📄 bless.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : Bless.cpp// Written by : // Description : //////////////////////////////////////////////////////////////////////////////#include "Bless.h"#include "EffectBless.h"#include "PacketUtil.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCOtherModifyInfo.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void Bless::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayerobject)" << endl; Assert(pSlayer != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pSlayer->getPlayer(); Zone* pZone = pSlayer->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // 浇饭捞绢啊 酒聪扼搁 荤侩且 荐啊 绝促. if (pTargetCreature==NULL // NoSuch 力芭. by sigi. 2002.5.2 || pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30 || pTargetCreature->isSlayer() == false) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerobject)" << endl; return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature); SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); SkillDomainType_t DomainType = pSkillInfo->getDomainType(); int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pSlayer, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot); bool bEffected = pTargetSlayer->isFlag(Effect::EFFECT_CLASS_BLESS); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected) { decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1); // 扁贱狼 瓤苞摹 棺 瘤加矫埃阑 拌魂茄促. SkillInput input(pSlayer, pSkillSlot); input.TargetType = SkillInput::TARGET_OTHER; SkillOutput output; computeOutput(input, output); uint AttrBonus = output.Damage; // 捞棋飘甫 父甸绢 嘿牢促. EffectBless* pEffect = new EffectBless(pTargetCreature); pEffect->setDeadline(output.Duration); pEffect->setSTRBonus(AttrBonus); pEffect->setDEXBonus(AttrBonus); pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLESS); pTargetCreature->addEffect(pEffect); // 捞棋飘甫 嘿看栏聪, 瓷仿摹甫 犁拌魂茄促. SLAYER_RECORD prev; pTargetSlayer->getSlayerRecord(prev); pTargetSlayer->initAllStat(); pTargetSlayer->sendRealWearingInfo(); pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK2); // 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, 1, 1, 8, _GCSkillToObjectOK1); increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1); increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToObjectOK1); Coord_t targetX = pTargetCreature->getX(); Coord_t targetY = pTargetCreature->getY(); Coord_t myX = pSlayer->getX(); Coord_t myY = pSlayer->getY(); _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration(0); _GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK3.setSkillType(SkillType); _GCSkillToObjectOK3.setTargetXY (targetX, targetY); _GCSkillToObjectOK4.setSkillType(SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK4.setDuration(0); _GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); _GCSkillToObjectOK5.setDuration(0); list<Creature *> cList; cList.push_back(pTargetCreature); cList.push_back(pSlayer); 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); if (pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); _GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID()); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } else { Assert(false); } GCAddEffect gcAddEffect; gcAddEffect.setObjectID(TargetObjectID); gcAddEffect.setEffectID(Effect::EFFECT_CLASS_BLESS); gcAddEffect.setDuration(output.Duration); pZone->broadcastPacket(targetX, targetY, &gcAddEffect); GCOtherModifyInfo gcOtherModifyInfo; makeGCOtherModifyInfo(&gcOtherModifyInfo, pTargetSlayer, &prev); pZone->broadcastPacket(targetX, targetY, &gcOtherModifyInfo, pTargetSlayer); pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pSlayer, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerobject)" << endl; __END_CATCH}//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void Bless::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayerself)" << endl; Assert(pSlayer != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pSlayer->getPlayer(); Zone* pZone = pSlayer->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); GCSkillToSelfOK1 _GCSkillToSelfOK1; GCSkillToSelfOK2 _GCSkillToSelfOK2; SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); SkillDomainType_t DomainType = pSkillInfo->getDomainType(); ZoneCoord_t myX = pSlayer->getX(); ZoneCoord_t myY = 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_BLESS); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected) { decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1); SkillInput input(pSlayer, pSkillSlot); input.TargetType = SkillInput::TARGET_SELF; SkillOutput output; computeOutput(input, output); // 捞棋飘甫 父甸绢 嘿牢促. EffectBless* pEffect = new EffectBless(pSlayer); pEffect->setDeadline(output.Duration); pEffect->setSTRBonus(output.Damage); pEffect->setDEXBonus(output.Damage); pSlayer->setFlag(Effect::EFFECT_CLASS_BLESS); pSlayer->addEffect(pEffect); // 捞棋飘甫 嘿看栏聪, 瓷仿摹甫 犁拌魂茄促. SLAYER_RECORD prev; pSlayer->getSlayerRecord(prev); pSlayer->initAllStat(); pSlayer->sendRealWearingInfo(); pSlayer->addModifyInfo(prev, _GCSkillToSelfOK1); // 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, 1, 1, 8, _GCSkillToSelfOK1); increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1); increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1); _GCSkillToSelfOK1.setSkillType(SkillType); _GCSkillToSelfOK1.setCEffectID(CEffectID); _GCSkillToSelfOK1.setDuration(0); _GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToSelfOK2.setSkillType(SkillType); _GCSkillToSelfOK2.setDuration(0); pPlayer->sendPacket(&_GCSkillToSelfOK1); pZone->broadcastPacket(myX, myY, &_GCSkillToSelfOK2, pSlayer); GCAddEffect gcAddEffect; gcAddEffect.setObjectID(pSlayer->getObjectID()); gcAddEffect.setEffectID(Effect::EFFECT_CLASS_BLESS); gcAddEffect.setDuration(output.Duration); pZone->broadcastPacket(myX, myY, &gcAddEffect); GCOtherModifyInfo gcOtherModifyInfo; makeGCOtherModifyInfo(&gcOtherModifyInfo, pSlayer, &prev); pZone->broadcastPacket(myX, myY, &gcOtherModifyInfo, pSlayer); pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pSlayer, getSkillType(), NULL); } } catch (Throwable & t) { executeSkillFailException(pSlayer, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerself)" << endl; __END_CATCH}Bless g_Bless;
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