AddObject(mObject_CALL, null);
                        mObject_CALL.RefreshVisibleObject();
                        mObject_CALL.Alive(false);
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_HUASHENWANGLING:
                    {
                        mi64EffectEx |= Define.KEEPEFFECT_HUASHENWULING;
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_HUASHENWUSHI:
                    {
                        DeleteStatus(GameStruct.RoleStatus.STATUS_HUASHENWANGLING);
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_ZHAOHUANWUHUAN:
                    {
                        mi64Effect |= Define.KEEPEFFECT_ZHAOHUANWUHUAN;
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_MIXINSHU:     //血族 迷心术
                    {
                        mi64EffectEx |= Define.KEEPEFFECT_MIXINSHU;

                        GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx());
                        //buff
                        byte[] data = { 120, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                        outpack.WriteUInt16(48);
                        outpack.WriteUInt16(1127);
                        outpack.WriteUInt32(play.GetTypeId());
                        outpack.WriteBuff(data);
                        play.SendData(outpack.Flush());
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_XUEXI: //血族 血袭
                    {
                        mi64EffectEx |= Define.KEEPEFFECT_XUEXI;
                        GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx());
                        byte[] data = { 60, 0, 0, 0, 35, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                        outpack.WriteUInt16(48);
                        outpack.WriteUInt16(1127);
                        outpack.WriteUInt32(play.GetTypeId());
                        outpack.WriteBuff(data);
                        play.SendData(outpack.Flush());
                        break;
                    }
                case GameStruct.RoleStatus.STATUS_DIE: //死亡状态
                    {
                        mi64Effect |= Define.KEEPEFFECT_DIE;
                        break;
                    }

            }
            if (bSendState)
            {
                this.SendState();
               //    play.ChangeAttribute(state, GetEffect(state == GameStruct.UserAttribute.STATUS1),true);
            }

            //if (GetEffect() != nOldEff)
            //{
            //    play.ChangeAttribute(state, GetEffect());
            //}
        }
Beispiel #3
0
        //复活幻兽
        //target 死亡的怪物- 只有打怪才会加幻兽灵气
        public void Eudemon_Alive(MonsterObject taget)
        {
            for (int i = 0; i < mBattleObj.Count; i++)
            {
                EudemonObject obj = mBattleObj[i];
                if (obj.GetState() == EUDEMONSTATE.BATTLE && obj.GetAttr().bDie)
                {
                    obj.GetAttr().life += (int)(obj.GetAttr().life_max * 0.1) ; //杀死一个怪物加5点
                    NetMsg.MsgEudemonInfo msg = new NetMsg.MsgEudemonInfo();
                    msg.id = obj.GetTypeId();
                    msg.AddAttribute(EudemonAttribute.Life, obj.GetAttr().life);

                     PacketOut outpack = new PacketOut();
                    if (obj.GetAttr().life >= obj.GetAttr().life_max )
                    {
                        //      收到网络协议:长度:24协议号:2037
                        //{24,0,245,7,1,0,0,0,252,159,138,131,1,0,0,0,6,0,0,0,65,0,0,0}
                        obj.GetAttr().life = obj.GetAttr().life_max;
                        outpack.WriteInt16(24);
                        outpack.WriteInt16(2037);
                        outpack.WriteInt32(1);
                        outpack.WriteUInt32(obj.GetTypeId());
                        outpack.WriteInt32(1);
                        outpack.WriteInt32(6);
                        outpack.WriteInt32(obj.GetAttr().life);
                        obj.BrocatBuffer(outpack.Flush());
            //收到网络协议:长度:20协议号:1017
            //{20,0,249,3,252,159,138,131,1,0,0,0,0,0,0,0,65,0,0,0}
                        outpack = new PacketOut();
                        outpack.WriteInt16(20);
                        outpack.WriteInt16(1017);
                        outpack.WriteUInt32(obj.GetTypeId());
                        outpack.WriteInt32(1);
                        outpack.WriteInt32(0);
                        outpack.WriteInt32(obj.GetAttr().life);
                        obj.BrocatBuffer(outpack.Flush());
            //收到网络协议:长度:20协议号:1017
            //{20,0,249,3,252,159,138,131,1,0,0,0,26,0,0,0,4,0,0,0}
                        outpack = new PacketOut();
                        outpack.WriteInt16(20);
                        outpack.WriteInt16(1017);
                        outpack.WriteUInt32(obj.GetTypeId());
                        outpack.WriteInt32(1);
                        outpack.WriteInt32(26);
                        outpack.WriteInt32(4);
                        obj.BrocatBuffer(outpack.Flush());
            //收到网络协议:长度:20协议号:1017
            //{20,0,249,3,252,159,138,131,1,0,0,0,26,0,0,0,0,0,0,0}
                        outpack = new PacketOut();
                        outpack.WriteInt16(20);
                        outpack.WriteInt16(1017);
                        outpack.WriteUInt32(obj.GetTypeId());
                        outpack.WriteInt32(1);
                        outpack.WriteInt32(26);
                        outpack.WriteInt32(0);
                        obj.BrocatBuffer(outpack.Flush());

                        obj.GetAttr().bDie = false;
                        obj.SendEudemonInfo();
                    }
                    else
                    {
                    //    收到网络协议:长度:40协议号:1022

                       outpack.WriteInt16(40);
                        outpack.WriteInt16(1022);
                        outpack.WriteInt32(System.Environment.TickCount);
                        outpack.WriteUInt32(obj.GetTypeId());
                        outpack.WriteUInt32(taget.GetTypeId());
                        outpack.WriteInt16(obj.GetCurrentX());
                        outpack.WriteInt16(obj.GetCurrentY());

                        outpack.WriteInt32(32);
                        outpack.WriteInt16(4);
                        outpack.WriteInt32(obj.GetAttr().life);
                        outpack.WriteInt32(0);
                        outpack.WriteInt32(0);
                        outpack.WriteInt16(0);
                        obj.BrocatBuffer(outpack.Flush());

                    }
                    break;
                }
            }
        }
Beispiel #4
0
        //创建怪物
        public void CreateMonster(GameStruct.GeneratorInfo info)
        {
            GameStruct.MonsterInfo minfo = ConfigManager.Instance().GetMonsterInfo(info.monsterid);
            if (minfo == null)
            {
                Log.Instance().WriteLog("无法找到怪物id:" + info.monsterid.ToString());
                return;
            }
            MonsterObject obj ;
            Random rd = new Random();

            for (int i = 0; i < info.amount; i++)
            {

                short cx = 0;
                short cy = 0;
                byte index = 0;
                while (true)
                {
                    cx = (short)rd.Next((int)info.bound_x, (int)(info.bound_x + info.bound_cx));
                    cy = (short)rd.Next((int)info.bound_y, (int)(info.bound_y + info.bound_cy));
                    if (CanMove(cx, cy))
                    {

                        break;
                    }
                    index++;
                    if (index >= 100)
                    {
                        cx = cy = 0;
                        break;
                    }
                }
                if (cx == 0 && cy == 0)
                {
                    Log.Instance().WriteLog("创建怪物失败,无法找到落脚点" + this.GetMapInfo().name + "怪物名称:" + minfo.name + "地图id:"+
                        info.mapid.ToString()+" x:"+info.bound_x.ToString()+" y:"+info.bound_y.ToString());
                    return;
                }
                obj = new MonsterObject(minfo.id, minfo.ai,cx,cy,true);
                if (info.dir == DIR.MAX_DIRSIZE)
                {
                    obj.SetDir(GameStruct.DIR.Random_Dir());

                }
                else
                {
                    obj.SetDir(info.dir);
                }
                obj.SetRebirthTime(info.time);

                AddObject(obj);

            }
        }