📄 graydarkness.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : GrayDarkness.cpp// Written by : // Description : //////////////////////////////////////////////////////////////////////////////#include "GrayDarkness.h"#include "EffectGrayDarkness.h"#include "RankBonus.h"#include "MonsterCorpse.h"#include "ctf/FlagManager.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/GCAddEffect.h"#include "Gpackets/GCSkillFailed1.h"int normalizeCoord_GRAY_DARKNESS( int x, int y, int edge ){ return x * (edge * 2 + 1 ) + y;}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void GrayDarkness::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; Assert(pVampire != NULL); Assert(pVampireSkillSlot != NULL); try { Zone* pZone = pVampire->getZone(); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NoSuch力芭. by sigi. 2002.5.2 if (pTargetCreature==NULL) { executeSkillFailException(pVampire, getSkillType()); return; } execute(pVampire, pTargetCreature->getX(), pTargetCreature->getY(), pVampireSkillSlot, CEffectID); } catch (Throwable & t) { executeSkillFailException(pVampire, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; __END_CATCH}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 鸥老 勤甸矾//////////////////////////////////////////////////////////////////////////////void GrayDarkness::execute(Vampire* pVampire, ZoneCoord_t X, ZoneCoord_t Y, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; Assert(pVampire != NULL); Assert(pVampireSkillSlot != NULL); try { Player* pPlayer = pVampire->getPlayer(); Zone* pZone = pVampire->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); GCSkillToTileOK1 _GCSkillToTileOK1; GCSkillToTileOK2 _GCSkillToTileOK2; GCSkillToTileOK3 _GCSkillToTileOK3; GCSkillToTileOK4 _GCSkillToTileOK4; GCSkillToTileOK5 _GCSkillToTileOK5; GCSkillToTileOK6 _GCSkillToTileOK6; SkillType_t SkillType = pVampireSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); ZoneCoord_t myX = pVampire->getX(); ZoneCoord_t myY = pVampire->getY(); // Knowledge of Innate 啊 乐促搁 hit bonus 10 int HitBonus = 0; if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE ) ) { RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE ); Assert( pRankBonus != NULL ); HitBonus = pRankBonus->getPoint(); } int RequiredMP = decreaseConsumeMP(pVampire, pSkillInfo); bool bManaCheck = hasEnoughMana(pVampire, RequiredMP); bool bTimeCheck = verifyRunTime(pVampireSkillSlot); bool bRangeCheck = verifyDistance(pVampire, X, Y, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus); bool bSlayerSafeZone = pZone->getZoneLevel( X, Y ) & SLAYER_SAFE_ZONE; 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 && !bSlayerSafeZone) { decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1); // 捞棋飘狼 瘤加矫埃阑 拌魂茄促. SkillInput input(pVampire); SkillOutput output; computeOutput(input, output);/* // Wisdom of GrayDarkness 捞 乐促搁 瘤加矫埃 30% 刘啊 if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_WISDOM_OF_GRAY_DARKNESS ) ) { RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_WISDOM_OF_GRAY_DARKNESS ); Assert( pRankBonus != NULL ); output.Duration += getPercentValue( output.Duration, pRankBonus->getPoint() ); }*/ Range_t Range = 3; int oX, oY; list<Creature*> cList; // denier list int edge = 1; // Wide GrayDarkness 捞 乐促搁 裹困啊 5*5 肺 荐沥. skill type 阑 荐沥茄促./* if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_WIDE_GRAY_DARKNESS ) ) { RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_WIDE_GRAY_DARKNESS ); Assert( pRankBonus != NULL ); Range = pRankBonus->getPoint(); edge = ( pRankBonus->getPoint() - 1 ) / 2; SkillType = SKILL_WIDE_GRAY_DARKNESS; }*/// map<int, uint> canAddMap; for(oY = -edge; oY <= edge; oY++) for(oX = -edge; oX <= edge; oX++) { int tileX = X+oX; int tileY = Y+oY; if (rect.ptInRect(tileX, tileY)) { Tile& tile = pZone->getTile(tileX, tileY);// if ( canAddMap[normalizeCoord_GRAY_DARKNESS( oX, oY, edge )] == 1 ) continue; if ( tile.hasItem() ) { Item* pItem = tile.getItem(); if ( pItem != NULL && pItem->getItemClass() == Item::ITEM_CLASS_CORPSE && pItem->getItemType() == MONSTER_CORPSE ) { MonsterCorpse* pMonsterCorpse = dynamic_cast<MonsterCorpse*>(pItem); if ( g_pFlagManager->isFlagPole( pMonsterCorpse ) ) {// canAddMap[normalizeCoord_GRAY_DARKNESS( oX+1, oY, edge )] = 1;// canAddMap[normalizeCoord_GRAY_DARKNESS( oX+1, oY+1, edge )] = 1;// canAddMap[normalizeCoord_GRAY_DARKNESS( oX, oY+1, edge )] = 1; continue; } } } if ( tile.getEffect( Effect::EFFECT_CLASS_TRYING_POSITION ) != NULL ) continue; // 泅犁 鸥老俊促 捞棋飘甫 眠啊且 荐 乐促搁... if (tile.canAddEffect()) { // 赣矫 弊扼款靛 乐澜 眠啊 给茄寸. if ( tile.getEffect(Effect::EFFECT_CLASS_MERCY_GROUND) != NULL ) continue; // 鞍篮 effect啊 乐栏搁 瘤款促. Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_GRAY_DARKNESS); if (pOldEffect != NULL) { ObjectID_t effectID = pOldEffect->getObjectID(); pZone->deleteEffect(effectID);// fix me } // 捞棋飘 努贰胶甫 积己茄促. EffectGrayDarkness* pEffect = new EffectGrayDarkness(pZone , tileX, tileY); pEffect->setDeadline(output.Duration); pEffect->setLevel(pVampire->getINT()); pEffect->setDuration(output.Duration);// pEffect->setStartTime(); // Tile俊 嘿捞绰 Effect绰 ObjectID甫 殿废罐酒具 茄促. ObjectRegistry & objectregister = pZone->getObjectRegistry(); objectregister.registerObject(pEffect); pZone->addEffect(pEffect); tile.addEffect(pEffect); 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))->isSlayer() || pTargetCreature->isOusters() ) ) { cList.push_back(pTargetCreature); _GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID()); _GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID()); _GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID()); }// pEffect->affectObject(pTarget, false); } } } } _GCSkillToTileOK1.setSkillType(SkillType); _GCSkillToTileOK1.setCEffectID(CEffectID); _GCSkillToTileOK1.setX(X); _GCSkillToTileOK1.setY(Y); _GCSkillToTileOK1.setDuration(output.Duration); _GCSkillToTileOK1.setRange(Range); _GCSkillToTileOK2.setObjectID(pVampire->getObjectID()); _GCSkillToTileOK2.setSkillType(SkillType); _GCSkillToTileOK2.setX(X); _GCSkillToTileOK2.setY(Y); _GCSkillToTileOK2.setDuration(output.Duration); _GCSkillToTileOK2.setRange(Range); //_GCSkillToTileOK2.addShortData(MODIFY_VISION, GRAY_DARKNESS_SIGHT); _GCSkillToTileOK3.setObjectID(pVampire->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(pVampire->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, GRAY_DARKNESS_SIGHT); for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++) { Creature* pTargetCreature = *itr; if (canSee(pTargetCreature, pVampire)) pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);
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