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📄 jabbingvein.cpp

📁 dk1游戏的原代码文件,完整.编译系统redhat7.3,mysql 3.23 ,luascript v4.0 support
💻 CPP
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//////////////////////////////////////////////////////////////////////////////// Filename    : JabbingVein.cpp// Written by  : elca@ewestsoft.com// Description ://////////////////////////////////////////////////////////////////////////////#include "JabbingVein.h"#include "EffectJabbingVein.h"#include "Gpackets/GCAttackArmsOK1.h"#include "Gpackets/GCAttackArmsOK2.h"#include "Gpackets/GCAttackArmsOK3.h"#include "Gpackets/GCAttackArmsOK4.h"#include "Gpackets/GCAttackArmsOK5.h"#include "Gpackets/GCAddEffect.h"#include "ItemUtil.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘//////////////////////////////////////////////////////////////////////////////void JabbingVein::execute (Slayer* pSlayer, ObjectID_t TargetObjectID,  SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw (Error){	__BEGIN_TRY __BEGIN_DEBUG	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pSlayer != NULL);	Assert(pSkillSlot != NULL);	try 	{		Player* pPlayer = pSlayer->getPlayer();		Zone* pZone = pSlayer->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//Assert(pTargetCreature != NULL);		// NoSuch力芭. by sigi. 2002.5.2		if (pTargetCreature==NULL			|| pTargetCreature->isNPC()) 		{			executeSkillFailException(pSlayer, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		GCAttackArmsOK1 _GCAttackArmsOK1;		GCAttackArmsOK2 _GCAttackArmsOK2;		GCAttackArmsOK3 _GCAttackArmsOK3;		GCAttackArmsOK4 _GCAttackArmsOK4;		GCAttackArmsOK5 _GCAttackArmsOK5;		// 甸绊 乐绰 公扁啊 绝芭唱, 醚 拌凯 公扁啊 酒聪扼搁 扁贱阑 镜 荐 绝促.		// 醚 拌凯 公扁 吝俊辑档 SG唱 SR篮 JabbingVein甫 镜 荐啊 绝促.		// SG, SR 档 捞力 镜 荐 乐促.		// 2003. 1. 14  by bezz		Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);		if (pWeapon == NULL || isArmsWeapon(pWeapon) == false )//			pWeapon->getItemClass() == Item::ITEM_CLASS_SG || //			pWeapon->getItemClass() == Item::ITEM_CLASS_SR)		{			executeSkillFailException(pSlayer, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);		SkillType_t       SkillType  = pSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		SkillDomainType_t DomainType = pSkillInfo->getDomainType();		SkillLevel_t      SkillLevel = pSkillSlot->getExpLevel();		SkillInput input(pSlayer, pSkillSlot);		SkillOutput output;		if ( pTargetCreature->isPC() )		{			input.TargetType = SkillInput::TARGET_PC;		}		else		{			input.TargetType = SkillInput::TARGET_MONSTER;		}		computeOutput(input, output);		// 其澄萍 蔼阑 拌魂茄促.		int ToHitPenalty = getPercentValue(pSlayer->getToHit(), output.ToHit); 		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck   = hasEnoughMana(pSlayer, RequiredMP);		bool bTimeCheck   = verifyRunTime(pSkillSlot);		bool bRangeCheck  = verifyDistance(pSlayer, pTargetCreature, pWeapon->getRange());		bool bBulletCheck = (getRemainBullet(pWeapon) > 0) ? true : false;		bool bHitRoll     = HitRoll::isSuccess(pSlayer, pTargetCreature, ToHitPenalty);		bool bPK          = verifyPK(pSlayer, pTargetCreature);		// 醚舅 箭磊绰 公炼扒 冻绢哆赴促.		Bullet_t RemainBullet = 0;		if (bBulletCheck)		{			// 醚舅 箭磊甫 冻绢哆府绊, 历厘窍绊, 巢篮 醚舅 箭磊甫 罐酒柯促.			decreaseBullet(pWeapon);			// 茄惯镜锭付促 历厘且 鞘夸 绝促. by sigi. 2002.5.9			//pWeapon->save(pSlayer->getName(), STORAGE_GEAR, 0, Slayer::WEAR_RIGHTHAND, 0);			RemainBullet = getRemainBullet(pWeapon);		}		if (bManaCheck && bTimeCheck && bRangeCheck && bBulletCheck && bHitRoll && bPK)		{			//cout << pSlayer->getName().c_str() << " Attack OK" << endl;			decreaseMana(pSlayer, RequiredMP, _GCAttackArmsOK1);			_GCAttackArmsOK5.setSkillSuccess(true);			_GCAttackArmsOK1.setSkillSuccess(true);			bool bCriticalHit = false;			// 单固瘤甫 拌魂窍绊, quickfire 其澄萍甫 啊茄促.			// output.Damage啊 澜荐捞扁 锭巩俊, %蔼阑 备秦 歹窍搁 搬惫 哗绰 巴捞 等促.			int Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);			Damage += getPercentValue(Damage, output.Damage);			Damage = max(0, Damage);			//cout << "JabbingVeinDamage:" << Damage << endl;			// 单固瘤甫 技泼茄促.			setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCAttackArmsOK2, &_GCAttackArmsOK1);			computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCAttackArmsOK2, &_GCAttackArmsOK1);			if ( !pTargetCreature->isFlag(Effect::EFFECT_CLASS_JABBING_VEIN) && rand()%100 < output.Range )			{				EffectJabbingVein* pEffect = new EffectJabbingVein( pTargetCreature );				pEffect->setDeadline( output.Duration );				pTargetCreature->addEffect( pEffect );				pTargetCreature->setFlag( pEffect->getEffectClass() );				GCAddEffect gcAddEffect;				gcAddEffect.setObjectID( pTargetCreature->getObjectID() );				gcAddEffect.setEffectID( pEffect->getSendEffectClass() );				gcAddEffect.setDuration( output.Duration );				pZone->broadcastPacket( pTargetCreature->getX(), pTargetCreature->getY(), &gcAddEffect );			}			// 农府萍拿 洒飘扼搁 惑措规阑 第肺 拱矾唱霸 茄促.			if (bCriticalHit)			{				knockbackCreature(pZone, pTargetCreature, pSlayer->getX(), pSlayer->getY());			}			if( !pTargetCreature->isSlayer() ) 			{				if (bIncreaseExp)				{					shareAttrExp(pSlayer, Damage , 1, 8, 1, _GCAttackArmsOK1);					increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCAttackArmsOK1);					increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCAttackArmsOK1);				}				increaseAlignment(pSlayer, pTargetCreature, _GCAttackArmsOK1);			}			//}			if (pTargetCreature->isPC()) 			{				Player* pTargetPlayer = pTargetCreature->getPlayer();				if (pTargetPlayer != NULL) 				{ 					_GCAttackArmsOK2.setObjectID(getSkillType() );					_GCAttackArmsOK2.setObjectID(pSlayer->getObjectID());					pTargetPlayer->sendPacket(&_GCAttackArmsOK2);				}			} 			else if (pTargetCreature->isMonster())			{				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);				pMonster->addEnemy(pSlayer);			}			// 傍拜磊客 惑措狼 酒捞袍 郴备己 冻绢飘覆.			decreaseDurability(pSlayer, pTargetCreature, 1, &_GCAttackArmsOK1, &_GCAttackArmsOK2);			ZoneCoord_t targetX = pTargetCreature->getX();			ZoneCoord_t targetY = pTargetCreature->getY();			ZoneCoord_t myX     = pSlayer->getX();			ZoneCoord_t myY     = pSlayer->getY();						_GCAttackArmsOK1.setSkillType(getSkillType());			_GCAttackArmsOK1.setObjectID(TargetObjectID);			_GCAttackArmsOK1.setBulletNum(RemainBullet);			_GCAttackArmsOK3.setSkillType(getSkillType());			_GCAttackArmsOK3.setObjectID(pSlayer->getObjectID());			_GCAttackArmsOK3.setTargetXY (targetX, targetY);						_GCAttackArmsOK4.setSkillType(getSkillType());			_GCAttackArmsOK4.setTargetObjectID (TargetObjectID);						_GCAttackArmsOK5.setSkillType(getSkillType());			_GCAttackArmsOK5.setObjectID(pSlayer->getObjectID());			_GCAttackArmsOK5.setTargetObjectID (TargetObjectID);			pPlayer->sendPacket(&_GCAttackArmsOK1);			list<Creature *> cList;			cList.push_back(pTargetCreature);			cList.push_back(pSlayer);			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCAttackArmsOK5, cList);			pZone->broadcastPacket(myX, myY, &_GCAttackArmsOK3, cList);			pZone->broadcastPacket(targetX, targetY, &_GCAttackArmsOK4, cList);			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormalWithGun(pSlayer, getSkillType(), pTargetCreature, RemainBullet);			//cout << pSlayer->getName().c_str() << " Fail : " 			//	<< (int)bManaCheck << (int)bTimeCheck << (int)bRangeCheck 			//	<< (int)bBulletCheck << (int)bHitRoll << (int)bPK << endl;		}	} 	catch (Throwable &t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_DEBUG __END_CATCH}void JabbingVein::execute(Monster* pMonster, Creature* pEnemy) 	throw(Error){	__BEGIN_TRY __BEGIN_DEBUG	//cout << "JabbingVein::executeMonster" << endl;	try 	{		BYTE RemainBullet = 0;		Zone* pZone = pMonster->getZone();		Assert(pZone != NULL);		// NoSuch力芭. by sigi. 2002.5.2		if (pEnemy==NULL			|| pEnemy->isNPC()) 		{			//cout << "WrongEnemy" << endl;			executeSkillFailNormalWithGun(pMonster, getSkillType(), pEnemy, RemainBullet);			return;		}		GCAttackArmsOK2 _GCAttackArmsOK2;		GCAttackArmsOK3 _GCAttackArmsOK3;		GCAttackArmsOK4 _GCAttackArmsOK4;		GCAttackArmsOK5 _GCAttackArmsOK5;		SkillType_t       SkillType  = getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		SkillInput input(pMonster);		SkillOutput output;		computeOutput(input, output);		// 其澄萍 蔼阑 拌魂茄促.		int ToHitPenalty = getPercentValue(pMonster->getToHit(), output.ToHit); 		bool bRangeCheck  = verifyDistance(pMonster, pEnemy, pSkillInfo->getRange());		bool bHitRoll     = HitRoll::isSuccess(pMonster, pEnemy, ToHitPenalty);		if (bRangeCheck && bHitRoll)		{			_GCAttackArmsOK5.setSkillSuccess(true);			ObjectID_t TargetObjectID = pEnemy->getObjectID();			bool bCriticalHit = false;			// 单固瘤甫 拌魂窍绊, quickfire 其澄萍甫 啊茄促.			// output.Damage啊 澜荐捞扁 锭巩俊, %蔼阑 备秦 歹窍搁 搬惫 哗绰 巴捞 等促.			int Damage = computeDamage(pMonster, pEnemy, 0, bCriticalHit);			Damage += getPercentValue(Damage, output.Damage);			Damage = max(0, Damage);			//cout << "JabbingVeinDamage:" << Damage << endl;			// 单固瘤甫 技泼茄促.			setDamage(pEnemy, Damage, pMonster, SkillType, &_GCAttackArmsOK2);			//computeAlignmentChange(pEnemy, Damage, pMonster, &_GCAttackArmsOK2, &_GCAttackArmsOK1);			if ( !pEnemy->isFlag(Effect::EFFECT_CLASS_JABBING_VEIN) && rand()%100 <= output.Range )			{				EffectJabbingVein* pEffect = new EffectJabbingVein( pEnemy );				pEffect->setDeadline( output.Duration );				pEnemy->addEffect( pEffect );				pEnemy->setFlag( pEffect->getEffectClass() );				GCAddEffect gcAddEffect;				gcAddEffect.setObjectID( pEnemy->getObjectID() );				gcAddEffect.setEffectID( pEffect->getSendEffectClass() );				gcAddEffect.setDuration( output.Duration );				pZone->broadcastPacket( pEnemy->getX(), pEnemy->getY(), &gcAddEffect );			}			// 农府萍拿 洒飘扼搁 惑措规阑 第肺 拱矾唱霸 茄促.			if (bCriticalHit)			{				knockbackCreature(pZone, pEnemy, pMonster->getX(), pMonster->getY());			}			if (pEnemy->isPC()) 			{				Player* pTargetPlayer = pEnemy->getPlayer();				if (pTargetPlayer != NULL) 				{ 					_GCAttackArmsOK2.setObjectID(pMonster->getObjectID());					pTargetPlayer->sendPacket(&_GCAttackArmsOK2);				}			} 			else if (pEnemy->isMonster())			{				Monster* pOtherMonster = dynamic_cast<Monster*>(pEnemy);				pOtherMonster->addEnemy(pMonster);			}			// 傍拜磊客 惑措狼 酒捞袍 郴备己 冻绢飘覆.			decreaseDurability(pMonster, pEnemy, 1, NULL, &_GCAttackArmsOK2);			ZoneCoord_t targetX = pEnemy->getX();			ZoneCoord_t targetY = pEnemy->getY();			ZoneCoord_t myX     = pMonster->getX();			ZoneCoord_t myY     = pMonster->getY();						_GCAttackArmsOK3.setObjectID(pMonster->getObjectID());			_GCAttackArmsOK3.setTargetXY (targetX, targetY);						_GCAttackArmsOK4.setTargetObjectID (TargetObjectID);						_GCAttackArmsOK5.setObjectID(pMonster->getObjectID());			_GCAttackArmsOK5.setTargetObjectID (TargetObjectID);			list<Creature *> cList;			cList.push_back(pEnemy);			cList.push_back(pMonster);			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCAttackArmsOK5, cList);			pZone->broadcastPacket(myX, myY, &_GCAttackArmsOK3, cList);			pZone->broadcastPacket(targetX, targetY, &_GCAttackArmsOK4, cList);			//pSkillSlot->setRunTime(output.Delay);		} 		else 		{			//cout << "Failed: " << (int)bRangeCheck << ", " << (int)bHitRoll << endl;			executeSkillFailNormalWithGun(pMonster, getSkillType(), pEnemy, RemainBullet);		}	} 	catch (Throwable &t) 	{		//cout << t.toString().c_str() << endl;		executeSkillFailException(pMonster, getSkillType());	}	//cout << "JabbingVein::executeMonster OK" << endl;	__END_DEBUG __END_CATCH}JabbingVein g_JabbingVein;

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