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📄 sanctuary.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
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//////////////////////////////////////////////////////////////////////////////// Filename    : Sanctuary.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "Sanctuary.h"#include "EffectSanctuary.h"#include "Gpackets/GCSkillToTileOK1.h"#include "Gpackets/GCSkillToTileOK2.h"#include "Gpackets/GCSkillToTileOK3.h"#include "Gpackets/GCSkillToTileOK4.h"#include "Gpackets/GCSkillToTileOK5.h"#include "Gpackets/GCSkillToTileOK6.h"#include "Gpackets/GCAddEffectToTile.h"#include "Gpackets/GCSkillFailed1.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void Sanctuary::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pSlayer != NULL);	Assert(pSkillSlot != NULL);	try	{		Zone* pZone = pSlayer->getZone();		Assert(pZone != NULL);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//Assert(pTargetCreature != NULL);		// NoSuch力芭. by sigi. 2002.5.2		if (pTargetCreature==NULL			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30			)		{			executeSkillFailException(pSlayer, getSkillType());			return;		}		execute(pSlayer, pTargetCreature->getX(), pTargetCreature->getY(), pSkillSlot, CEffectID);	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 鸥老 勤甸矾//////////////////////////////////////////////////////////////////////////////void Sanctuary::execute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pSlayer != NULL);	Assert(pSkillSlot != NULL);	try 	{		Player* pPlayer = pSlayer->getPlayer();		Zone* pZone = pSlayer->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToTileOK1 _GCSkillToTileOK1;		GCSkillToTileOK2 _GCSkillToTileOK2;		GCSkillToTileOK3 _GCSkillToTileOK3;		GCSkillToTileOK4 _GCSkillToTileOK4;		GCSkillToTileOK5 _GCSkillToTileOK5;		GCSkillToTileOK6 _GCSkillToTileOK6;		SkillType_t SkillType  = pSkillSlot->getSkillType();		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t myX = pSlayer->getX();		ZoneCoord_t myY = pSlayer->getY();		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);		bool bTimeCheck  = verifyRunTime(pSkillSlot);		bool bRangeCheck = verifyDistance(pSlayer, X, Y, pSkillInfo->getRange()) && checkZoneLevelToUseSkill(pSlayer);		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);				bool bTileCheck = false;		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);		if (rect.ptInRect(X, Y)) bTileCheck = true;		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck)		{			// 捞棋飘狼 瘤加矫埃阑 拌魂茄促.			SkillInput input(pSlayer, pSkillSlot);			SkillOutput output;			computeOutput(input, output);			Range_t    Range    = 3;			int oX, oY;						list<Creature*> cList;	// denier list						ObjectRegistry & objectregister = pZone->getObjectRegistry();			// 老窜 捞固 sanctuary啊 乐绰瘤 八祸茄促.			for(oY = -1; oY <= 1; oY++)			for(oX = -1; oX <= 1; oX++)			{				int tileX = X+oX;				int tileY = Y+oY;				if (rect.ptInRect(tileX, tileY))				{					Tile& tile = pZone->getTile(tileX, tileY);					if (tile.canAddEffect())					{						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_SANCTUARY);						// 捞固 乐促搁						// 扁贱 角菩促.						if (pOldEffect != NULL)						{							executeSkillFailNormal(pSlayer, getSkillType(), NULL);							return;						}					}					else					{						executeSkillFailNormal(pSlayer, getSkillType(), NULL);						return;					}				}			}			// 角菩窍搁 付唱啊 临搁 救 登骨肺 咯扁辑 临咯霖促.			decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);			for(oY = -1; oY <= 1; oY++)			for(oX = -1; oX <= 1; oX++)			{				int tileX = X+oX;				int tileY = Y+oY;				if (rect.ptInRect(tileX, tileY))				{					Tile& tile = pZone->getTile(tileX, tileY);					// 泅犁 鸥老俊促 捞棋飘甫 眠啊且 荐 乐促搁...					//if (tile.canAddEffect())	// 困俊辑 眉农沁促.					{						// 鞍篮 effect啊 乐栏搁 瘤款促.						// 困俊辑 眉农沁促.						/*						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_SANCTUARY);						if (pOldEffect != NULL)						{							ObjectID_t effectID = pOldEffect->getObjectID();							pZone->deleteEffect(effectID);// fix me						}						*/											// 捞棋飘 努贰胶甫 积己茄促.						EffectSanctuary* pEffect = new EffectSanctuary(pZone , tileX, tileY, X, Y);						pEffect->setDeadline(output.Duration);						pEffect->setLevel(pSlayer->getINT());						pEffect->setDuration(output.Duration);						pEffect->setStartTime();						// Tile俊 嘿捞绰 Effect绰 ObjectID甫 殿废罐酒具 茄促.						objectregister.registerObject(pEffect);						pZone->addEffect(pEffect);						tile.addEffect(pEffect);						if (oX==0 && oY==0)						{							GCAddEffectToTile gcAddEffectToTile;							gcAddEffectToTile.setEffectID(pEffect->getEffectClass());							gcAddEffectToTile.setObjectID(pEffect->getObjectID());							gcAddEffectToTile.setXY(X, Y);							gcAddEffectToTile.setDuration(output.Duration);							pZone->broadcastPacket(X, Y, &gcAddEffectToTile, pSlayer);						}						const slist<Object*>& oList = tile.getObjectList();						for(slist<Object*>::const_iterator itr = oList.begin(); itr != oList.end(); itr++) 						{							Object* pTarget = *itr;							//Creature* pTargetCreature = NULL;							//if (pTarget->getObjectClass() == Object::OBJECT_CLASS_CREATURE)							{							//	pTargetCreature = dynamic_cast<Creature*>(pTarget);								// 捞棋飘 努贰胶甫 积己茄促.								/*								EffectSanctuary* pEffect = new EffectSanctuary(pZone , tileX, tileY, X, Y);								pEffect->setDeadline(output.Duration);								pEffect->setLevel(pSlayer->getINT());								pEffect->setDuration(output.Duration);								pEffect->setStartTime();								// 某腐磐俊 嘿绰促. 给 框流捞霸 且妨绊..								objectregister.registerObject(pEffect);								pTargetCreature->getEffectManager()->addEffect(pEffect);								pZone->addEffect(pEffect);								*/							}								/*								&& (pTargetCreature = dynamic_cast<Creature*>(pTarget))->isSlayer()) 							{								cList.push_back(pTargetCreature);								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());							}							*/							pEffect->affectObject(pTarget, false);						}					}					}				}			// client俊辑绰 effect积己登绰 矫埃捞 乐绢辑 			// 鸥捞怪 嘎免妨搁.. 矫埃阑 粱 哗拎具 茄促. -_-;			output.Duration -= 20;	// 2檬 猾促.			_GCSkillToTileOK1.setSkillType(SkillType);			_GCSkillToTileOK1.setCEffectID(CEffectID);			_GCSkillToTileOK1.setX(X);			_GCSkillToTileOK1.setY(Y);			_GCSkillToTileOK1.setDuration(output.Duration);			_GCSkillToTileOK1.setRange(Range);			_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToTileOK2.setSkillType(SkillType);			_GCSkillToTileOK2.setX(X);			_GCSkillToTileOK2.setY(Y);			_GCSkillToTileOK2.setDuration(output.Duration);			_GCSkillToTileOK2.setRange(Range);			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, SANCTUARY_SIGHT);			_GCSkillToTileOK3.setObjectID(pSlayer->getObjectID());			_GCSkillToTileOK3.setSkillType(SkillType);			_GCSkillToTileOK3.setX(X);			_GCSkillToTileOK3.setY(Y);			_GCSkillToTileOK4.setSkillType(SkillType);			_GCSkillToTileOK4.setX(X);			_GCSkillToTileOK4.setY(Y);			_GCSkillToTileOK4.setRange(Range);			_GCSkillToTileOK4.setDuration(output.Duration);			_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());			_GCSkillToTileOK5.setSkillType(SkillType);			_GCSkillToTileOK5.setX(X);			_GCSkillToTileOK5.setY(Y);			_GCSkillToTileOK5.setRange(Range);			_GCSkillToTileOK5.setDuration(output.Duration);			_GCSkillToTileOK6.setOrgXY(myX, myY);			_GCSkillToTileOK6.setSkillType(SkillType);			_GCSkillToTileOK6.setX(X);			_GCSkillToTileOK6.setY(Y);			_GCSkillToTileOK6.setDuration(output.Duration);			_GCSkillToTileOK6.setRange(Range);			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, SANCTUARY_SIGHT);			// EXP UP!			SkillDomainType_t DomainType = pSkillInfo->getDomainType();			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel( pSlayer->getSkillDomainLevel(DomainType));			Exp_t ExpUp = 10* (Grade + 1);			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToTileOK1);			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1);			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToTileOK1);			for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)			{				Creature* pTargetCreature = *itr;				if (canSee(pTargetCreature, pSlayer)) pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);				else pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK6);			}			pPlayer->sendPacket(&_GCSkillToTileOK1);			cList.push_back(pSlayer);			list<Creature*> watcherList = pZone->getWatcherList(myX, myY, pSlayer);			// watcherList俊辑 cList俊 加窍瘤 臼绊, caster(pSlayer)甫 杭 荐 绝绰 版快绰			// OK4甫 焊郴绊.. cList俊 眠啊茄促.			for(list<Creature*>::const_iterator itr = watcherList.begin(); itr != watcherList.end(); itr++)			{				bool bBelong = false;				for(list<Creature*>::const_iterator tItr = cList.begin(); tItr != cList.end(); tItr++)					if (*itr == *tItr)						bBelong = true;				Creature* pWatcher = (*itr);				if (bBelong == false && canSee(pWatcher, pSlayer) == false)				{					//Assert(pWatcher->isPC());	// 寸楷 PC促.. Zone::getWatcherList绰 PC父 return茄促					if (!pWatcher->isPC())					{						//cout << "Sanctuary : 坑贸 府胶飘啊 PC啊 酒凑聪促." << endl;						GCSkillFailed1 _GCSkillFailed1;						_GCSkillFailed1.setSkillType(getSkillType());						pSlayer->getPlayer()->sendPacket(&_GCSkillFailed1);						//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;						return;					}					pWatcher->getPlayer()->sendPacket(&_GCSkillToTileOK4);					cList.push_back(*itr);				}			}								cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList, false);									pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);						pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), NULL);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void Sanctuary::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw (Error){	execute(pSlayer, pSlayer->getX(), pSlayer->getY(), pSkillSlot, CEffectID);}Sanctuary g_Sanctuary;

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