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📄 groundbless.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
💻 CPP
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//////////////////////////////////////////////////////////////////////////////// Filename    : GroundBless.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "GroundBless.h"#include "EffectGroundBless.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCSkillToObjectOK6.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void GroundBless::execute(Ousters* pOusters, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayer)" << endl;	Assert(pOusters != NULL);	Assert(pOustersSkillSlot != NULL);	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());			return;		}		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		SkillType_t       SkillType  = pOustersSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		//SkillDomainType_t DomainType = pSkillInfo->getDomainType();		//SkillLevel_t      SkillLevel = pOustersSkillSlot->getExpLevel();		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/2;		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);		bool bRangeCheck = checkZoneLevelToUseSkill(pOusters);		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);		bool bEffected   = pOusters->isFlag(Effect::EFFECT_CLASS_GROUND_BLESS);		bool bSatisfyRequire = pOusters->satisfySkillRequire( pSkillInfo );		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && bSatisfyRequire)		{			decreaseMana(pOusters, RequiredMP, _GCSkillToSelfOK1);			// 瘤加 矫埃阑 拌魂茄促.			SkillInput input(pOusters, pOustersSkillSlot);			SkillOutput output;			input.STR = pOusters->getSTR(ATTR_BASIC);			input.DEX = pOusters->getDEX(ATTR_BASIC);			input.INTE = pOusters->getINT(ATTR_BASIC);			computeOutput(input, output);			// 捞蒲飘 努贰胶甫 父甸绢 嘿牢促.			EffectGroundBless* pEffect = new EffectGroundBless(pOusters);			pEffect->setDeadline(output.Duration);			pEffect->setBonus(output.Damage);			pOusters->addEffect(pEffect);			pOusters->setFlag(Effect::EFFECT_CLASS_GROUND_BLESS);			pOusters->initAllStatAndSend();			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(output.Duration);					_GCSkillToSelfOK2.setObjectID(pOusters->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(output.Duration);					pPlayer->sendPacket(&_GCSkillToSelfOK1);			pZone->broadcastPacket(pOusters->getX(), pOusters->getY(),  &_GCSkillToSelfOK2, pOusters);			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pOusters->getObjectID());			gcAddEffect.setEffectID(pEffect->getEffectClass());			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &gcAddEffect);			pOustersSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pOusters, getSkillType(), NULL);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pOusters, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayer)" << endl;	__END_CATCH}void GroundBless::execute(Ousters* pOusters, ObjectID_t TargetObjectID,  OustersSkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error){	__BEGIN_TRY			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;	Assert(pOusters != NULL);	Assert(pSkillSlot != NULL);		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, pSkillSlot->getSkillType());			return;		}		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//Assert(pTargetCreature != NULL);		// NPC绰 傍拜且 荐 绝促.		// 历林 搁开. by sigi. 2002.9.13		// NoSuch力芭. by sigi. 2002.5.2		if (pTargetCreature==NULL			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30			|| !pTargetCreature->isOusters())		{			executeSkillFailException(pOusters, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;			return;		}		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		GCSkillToObjectOK4 _GCSkillToObjectOK4;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		GCSkillToObjectOK6 _GCSkillToObjectOK6;		SkillType_t SkillType  = pSkillSlot->getSkillType();		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		SkillInput input(pOusters, pSkillSlot);		SkillOutput output;		computeOutput(input, output);		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pSkillSlot->getExpLevel()/2;		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);		bool bTimeCheck  = verifyRunTime(pSkillSlot);		bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange());		bool bHitRoll	 = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pSkillSlot);		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_GROUND_BLESS);		bool bSatisfyRequire = pOusters->satisfySkillRequire( pSkillInfo );		ZoneCoord_t targetX = pTargetCreature->getX();		ZoneCoord_t targetY = pTargetCreature->getY();		ZoneCoord_t myX     = pOusters->getX();		ZoneCoord_t myY     = pOusters->getY();		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && bSatisfyRequire)		{			decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);        	bool bCanSeeCaster = canSee(pTargetCreature, pOusters);			// 捞棋飘 坷宏璃飘甫 积己秦 嘿牢促.			EffectGroundBless* pEffect = new EffectGroundBless(pTargetCreature);			pEffect->setDeadline(output.Duration);			pEffect->setBonus(output.Damage);			pTargetCreature->addEffect(pEffect);			pTargetCreature->setFlag(Effect::EFFECT_CLASS_GROUND_BLESS);			Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature);			if ( pTargetOusters != NULL ) pTargetOusters->initAllStatAndSend();										_GCSkillToObjectOK1.setSkillType(SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK1.setDuration(output.Duration);					_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK2.setSkillType(SkillType);			_GCSkillToObjectOK2.setDuration(output.Duration);					_GCSkillToObjectOK3.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK3.setSkillType(SkillType);			_GCSkillToObjectOK3.setTargetXY (targetX, targetY);						_GCSkillToObjectOK4.setSkillType(SkillType);			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK4.setDuration(output.Duration);						_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK5.setSkillType(SkillType);			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);			_GCSkillToObjectOK5.setDuration(output.Duration);						_GCSkillToObjectOK6.setXY(myX, myY);			_GCSkillToObjectOK6.setSkillType(SkillType);			_GCSkillToObjectOK6.setDuration(output.Duration);			list<Creature *> cList;			cList.push_back(pTargetCreature);			cList.push_back(pOusters);			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);			// Send Packet			pPlayer->sendPacket(&_GCSkillToObjectOK1);			Player* pTargetPlayer = pTargetCreature->getPlayer();			if ( pTargetPlayer != NULL )			{				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);			}			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(TargetObjectID);			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_GROUND_BLESS);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);						pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);		}	}	catch (Throwable & t) 	{		executeSkillFailException(pOusters, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;	__END_CATCH}GroundBless g_GroundBless;

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