📄 nymphrecovery.cpp
字号:
//////////////////////////////////////////////////////////////////////////////// Filename : NymphRecovery.cpp// Written by : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "NymphRecovery.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCStatusCurrentHP.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void NymphRecovery::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; Assert(pOusters != NULL); Assert(pOustersSkillSlot != NULL); BYTE Grade = 0; if ( pOustersSkillSlot->getExpLevel() < 15 ) Grade = 0; else if ( pOustersSkillSlot->getExpLevel() < 30 ) Grade = 1; else Grade = 2; try { Player* pPlayer = pOusters->getPlayer(); Zone* pZone = pOusters->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND); if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_OUSTERS_WRISTLET || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND)) { executeSkillFailException(pOusters, pOustersSkillSlot->getSkillType(), Grade); return; } Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NoSuch力芭. by sigi. 2002.5.2 if (pTargetCreature==NULL || !pTargetCreature->isOusters()) { executeSkillFailException(pOusters, getSkillType(), Grade); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature); GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK5 _GCSkillToObjectOK5; SkillType_t SkillType = pOustersSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); int RequiredMP = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel(); bool bManaCheck = hasEnoughMana(pOusters, RequiredMP); bool bTimeCheck = verifyRunTime(pOustersSkillSlot); bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange()) && canHit( pOusters, pTargetCreature, SkillType, pOustersSkillSlot->getExpLevel() ); bool bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot); bool bSatisfyRequire = pOusters->satisfySkillRequire( pSkillInfo ); bool bHPCheck = pTargetOusters->getHP(ATTR_MAX) > pTargetOusters->getHP() || pTargetOusters->getMP(ATTR_MAX) > pTargetOusters->getMP(); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bSatisfyRequire && bHPCheck) { // 付唱甫 临牢促. decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1); // 捞棋飘狼 瓤苞客 瘤加矫埃阑 拌魂茄促. SkillInput input(pOusters, pOustersSkillSlot); SkillOutput output; input.TargetType = SkillInput::TARGET_OTHER; computeOutput(input, output); HP_t final = min( (int)pTargetOusters->getHP(ATTR_MAX), pTargetOusters->getHP() + output.Damage ); if ( final > pTargetOusters->getHP(ATTR_MAX) - pTargetOusters->getSilverDamage() ) { pTargetOusters->setSilverDamage( pTargetOusters->getHP(ATTR_MAX) - final ); _GCSkillToObjectOK2.addShortData(MODIFY_SILVER_DAMAGE, pTargetOusters->getSilverDamage()); } if ( pTargetOusters->getHP() != final ) { pTargetOusters->setHP( final ); _GCSkillToObjectOK2.addShortData(MODIFY_CURRENT_HP, final); } GCStatusCurrentHP gcHP; gcHP.setObjectID( pTargetOusters->getObjectID() ); gcHP.setCurrentHP( final ); final = min( (int)pTargetOusters->getMP(ATTR_MAX), pTargetOusters->getMP() + output.Damage ); if ( pTargetOusters->getMP() != final ) { pTargetOusters->setMP( final ); _GCSkillToObjectOK2.addShortData(MODIFY_CURRENT_MP, final); } // 菩哦阑 霖厚秦辑 焊辰促. _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setGrade(Grade); _GCSkillToObjectOK2.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setGrade(Grade); _GCSkillToObjectOK5.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); _GCSkillToObjectOK5.setGrade(Grade); // Send Packet pPlayer->sendPacket(&_GCSkillToObjectOK1); if (pOusters != pTargetCreature && pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } list<Creature*> cList; cList.push_back(pOusters); cList.push_back(pTargetCreature); pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &_GCSkillToObjectOK5 , cList); pZone->broadcastPacket(pTargetOusters->getX(), pTargetOusters->getY(), &gcHP, pTargetOusters); pOustersSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature, Grade); } } catch (Throwable & t) { executeSkillFailException(pOusters, getSkillType(), Grade); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH}//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void NymphRecovery::execute(Ousters* pOusters, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; Assert(pOusters != NULL); Assert(pOustersSkillSlot != NULL); BYTE Grade = 0; if ( pOustersSkillSlot->getExpLevel() < 15 ) Grade = 0; else if ( pOustersSkillSlot->getExpLevel() < 30 ) Grade = 1; else Grade = 2; try { Player* pPlayer = pOusters->getPlayer(); Zone* pZone = pOusters->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND); if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_OUSTERS_WRISTLET || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND)) { executeSkillFailException(pOusters, pOustersSkillSlot->getSkillType(), Grade); return; } GCSkillToSelfOK1 _GCSkillToSelfOK1; GCSkillToSelfOK2 _GCSkillToSelfOK2; SkillType_t SkillType = pOustersSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); int RequiredMP = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel(); bool bManaCheck = hasEnoughMana(pOusters, RequiredMP); bool bTimeCheck = verifyRunTime(pOustersSkillSlot); bool bRangeCheck = checkZoneLevelToUseSkill(pOusters); bool bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot); bool bSatisfyRequire = pOusters->satisfySkillRequire( pSkillInfo ); bool bHPCheck = pOusters->getHP(ATTR_MAX) > pOusters->getHP() || pOusters->getMP(ATTR_MAX) > pOusters->getMP(); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bSatisfyRequire && bHPCheck) { decreaseMana(pOusters, RequiredMP, _GCSkillToSelfOK1); // 捞棋飘狼 瓤苞客 瘤加矫埃阑 拌魂茄促. SkillInput input(pOusters, pOustersSkillSlot); SkillOutput output; input.TargetType = SkillInput::TARGET_SELF; computeOutput(input, output); HP_t final = min( (int)pOusters->getHP(ATTR_MAX), pOusters->getHP() + output.Damage ); if ( final > pOusters->getHP(ATTR_MAX) - pOusters->getSilverDamage() ) { pOusters->setSilverDamage( pOusters->getHP(ATTR_MAX) - final ); _GCSkillToSelfOK1.addShortData(MODIFY_SILVER_DAMAGE, pOusters->getSilverDamage()); } if ( pOusters->getHP() != final ) { pOusters->setHP( final ); _GCSkillToSelfOK1.addShortData(MODIFY_CURRENT_HP, final); } GCStatusCurrentHP gcHP; gcHP.setObjectID( pOusters->getObjectID() ); gcHP.setCurrentHP( final ); final = min( (int)pOusters->getMP(ATTR_MAX), pOusters->getMP() + output.Damage ); if ( pOusters->getMP() != final ) { pOusters->setMP( final ); _GCSkillToSelfOK1.addShortData(MODIFY_CURRENT_MP, final); } // 菩哦阑 霖厚秦辑 焊辰促. ZoneCoord_t myX = pOusters->getX(); ZoneCoord_t myY = pOusters->getY(); _GCSkillToSelfOK1.setSkillType(SkillType); _GCSkillToSelfOK1.setCEffectID(CEffectID); _GCSkillToSelfOK1.setGrade(Grade); _GCSkillToSelfOK2.setObjectID(pOusters->getObjectID()); _GCSkillToSelfOK2.setSkillType(SkillType); _GCSkillToSelfOK2.setGrade(Grade); pPlayer->sendPacket(&_GCSkillToSelfOK1); pZone->broadcastPacket(myX, myY, &_GCSkillToSelfOK2, pOusters); pZone->broadcastPacket(myX, myY, &gcHP, pOusters); pOustersSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pOusters, getSkillType(), NULL, Grade); } } catch (Throwable & t) { executeSkillFailException(pOusters, getSkillType(), Grade); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH}NymphRecovery g_NymphRecovery;
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -