cgskilltoinventoryhandler.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 159 行
CPP
159 行
//////////////////////////////////////////////////////////////////////////////// Filename : CGSkillToInventoryHandler.cc// Written By : elca@ewestsoft.com// Description ://////////////////////////////////////////////////////////////////////////////#include "CGSkillToInventory.h"#ifdef __GAME_SERVER__ #include "GamePlayer.h" #include "SkillHandlerManager.h" #include "ZoneUtil.h" #include "skill/Sniping.h" #include "Gpackets/GCSkillFailed1.h"#endif // __GAME_SERVER__////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void CGSkillToInventoryHandler::execute (CGSkillToInventory* pPacket , Player* pPlayer) throw (Error){ __BEGIN_TRY __BEGIN_DEBUG_EX #ifdef __GAME_SERVER__ Assert(pPacket != NULL); Assert(pPlayer != NULL); GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer); Assert(pGamePlayer != NULL); // by sigi if (pGamePlayer->getPlayerStatus() == GPS_NORMAL) { Creature* pCreature = pGamePlayer->getCreature(); Assert(pCreature != NULL); // by sigi Zone* pZone = pCreature->getZone(); Assert(pZone != NULL); SkillType_t SkillType = pPacket->getSkillType(); // 肯傈 救傈瘤措扼搁 扁贱 荤侩 阂啊. by sigi. 2002.11.14 ZoneLevel_t ZoneLevel = pZone->getZoneLevel(pCreature->getX(), pCreature->getY()); if (ZoneLevel & COMPLETE_SAFE_ZONE) { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); return; } BYTE X = pPacket->getX(); BYTE Y = pPacket->getY(); BYTE TX = pPacket->getTargetX(); BYTE TY = pPacket->getTargetY(); disableFlags( pCreature, pZone, SkillType); if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); SkillSlot* pSkillSlot = pSlayer->hasSkill(SkillType); bool bSuccess = true; if (pSkillSlot == NULL) bSuccess = false; if ( SkillType == SKILL_INSTALL_MINE ) { bSuccess = true; TY = 0; } else { if (!isAbleToUseInventorySkill(pSlayer, X, Y, TX, TY)) bSuccess = false; }/* if (pSlayer->isFlag(Effect::EFFECT_CLASS_SNIPING_MODE)) { g_Sniping.checkRevealRatio(pSlayer, 20, 10); } */ if (bSuccess) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType); Assert(pSkillHandler != NULL); pSkillHandler->execute(pSlayer, pPacket->getObjectID(), X, Y, TX, TY, pSkillSlot); } else { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); } } else if (pCreature->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); VampireSkillSlot* pVampireSkillSlot = pVampire->hasSkill(SkillType); bool bSuccess = true; if (pVampireSkillSlot == NULL) bSuccess = false; if (!isAbleToUseInventorySkill(pVampire, X, Y, TX, TY)) bSuccess = false;/* if (pVampire->isFlag(Effect::EFFECT_CLASS_INVISIBILITY)) { addVisibleCreature(pZone, pVampire, true); } if (pVampire->isFlag(Effect::EFFECT_CLASS_EXTREME)) { EffectManager * pEffectManager = pVampire->getEffectManager(); Assert( pEffectManager != NULL ); Effect * pEffect = pEffectManager->findEffect( Effect::EFFECT_CLASS_EXTREME ); if ( pEffect != NULL ) { pEffect->setDeadline(0); } } */ if (bSuccess) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType); Assert(pSkillHandler != NULL); pSkillHandler->execute(pVampire, pPacket->getObjectID(), X, Y, TX, TY, pVampireSkillSlot); } else { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); } } else if (pCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); OustersSkillSlot* pOustersSkillSlot = pOusters->hasSkill(SkillType); bool bSuccess = true; if (pOustersSkillSlot == NULL) bSuccess = false; if (!isAbleToUseInventorySkill(pOusters, X, Y, TX, TY)) bSuccess = false; if (bSuccess) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType); Assert(pSkillHandler != NULL); pSkillHandler->execute(pOusters, pPacket->getObjectID(), X, Y, TX, TY, pOustersSkillSlot); } else { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); } } }#endif // __GAME_SERVER__ __END_DEBUG_EX __END_CATCH}
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