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📄 potentialexplosion.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    : PotentialExplosion.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "PotentialExplosion.h"#include "EffectPotentialExplosion.h"#include "PacketUtil.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCOtherModifyInfo.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void PotentialExplosion::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pSlayer != NULL);	Assert(pSkillSlot != NULL);	SkillType_t       SkillType  = pSkillSlot->getSkillType();	try 	{		Player* pPlayer = pSlayer->getPlayer();		Zone* pZone = pSlayer->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		// 公厘窍绊 乐绰 公扁啊 澄捞芭唱, 档啊 酒聪扼搁 荤侩且 荐 绝促.		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);		if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_BLADE)		{			executeSkillFailException(pSlayer, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		SkillDomainType_t DomainType = pSkillInfo->getDomainType();		ZoneCoord_t X     = pSlayer->getX();		ZoneCoord_t Y     = pSlayer->getY();		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);		bool bTimeCheck  = verifyRunTime(pSkillSlot);		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_POTENTIAL_EXPLOSION);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);			SkillInput input(pSlayer, pSkillSlot);			SkillOutput output;			computeOutput(input, output);			// HP啊 馆焊促 累阑 锭绰 距埃 歹 棵扼埃促.			// by sigi. 2002.12.3			if (pSlayer->getHP(ATTR_CURRENT) < (pSlayer->getHP(ATTR_MAX)/2))			{				//output.Damage += 4;				output.Damage = 8 + input.SkillLevel/15;			}			else			{				output.Damage = 3 + input.SkillLevel/20;			}			int diffSTR  = output.Damage;			int diffDEX  = output.Damage;			EffectPotentialExplosion* pEffect = new EffectPotentialExplosion(pSlayer);			pEffect->setDeadline(output.Duration);			pEffect->setDiffSTR(diffSTR);			pEffect->setDiffDEX(diffDEX);			pSlayer->addEffect(pEffect);			pSlayer->setFlag(Effect::EFFECT_CLASS_POTENTIAL_EXPLOSION);			// 捞肺 牢窍咯 官差绰 瓷仿摹甫 焊辰促.			SLAYER_RECORD prev;			pSlayer->getSlayerRecord(prev);			pSlayer->initAllStat();			pSlayer->sendRealWearingInfo();			pSlayer->sendModifyInfo(prev);			// 版氰摹甫 棵妨霖促.			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));			Exp_t ExpUp = 10*(Grade+1);			shareAttrExp(pSlayer, ExpUp, 8, 1, 1, _GCSkillToSelfOK1);			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);			//increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);			// 菩哦阑 焊郴霖促.			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(output.Duration);					_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(output.Duration);					pPlayer->sendPacket(&_GCSkillToSelfOK1);			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);			// 捞棋飘啊 嘿菌促绊 舅妨霖促.			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pSlayer->getObjectID());			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_POTENTIAL_EXPLOSION);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);			GCOtherModifyInfo gcOtherModifyInfo;			makeGCOtherModifyInfo(&gcOtherModifyInfo, pSlayer, &prev);			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcOtherModifyInfo, pSlayer);			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), NULL);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}PotentialExplosion g_PotentialExplosion;

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