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📄 transformtobat.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    : TransformToBat.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "TransformToBat.h"#include "EffectTransformToBat.h"#include "ZoneUtil.h"#include "ItemUtil.h"#include "RankBonus.h"#include "PKZoneInfoManager.h"#include "CreatureUtil.h"#include "GamePlayer.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToInventoryOK1.h"#include "Gpackets/GCSkillToSelfOK3.h"#include "Gpackets/GCDeleteObject.h"#include "Gpackets/GCAddBat.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 牢亥配府 勤甸矾//////////////////////////////////////////////////////////////////////////////void TransformToBat::execute(Vampire* pVampire, ObjectID_t InvenObjectID, CoordInven_t X, CoordInven_t Y, CoordInven_t TargetX, CoordInven_t TargetY, VampireSkillSlot* pSkillSlot)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pVampire != NULL);	Assert(pSkillSlot != NULL);	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Inventory* pInventory = pVampire->getInventory();		Assert(pPlayer != NULL);		Assert(pInventory != NULL);		Assert(pZone != NULL);		Item* pItem = pInventory->getItem(X, Y);		// 利寸茄 酒捞袍捞 酒聪扼搁 寸楷洒 函脚且 荐 绝促.		// PK粮捞扼搁 函脚且 荐 绝促.		if (pItem == NULL 			|| pItem->getItemClass() != Item::ITEM_CLASS_VAMPIRE_ETC 			|| pItem->getItemType() != 1			|| pVampire->hasRelicItem()			|| g_pPKZoneInfoManager->isPKZone( pZone->getZoneID() )			|| pVampire->isFlag( Effect::EFFECT_CLASS_REFINIUM_TICKET )		)		{			executeSkillFailException(pVampire, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		GCSkillToInventoryOK1 _GCSkillToInventoryOK1;		SkillType_t SkillType  = pSkillSlot->getSkillType();		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t x    = pVampire->getX();		ZoneCoord_t y    = pVampire->getY();		Tile&       tile = pZone->getTile(x, y);		// Knowledge of Innate 啊 乐促搁 hit bonus 10		int HitBonus = 0;		if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE ) )		{			RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE );			Assert( pRankBonus != NULL );			HitBonus = pRankBonus->getPoint();		}		int  RequiredMP     = decreaseConsumeMP(pVampire, pSkillInfo);		bool bManaCheck     = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck     = verifyRunTime(pSkillSlot);		bool bRangeCheck    = checkZoneLevelToUseSkill(pVampire);		bool bHitRoll       = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus);		bool bMoveModeCheck = pVampire->isWalking();		bool bTileCheck     = (canAddCreature(pZone, x, y, Creature::MOVE_MODE_FLYING) && tile.hasFlyingCreature() == false);		bool bEffected      = pVampire->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_BAT)								|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)								|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bMoveModeCheck && bTileCheck && !bEffected)		{			TPOINT pt = findSuitablePosition(pZone, x, y, Creature::MOVE_MODE_FLYING);			if (pt.x!=-1)	// 甸绢哎 谅钎 眉农. by sigi. 2002.5.2			{				decreaseMana(pVampire, RequiredMP, _GCSkillToInventoryOK1);				SkillInput input(pVampire);				SkillOutput output;				computeOutput(input, output);				// 捞棋飘 努贰胶甫 父甸绢 嘿牢促.				EffectTransformToBat* pEffectTTW = new EffectTransformToBat(pVampire);				pEffectTTW->setDeadline(99999999);				pVampire->addEffect(pEffectTTW);				pVampire->setFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_BAT);				// 捞肺 牢秦辑 函窍绰 瓷仿摹甸阑 焊郴霖促.				VAMPIRE_RECORD prev;				pVampire->getVampireRecord(prev);				pVampire->initAllStat();				pVampire->addModifyInfo(prev, _GCSkillToInventoryOK1);				_GCSkillToInventoryOK1.setSkillType(SkillType);				_GCSkillToInventoryOK1.setCEffectID(0);				_GCSkillToInventoryOK1.setDuration(0);							pPlayer->sendPacket(&_GCSkillToInventoryOK1);				// 轨颇捞绢 措脚 冠零甫 歹窍扼绊 舅妨霖促.				GCAddBat gcAddBat;				gcAddBat.setObjectID(pVampire->getObjectID());				gcAddBat.setName(pVampire->getName());				gcAddBat.setXYDir(x, y, pVampire->getDir());				gcAddBat.setItemType(pItem->getItemType());				gcAddBat.setCurrentHP(pVampire->getHP());				gcAddBat.setMaxHP(pVampire->getHP(ATTR_MAX));				gcAddBat.setGuildID(pVampire->getGuildID());				gcAddBat.setColor(pVampire->getBatColor());				pZone->broadcastPacket(x, y, &gcAddBat, pVampire);				// 鸥老俊促 瘤奎促, 促矫 歹窃栏肺辑 公宏葛靛甫 官曹 荐 勒促.				tile.deleteCreature(pVampire->getObjectID());				Tile& newtile = pZone->getTile(pt.x, pt.y);				pVampire->setMoveMode(Creature::MOVE_MODE_FLYING);				newtile.addCreature(pVampire);				pVampire->setXYDir(pt.x, pt.y, pVampire->getDir() );				decreaseItemNum(pItem, pInventory, pVampire->getName(), STORAGE_INVENTORY, 0, X, Y);				pSkillSlot->setRunTime(output.Delay);				if ( pVampire->getPetInfo() != NULL )				{					pVampire->setPetInfo(NULL);					sendPetInfo( dynamic_cast<GamePlayer*>(pVampire->getPlayer()), true );				}			}		} 		else 		{			executeSkillFailNormal(pVampire, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 阁胶磐 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void TransformToBat::execute(Monster* pMonster)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pMonster != NULL);	try 	{		Zone* pZone = pMonster->getZone();		Assert(pZone != NULL);		SkillType_t SkillType  = SKILL_TRANSFORM_TO_BAT;		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t x = pMonster->getX();		ZoneCoord_t y = pMonster->getY();		Tile&       tile = pZone->getTile(x, y);		bool bRangeCheck    = checkZoneLevelToUseSkill(pMonster);		bool bHitRoll       = HitRoll::isSuccessMagic(pMonster, pSkillInfo);		bool bMoveModeCheck = pMonster->isWalking();		bool bTileCheck     = (canAddCreature(pZone, x, y, Creature::MOVE_MODE_FLYING) && tile.hasFlyingCreature() == false);		bool bEffected      = pMonster->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_BAT);		if (bRangeCheck && bHitRoll && bMoveModeCheck && bTileCheck && !bEffected)		{			SkillInput input(pMonster);			SkillOutput output;			computeOutput(input, output);			// 捞棋飘 努贰胶甫 父甸绢 嘿牢促.			EffectTransformToBat* pEffectTTW = new EffectTransformToBat(pMonster);			pEffectTTW->setDeadline(99999999);			pMonster->addEffect(pEffectTTW);			pMonster->setFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_BAT);			// 捞肺 牢秦辑 函窍绰 瓷仿摹甸阑 焊郴霖促.			pMonster->initAllStat();			// 轨颇捞绢 措脚 冠零甫 歹窍扼绊 舅妨霖促.			GCAddBat gcAddBat;			gcAddBat.setObjectID(pMonster->getObjectID());			gcAddBat.setName(pMonster->getName());			gcAddBat.setXYDir(x, y, pMonster->getDir());			gcAddBat.setItemType(1);			gcAddBat.setCurrentHP(pMonster->getHP());			gcAddBat.setMaxHP(pMonster->getHP(ATTR_MAX));			gcAddBat.setGuildID(1);			gcAddBat.setColor(0);			pZone->broadcastPacket(x, y, &gcAddBat, pMonster);			// 鸥老俊促 瘤奎促, 促矫 歹窃栏肺辑 公宏葛靛甫 官曹 荐 勒促.			Tile& tile = pZone->getTile(x, y);			tile.deleteCreature(pMonster->getObjectID());			TPOINT pt = findSuitablePosition(pZone, x, y, Creature::MOVE_MODE_FLYING);			pMonster->setMoveMode(Creature::MOVE_MODE_FLYING);			Tile& newtile = pZone->getTile(pt.x, pt.y);			newtile.addCreature(pMonster);			pMonster->setXYDir(pt.x, pt.y, pMonster->getDir() );		} 		else 		{			executeSkillFailNormal(pMonster, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pMonster, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}TransformToBat g_TransformToBat;

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