cgskilltonamedhandler.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 157 行

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//////////////////////////////////////////////////////////////////////////////// Filename    : CGSkillToNamedHandler.cc// Written By  : elca@ewestsoft.com// Description ://////////////////////////////////////////////////////////////////////////////#include "CGSkillToNamed.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 CGSkillToNamedHandler::execute (CGSkillToNamed* pPacket , Player* pPlayer)	 throw (Error){	__BEGIN_TRY __BEGIN_DEBUG_EX		#ifdef __GAME_SERVER__	Assert(pPacket != NULL);	Assert(pPlayer != NULL);	try 	{		GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);		Assert(pGamePlayer != NULL);	// by sigi		if (pGamePlayer->getPlayerStatus() != GPS_NORMAL) return;		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;		}		disableFlags( pCreature, pZone, SkillType);		if (pCreature->isSlayer()) 		{			Slayer*    pSlayer    = dynamic_cast<Slayer*>(pCreature);			SkillSlot* pSkillSlot = ((Slayer *)pCreature)->hasSkill(SkillType);			bool       bSuccess   = true;			if (pSkillSlot == NULL) bSuccess = false;			if (!isAbleToUseSelfSkill(pSlayer, SkillType)) 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->getTargetName(), pSkillSlot, pPacket->getCEffectID());			 }			 else			 {				 GCSkillFailed1 _GCSkillFailed1;				_GCSkillFailed1.setSkillType(SkillType);				 pPlayer->sendPacket(&_GCSkillFailed1);			 }		} 		else if (pCreature->isVampire()) 		{			Vampire*          pVampire          = dynamic_cast<Vampire*>(pCreature);			VampireSkillSlot* pVampireSkillSlot = ((Vampire *)pCreature)->hasSkill(SkillType);			bool              bSuccess          = true;			//cout << "SkillType:" << (int)SkillType << endl;/*			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 (pVampireSkillSlot == NULL) bSuccess = false;			if (!isAbleToUseSelfSkill(pVampire, SkillType)) bSuccess = false;/*			if (pVampire->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))			{				addVisibleCreature(pZone, pVampire, true);			} */			if (bSuccess) 			{				SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType);				Assert(pSkillHandler != NULL);				pSkillHandler->execute(pVampire, pPacket->getTargetName(), pVampireSkillSlot, pPacket->getCEffectID());			}			else			{				GCSkillFailed1 _GCSkillFailed1;				_GCSkillFailed1.setSkillType(SkillType);				pPlayer->sendPacket(&_GCSkillFailed1);			}		} 		else if (pCreature->isOusters()) 		{			Ousters*          pOusters          = dynamic_cast<Ousters*>(pCreature);			OustersSkillSlot* pOustersSkillSlot = ((Ousters *)pCreature)->hasSkill(SkillType);			bool              bSuccess          = true;			if (pOustersSkillSlot == NULL) bSuccess = false;			if (!isAbleToUseSelfSkill(pOusters, SkillType)) bSuccess = false;			if (bSuccess) 			{				SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType);				Assert(pSkillHandler != NULL);				pSkillHandler->execute(pOusters, pPacket->getTargetName(), pOustersSkillSlot, pPacket->getCEffectID());			}			else			{				GCSkillFailed1 _GCSkillFailed1;				_GCSkillFailed1.setSkillType(SkillType);				pPlayer->sendPacket(&_GCSkillFailed1);			}		} 	} 	catch (Throwable & t) 	{		//cout << t.toString() << endl;	}#endif	// __GAME_SERVER__			__END_DEBUG_EX __END_CATCH}

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