cgmakeitemhandler.cpp

来自「天之炼狱1服务器端源文件游戏服务端不完整」· C++ 代码 · 共 114 行

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//////////////////////////////////////////////////////////////////////////////// Filename    : CGMakeItemHandler.cc// Written By  :// Description : //////////////////////////////////////////////////////////////////////////////#include "CGMakeItem.h"#ifdef __GAME_SERVER__	#include "GamePlayer.h"	#include "Zone.h"	#include "Slayer.h"	#include "Vampire.h"	#include "Item.h"	#include "ZoneUtil.h"	#include "SkillHandler.h"	#include "SkillHandlerManager.h"	#include "item/Money.h"	#include "Gpackets/GCDeleteandPickUpOK.h"	#include "Gpackets/GCDeleteObject.h"	#include "Gpackets/GCSkillFailed1.h"#endif////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void CGMakeItemHandler::execute (CGMakeItem* pPacket, Player* pPlayer)	throw (ProtocolException, Error){	__BEGIN_TRY __BEGIN_DEBUG_EX	__BEGIN_DEBUG	#ifdef __GAME_SERVER__	/*	Assert(pPacket != NULL);	Assert(pPlayer != NULL);	ItemClass_t itemClass   = pPacket->getItemClass();	SkillType_t SkillType = 0;	switch(itemClass)	{		case Item::ITEM_CLASS_MINE:			SkillType = SKILL_MAKE_MINE;			break;					case Item::ITEM_CLASS_BOMB:			SkillType = SKILL_MAKE_BOMB;			break;					default:			Assert(false);	}	try 	{		GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);		Creature*   pPC         = pGamePlayer->getCreature();		ItemType_t  itemType    = pPacket->getItemType();		Zone* pZone = pPC->getZone(); 		Assert(pZone != NULL);		if (pPC->isSlayer()) 		{			Slayer*    pSlayer    = dynamic_cast<Slayer*>(pPC);			SkillSlot* pSkillSlot = pSlayer->hasSkill(SkillType);			bool       bSuccess   = true;			if (pSkillSlot == NULL) bSuccess = false;			if (pSlayer->isFlag(Effect::EFFECT_CLASS_PARALYZE)) bSuccess = false;			if (pSlayer->isFlag(Effect::EFFECT_CLASS_HIDE)) bSuccess = false;			if (pSlayer->isFlag(Effect::EFFECT_CLASS_SNIPING_MODE)) 			{				addUnSnipingModeCreature(pZone, pSlayer, true);			}			if (bSuccess) 			{				SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType);				Assert(pSkillHandler != NULL);				pSkillHandler->execute(pSlayer, pSkillSlot, itemType);			}			else 			{				GCSkillFailed1 _GCSkillFailed1;				_GCSkillFailed1.setSkillType(SkillType);				pPlayer->sendPacket(&_GCSkillFailed1);			}		}		else		{			GCSkillFailed1 _GCSkillFailed1;			_GCSkillFailed1.setSkillType(SkillType);			pPlayer->sendPacket(&_GCSkillFailed1);		}	} 	catch (Throwable & t) 	{ 		//cout << t.toString() << endl; 	}	*/#endif	// __GAME_SERVER__	__END_DEBUG	__END_DEBUG_EX __END_CATCH}

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