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📄 effectbloodywall.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    : EffectBloodyWall.cpp// Written by  :// Description : //////////////////////////////////////////////////////////////////////////////#include "DB.h"#include "EffectBloodyWall.h"#include "Slayer.h"#include "Vampire.h"#include "Monster.h"#include "GamePlayer.h"#include "SkillUtil.h"#include "ZoneUtil.h"#include "Gpackets/GCModifyInformation.h"#include "Gpackets/GCStatusCurrentHP.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////EffectBloodyWall::EffectBloodyWall(Zone* pZone, ZoneCoord_t zoneX, ZoneCoord_t zoneY) 	throw(Error){	__BEGIN_TRY	m_pZone = pZone;	m_X = zoneX;	m_Y = zoneY;	m_CasterName ="";	m_CasterID = 0;	m_PartyID = 0;	m_CreatureClass = Creature::CREATURE_CLASS_VAMPIRE;	m_ClanID = 0;	m_bForce = false;	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectBloodyWall::affect()	throw(Error){	__BEGIN_TRY	//cout << "EffectBloodyWall" << "affect BEGIN" << endl;		Assert(m_pZone != NULL);	// 捞棋飘甫 荤侩茄 农府媚甫 啊廉柯促.	// !! 捞固 粮阑 唱艾阑 荐档 乐栏骨肺 NULL捞 瞪 荐 乐促.	// by bezz. 2003.1.4	Creature *pCastCreature = m_pZone->getCreature( m_CasterID );	// 泅犁 捞棋飘啊 嘿绢乐绰 鸥老阑 罐酒柯促.    Tile& tile = m_pZone->getTile(m_X, m_Y);	// 鸥老 救俊 粮犁窍绰 坷宏璃飘甸阑 八祸茄促.    const slist<Object*>& oList = tile.getObjectList();	slist<Object*>::const_iterator itr = oList.begin();    for (; itr != oList.end(); itr++) 	{		Assert(*itr != NULL);		Object* pObject = *itr;		Assert(pObject != NULL);    	if (pObject->getObjectClass() == Object::OBJECT_CLASS_CREATURE)		{			Creature* pCreature = dynamic_cast<Creature*>(pObject);			Assert(pCreature != NULL);			// 公利惑怕 眉农. by sigi. 2002.9.5			// 魂 搁开. by sigi. 2002.9.13			// 磊扁 磊脚捞搁 救 嘎绰促.			// 救傈瘤措 眉农			// 2003.1.10 by bezz, Sequoia			if (pCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE)				|| pCreature->isFlag(Effect::EFFECT_CLASS_COMA)				|| pCreature->getObjectID()==m_CasterID				|| !checkZoneLevelToHitTarget( pCreature )			)			{				continue;			}						// 鞍篮 炼流(--;)捞搁 救 嘎绰促.			if (m_CreatureClass==pCreature->getCreatureClass() && !isForce())			{				// vampire 尝府绰 救 嘎绰促.				if (m_CreatureClass==Creature::CREATURE_CLASS_VAMPIRE)				{					continue;	// by sigi. 2003.1.14				}				else if (m_CreatureClass==Creature::CREATURE_CLASS_MONSTER)				{					Creature* pAttacker = m_pZone->getCreature( m_CasterID );					if (pAttacker!=NULL && pAttacker->isMonster())					{						Monster* pAttackMonster = dynamic_cast<Monster*>(pAttacker);						Monster* pDefendMonster = dynamic_cast<Monster*>(pCreature);						if (pAttackMonster->getClanType()==pDefendMonster->getClanType())						{							continue;						}					}				}			}			int Damage = m_Damage;			if (pCreature->getMoveMode() != Creature::MOVE_MODE_FLYING)			{				if (pCreature->isSlayer()) 				{					Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature);					GCModifyInformation gcMI;					::setDamage( pSlayer, Damage, pCastCreature, SKILL_BLOODY_WALL, &gcMI );					Player* pPlayer = pSlayer->getPlayer();					Assert(pPlayer != NULL);					pPlayer->sendPacket(&gcMI);					// knockback眉农					bool bKnockback = rand()%100 < 50;	// 20%狼 犬伏肺 knockback					if (bKnockback)					{						int x = pCreature->getX() + rand()%3 - 1;						int y = pCreature->getY() + rand()%3 - 1;						knockbackCreature(m_pZone, pCreature, x, y);						// Tile狼 oList甫 官差霸 窍骨肺 歹 眉农窍瘤 臼绰促. 						// 茄 鸥老俊辑 窍唱啊 knockback登搁 第俊 眉农且 局甸篮 救 嘎酒档 包拌绝瘤~						break;					}				} 				else if (pCreature->isVampire())				{					Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);					GCModifyInformation gcMI;					::setDamage( pVampire, Damage, pCastCreature, SKILL_BLOODY_WALL, &gcMI );					Player* pPlayer = pVampire->getPlayer();					Assert(pPlayer != NULL);					pPlayer->sendPacket(&gcMI);					// knockback眉农					bool bKnockback = rand()%100 < 50;	// 20%狼 犬伏肺 knockback					if (bKnockback)					{						int x = pCreature->getX() + rand()%3 - 1;						int y = pCreature->getY() + rand()%3 - 1;						knockbackCreature(m_pZone, pCreature, x, y);						// Tile狼 oList甫 官差霸 窍骨肺 歹 眉农窍瘤 臼绰促. 						// 茄 鸥老俊辑 窍唱啊 knockback登搁 第俊 眉农且 局甸篮 救 嘎酒档 包拌绝瘤~						break;					}				}				else if (pCreature->isOusters())				{					Ousters* pOusters = dynamic_cast<Ousters*>(pCreature);					GCModifyInformation gcMI;					::setDamage( pOusters, Damage, pCastCreature, SKILL_BLOODY_WALL, &gcMI );					Player* pPlayer = pOusters->getPlayer();					Assert(pPlayer != NULL);					pPlayer->sendPacket(&gcMI);					// knockback眉农					bool bKnockback = rand()%100 < 50;	// 20%狼 犬伏肺 knockback					if (bKnockback)					{						int x = pCreature->getX() + rand()%3 - 1;						int y = pCreature->getY() + rand()%3 - 1;						knockbackCreature(m_pZone, pCreature, x, y);						// Tile狼 oList甫 官差霸 窍骨肺 歹 眉农窍瘤 臼绰促. 						// 茄 鸥老俊辑 窍唱啊 knockback登搁 第俊 眉农且 局甸篮 救 嘎酒档 包拌绝瘤~						break;					}				}				else if (pCreature->isMonster())				{					Monster* pMonster = dynamic_cast<Monster*>(pCreature);					::setDamage( pMonster, Damage, pCastCreature, SKILL_BLOODY_WALL );					if ( pCastCreature != NULL && pCastCreature->isPC() )					{						pMonster->addEnemy( pCastCreature );					}					// knockback眉农					bool bKnockback = rand()%100 < 50;	// 20%狼 犬伏肺 knockback					if (bKnockback)					{						int x = pCreature->getX() + rand()%3 - 1;						int y = pCreature->getY() + rand()%3 - 1;						knockbackCreature(m_pZone, pCreature, x, y);						// Tile狼 oList甫 官差霸 窍骨肺 歹 眉农窍瘤 臼绰促. 						// 茄 鸥老俊辑 窍唱啊 knockback登搁 第俊 眉农且 局甸篮 救 嘎酒档 包拌绝瘤~						break;					}				}				// 惑措啊 磷菌促搁 版氰摹甫 棵妨霖促.				if ( pCreature->isDead() )				{					if ( pCastCreature != NULL && pCastCreature->isVampire() )					{						Vampire* pVampire = dynamic_cast<Vampire*>(pCastCreature);						Assert( pVampire != NULL );						GCModifyInformation gcAttackerMI;						int exp = computeCreatureExp(pCreature, KILL_EXP);						shareVampExp(pVampire, exp, gcAttackerMI);						pVampire->getPlayer()->sendPacket( &gcAttackerMI );					}				}				// m_CasterName捞 pCreature甫 磷牢 版快狼 KillCount 贸府				// by sigi. 2002.8.31				// setDamage 甫 龋免窍咯 秦搬茄促. 林籍贸府				// by bezz. 2003.1.3/*				if (pCreature->isDead())				{					Creature* pAttacker = m_pZone->getCreature( m_CasterID );					if (pAttacker!=NULL)					{ 						affectKillCount(pAttacker, pCreature);					}				}*/			}		}	}		setNextTime(m_Tick);	//cout << "EffectBloodyWall" << "affect END" << endl;	__END_CATCH }////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectBloodyWall::affect(Creature* pCreature)	throw(Error){	__BEGIN_TRY	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectBloodyWall::affect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject)	throw(Error){	__BEGIN_TRY	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectBloodyWall::unaffect(Creature* pCreature)	throw(Error){	__BEGIN_TRY	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectBloodyWall::unaffect()	throw(Error){	__BEGIN_TRY	//cout << "EffectBloodyWall" << "unaffect BEGIN" << endl;    Tile& tile = m_pZone->getTile(m_X, m_Y);	tile.deleteEffect(m_ObjectID);	//cout << "EffectBloodyWall" << "unaffect END" << endl;	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void EffectBloodyWall::unaffect(Zone* pZone , ZoneCoord_t x , ZoneCoord_t y , Object* pObject)	throw(Error){	__BEGIN_TRY	__END_CATCH}////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////string EffectBloodyWall::toString()	const throw(){	__BEGIN_TRY	StringStream msg;	msg << "EffectBloodyWall("		<< "ObjectID:" << getObjectID()		<< ")";	return msg.toString();	__END_CATCH}/*void EffectBloodyWallLoader::load(Zone* pZone)	throw(Error){	__BEGIN_TRY	Statement* pStmt = NULL;	Result* pResult = NULL;	BEGIN_DB	{		pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement();		pResult = pStmt->executeQuery( "SELECT LeftX, TopY, RightX, BottomY, Value1, Value2, Value3 FROM ZoneEffectInfo WHERE ZoneID = %d AND EffectID = %d", pZone->getZoneID(), (int)Effect::EFFECT_CLASS_BLOODY_WALL);		while (pResult->next())		{			int count = 0;						ZoneCoord_t left 	= pResult->getInt( ++count );			ZoneCoord_t top 	= pResult->getInt( ++count );			ZoneCoord_t right 	= pResult->getInt( ++count );			ZoneCoord_t	bottom	= pResult->getInt( ++count );			int 		value1	= pResult->getInt( ++count );			int 		value2	= pResult->getInt( ++count );			int 		value3	= pResult->getInt( ++count );			VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);			for ( int X = left ; X <= right ; X++ )			for ( int Y = top ; Y <= bottom ; Y++ )			{				if ( rect.ptInRect(X, Y) )				{					Tile& tile = pZone->getTile(X,Y);					if ( tile.canAddEffect() ) 					{						EffectBloodyWall* pEffect = new EffectBloodyWall(pZone, X, Y);						pEffect->setDamage( value3 );						pEffect->setTick( value2 );						pEffect->setLevel( 300 );						// 粮 棺 鸥老俊促啊 捞棋飘甫 眠啊茄促.						pZone->registerObject(pEffect);						pZone->addEffect(pEffect);						tile.addEffect(pEffect);					}				}			}		}	}	END_DB(pStmt)	__END_CATCH}EffectBloodyWallLoader* g_pEffectBloodyWallLoader = NULL;*/

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