📄 attackarms.cpp
字号:
//////////////////////////////////////////////////////////////////////////////// Filename : AttackArms.cpp// Written by : elca@ewestsoft.com// Description ://////////////////////////////////////////////////////////////////////////////#include "AttackArms.h"#include "ItemUtil.h"#include <fstream>#include <list>#include "Gpackets/GCAttackArmsOK1.h"#include "Gpackets/GCAttackArmsOK2.h"#include "Gpackets/GCAttackArmsOK3.h"#include "Gpackets/GCAttackArmsOK4.h"#include "Gpackets/GCAttackArmsOK5.h"#include "Gpackets/GCSkillToTileOK1.h"#include "Gpackets/GCSkillToTileOK2.h"#include "Gpackets/GCSkillToTileOK3.h"#include "Gpackets/GCSkillToTileOK4.h"#include "Gpackets/GCSkillToTileOK5.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void AttackArms::execute(Slayer* pSlayer, ObjectID_t TargetObjectID) throw(Error){ __BEGIN_TRY __BEGIN_DEBUG //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayer)" << endl; Assert(pSlayer != NULL); try { Player* pPlayer = pSlayer->getPlayer(); Zone* pZone = pSlayer->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NPC绰 傍拜且 荐 绝促. if (pTargetCreature==NULL // NoSuch力芭 锭巩俊.. by sigi. 2002.5.2 || pTargetCreature->isNPC()) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayer)" << endl; return; } // 菩哦阑 霖厚窍绊... GCAttackArmsOK1 _GCAttackArmsOK1; GCAttackArmsOK2 _GCAttackArmsOK2; GCAttackArmsOK3 _GCAttackArmsOK3; GCAttackArmsOK4 _GCAttackArmsOK4; GCAttackArmsOK5 _GCAttackArmsOK5; _GCAttackArmsOK5.setSkillSuccess(false); _GCAttackArmsOK1.setSkillSuccess(false); // 胶懦 浇儿阑 罐酒柯促. SkillSlot* pSkillSlot = pSlayer->getSkill(SKILL_ATTACK_ARMS); Assert(pSkillSlot != NULL); // 浇饭捞绢啊 静绊 乐绰 酒捞袍阑 啊廉柯促. // 盖颊捞芭唱, 醚 辆幅狼 公扁啊 酒聪扼搁 俊矾促. Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND); if (pWeapon == NULL || isArmsWeapon(pWeapon) == false) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayer)" << endl; return; } bool bIncreaseDomainExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND); bool bBulletCheck = (getRemainBullet(pWeapon) > 0) ? true : false; // 醚舅篮 公炼扒 冻绢哆赴促. Bullet_t RemainBullet = 0; if (bBulletCheck) { decreaseBullet(pWeapon); // 茄惯镜锭付促 历厘且 鞘夸 绝促. by sigi. 2002.5.9 //pWeapon->save(pSlayer->getName(), STORAGE_GEAR, 0, Slayer::WEAR_RIGHTHAND, 0); RemainBullet = getRemainBullet(pWeapon); } // 醚俊 醚舅捞 巢酒乐促搁... if (bBulletCheck) { SkillDomainType_t DomainType = SKILL_DOMAIN_GUN; int ToHitBonus = 0; int DamageBonus = 0; ZoneCoord_t myX = pSlayer->getX(); ZoneCoord_t myY = pSlayer->getY(); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); Dir_t dir = calcDirection(myX, myY, targetX, targetY); int Splash = computeArmsWeaponSplashSize(pWeapon, myX, myY, targetX, targetY); //////////////////////////////////////////////////////////////////////////////// // SG啊 酒囱 促弗 醚狼 老馆 傍拜 //////////////////////////////////////////////////////////////////////////////// if (Splash == 0) { ToHitBonus = computeArmsWeaponToHitBonus(pWeapon, myX, myY, targetX, targetY); DamageBonus = computeArmsWeaponDamageBonus(pWeapon, myX, myY, targetX, targetY); bool bHitRoll = HitRoll::isSuccess(pSlayer, pTargetCreature, ToHitBonus); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pWeapon->getRange()); bool bPK = verifyPK(pSlayer, pTargetCreature); // 傍拜磊客 惑措狼 酒捞袍 郴备己 冻绢飘覆. // 关俊 乐带吧 捞率栏肺 颗板促. by sigi. 2002.5.13 decreaseDurability(pSlayer, pTargetCreature, 1, &_GCAttackArmsOK1, &_GCAttackArmsOK2); if (bHitRoll && bTimeCheck && bRangeCheck && bPK) { bool bCriticalHit = false; Damage_t Damage = computeDamage(pSlayer, pTargetCreature, 0, bCriticalHit) + DamageBonus; setDamage(pTargetCreature, Damage, pSlayer, getSkillType(), &_GCAttackArmsOK2, &_GCAttackArmsOK1); computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCAttackArmsOK2, &_GCAttackArmsOK1); // 农府萍拿 洒飘扼搁 惑措规阑 第肺 拱矾唱霸 茄促. if (bCriticalHit) { knockbackCreature(pZone, pTargetCreature, myX, myY); } if (!pTargetCreature->isSlayer()) { if ( bIncreaseDomainExp ) { shareAttrExp(pSlayer, Damage , 1, 8, 1, _GCAttackArmsOK1); increaseDomainExp(pSlayer, DomainType , 1, _GCAttackArmsOK1); } increaseAlignment(pSlayer, pTargetCreature, _GCAttackArmsOK1); } _GCAttackArmsOK5.setSkillSuccess(true); _GCAttackArmsOK1.setSkillSuccess(true); if (pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); if (pTargetPlayer != NULL) { _GCAttackArmsOK2.setObjectID(pSlayer->getObjectID()); pTargetPlayer->sendPacket(&_GCAttackArmsOK2); } } else if (pTargetCreature->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pSlayer); } } _GCAttackArmsOK1.setObjectID(TargetObjectID); _GCAttackArmsOK1.setBulletNum(RemainBullet); _GCAttackArmsOK3.setObjectID(pSlayer->getObjectID()); _GCAttackArmsOK3.setTargetXY (targetX, targetY); _GCAttackArmsOK4.setTargetObjectID (TargetObjectID); _GCAttackArmsOK5.setObjectID(pSlayer->getObjectID()); _GCAttackArmsOK5.setTargetObjectID (TargetObjectID); pPlayer->sendPacket(&_GCAttackArmsOK1); list<Creature *> cList; cList.push_back(pTargetCreature); cList.push_back(pSlayer); cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCAttackArmsOK5, cList); pZone->broadcastPacket(myX, myY, &_GCAttackArmsOK3, cList); pZone->broadcastPacket(targetX, targetY, &_GCAttackArmsOK4, cList); } //////////////////////////////////////////////////////////////////////////////// // SG绰 扁夯利栏肺 splash啊 甸绢埃促. //////////////////////////////////////////////////////////////////////////////// else { Damage_t Damage = 0; // 付瘤阜栏肺 涝腮 单固瘤甫 历厘窍扁 困茄 函荐. bool bHit = false; // 茄 疙捞扼档 嘎疽绰啊甫 历厘窍扁 困茄 函荐. GCSkillToTileOK1 _GCSkillToTileOK1; GCSkillToTileOK2 _GCSkillToTileOK2; GCSkillToTileOK3 _GCSkillToTileOK3; GCSkillToTileOK4 _GCSkillToTileOK4; GCSkillToTileOK5 _GCSkillToTileOK5; list<Creature*> creatureList; list<Creature*> cList; getSplashVictims(pZone, targetX, targetY, pTargetCreature->getCreatureClass(), creatureList, Splash); list<Creature*>::iterator itr = creatureList.begin(); for (; itr != creatureList.end(); itr++) { Creature* pEnemy = (*itr); Assert(pEnemy != NULL); ToHitBonus = computeArmsWeaponToHitBonus(pWeapon, myX, myY, pEnemy->getX(), pEnemy->getY()); DamageBonus = computeArmsWeaponDamageBonus(pWeapon, myX, myY, pEnemy->getX(), pEnemy->getY()); bool bInvokerCheck = (pEnemy->getObjectID() == pSlayer->getObjectID()) ? true : false; bool bHitRoll = HitRoll::isSuccess(pSlayer, pEnemy, ToHitBonus); bool bPK = verifyPK(pSlayer, pEnemy); bool bZoneLevelCheck = checkZoneLevelToHitTarget(pEnemy); if (!bInvokerCheck && bHitRoll && bPK && bZoneLevelCheck) { bool bCriticalHit = false; Damage = computeDamage(pSlayer, pEnemy, 0, bCriticalHit); // 皋牢 鸥百阑 力寇窍绊绰, 胶敲贰矫 单固瘤甫 涝绰单, // 胶敲贰矫 单固瘤绰 老馆 单固瘤狼 50%捞促. if (pTargetCreature != pEnemy) { Damage = Damage/2; } ObjectID_t targetObjectID = pEnemy->getObjectID(); cList.push_back(pEnemy); _GCSkillToTileOK1.addCListElement(targetObjectID); _GCSkillToTileOK2.addCListElement(targetObjectID); _GCSkillToTileOK5.addCListElement(targetObjectID); setDamage(pEnemy, Damage, pSlayer, getSkillType(), NULL, &_GCSkillToTileOK1); computeAlignmentChange(pEnemy, Damage, pSlayer, NULL, &_GCSkillToTileOK1); increaseAlignment(pSlayer, pEnemy, _GCSkillToTileOK1); // 农府萍拿 洒飘扼搁 惑措规阑 第肺 拱矾唱霸 茄促. if (bCriticalHit)
⌨️ 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 + -