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📄 summoncasket.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    : SummonCasket.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "SummonCasket.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK3.h"#include "Gpackets/GCDeleteObject.h"#include "Gpackets/GCAddEffect.h"#include "ZoneUtil.h"#include "RankBonus.h"#include "EffectSummonCasket.h"#include "EffectFlare.h"#include "EffectDoom.h"#include "EffectSeduction.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void SummonCasket::execute(Vampire* pVampire, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pVampire != NULL);	Assert(pSkillSlot != NULL);	//cout << "SummonCasket try.." << endl;	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		if (!pVampire->isVampire()			&& !pVampire->isMonster())		{			executeSkillFailNormal(pVampire, getSkillType(), NULL);			return;		}		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK3 _GCSkillToSelfOK3;		SkillType_t SkillType  = pSkillSlot->getSkillType();		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t x = pVampire->getX();		ZoneCoord_t y = pVampire->getY();		// Knowledge of Summon 捞 乐促搁 hit bonus 10		int HitBonus = 0;		if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_SUMMON ) )		{			RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_SUMMON );			Assert( pRankBonus != NULL );			HitBonus = pRankBonus->getPoint();		}		int  RequiredMP     = decreaseConsumeMP(pVampire, pSkillInfo);		bool bManaCheck     = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck     = verifyRunTime(pSkillSlot);		bool bRangeCheck    = checkZoneLevelToUseSkill(pVampire);		bool bHitRoll       = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus);		bool bTileCheck     = canBurrow(pZone, x, y);		bool bMoveModeCheck = pVampire->isWalking();		bool bEffected      = pVampire->isFlag(Effect::EFFECT_CLASS_CASKET);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck && bMoveModeCheck && !bEffected)		{			//cout << "SummonCasket Success" << endl;			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);			SkillInput input(pVampire);			SkillOutput output;			computeOutput(input, output);						// 轨颇捞绢甫 顶 困俊辑 昏力窍扁 捞傈俊 扁贱 菩哦甸阑 朝赴促.			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(output.Duration);					_GCSkillToSelfOK3.setXY(x, y);			_GCSkillToSelfOK3.setSkillType(SkillType);			_GCSkillToSelfOK3.setDuration(output.Duration);					pPlayer->sendPacket(&_GCSkillToSelfOK1);			pZone->broadcastPacket(x, y, &_GCSkillToSelfOK3, pVampire);			//---------------------------------------------------------------			// 扁粮狼 瘤加 付过 瓤苞甫 力芭茄促.			//---------------------------------------------------------------			EffectManager* pEffectManager = pVampire->getEffectManager();			Assert(pEffectManager!=NULL);			Effect* pCheckEffect = NULL;			// 荤侩磊狼 level阑 备茄促.			int userLevel = pVampire->getLevel();			Effect::EffectClass effectClass;			// EFFECT_CLASS_FLARE			effectClass = Effect::EFFECT_CLASS_FLARE;			pCheckEffect = pEffectManager->findEffect(effectClass);			if (pCheckEffect!=NULL)			{				int level =	(dynamic_cast<EffectFlare*>(pCheckEffect))->getLevel();				if (level < userLevel)				{					pEffectManager->deleteEffect( effectClass );					pVampire->removeFlag( effectClass );				}			}			// EFFECT_CLASS_DOOM			effectClass = Effect::EFFECT_CLASS_DOOM;			pCheckEffect = pEffectManager->findEffect(effectClass);			if (pCheckEffect!=NULL)			{				int level =	(dynamic_cast<EffectDoom*>(pCheckEffect))->getLevel();				if (level < userLevel)				{					pEffectManager->deleteEffect( effectClass );					pVampire->removeFlag( effectClass );				}			}			// EFFECT_CLASS_SEDUCTION			effectClass = Effect::EFFECT_CLASS_SEDUCTION;			pCheckEffect = pEffectManager->findEffect(effectClass);			if (pCheckEffect!=NULL)			{				int level =	(dynamic_cast<EffectSeduction*>(pCheckEffect))->getLevel();				if (level < userLevel)					pEffectManager->deleteEffect( effectClass );					pVampire->removeFlag( effectClass );			}			//---------------------------------------------------------------			// 捞棋飘 坷宏璃飘甫 积己秦 嘿牢促.			//---------------------------------------------------------------			EffectSummonCasket* pEffect = new EffectSummonCasket(pVampire);			pEffect->setDeadline(99999999);			pEffect->setType(0);			pVampire->addEffect(pEffect);			pVampire->setFlag(Effect::EFFECT_CLASS_CASKET);			// SUMMON CASKET 俊 狼秦 函窍绰 瓷仿摹啊 函茄促.. 2002.12.13  by bezz.			VAMPIRE_RECORD prev;			pVampire->getVampireRecord(prev);			pVampire->initAllStat();			pVampire->sendRealWearingInfo();			pVampire->sendModifyInfo(prev);			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pVampire->getObjectID());			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_CASKET);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcAddEffect, pVampire);									pSkillSlot->setRunTime();		} 		else 		{			//cout << "SummonCasket Failed" << endl;			executeSkillFailNormal(pVampire, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		//cout << "SummonCasket Failed2" << endl;		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 阁胶磐 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void SummonCasket::execute(Monster* pMonster)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	/*	Assert(pMonster != NULL);	try 	{		Zone* pZone = pMonster->getZone();		Assert(pZone != NULL);		if (pMonster->isFlag(Effect::EFFECT_CLASS_CASKET))		{			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))		{			addVisibleCreature(pZone, pMonster, true);		}		GCSkillToSelfOK3 _GCSkillToSelfOK3;		SkillType_t SkillType  = SKILL_SUMMON_CASKET;		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t x = pMonster->getX();		ZoneCoord_t y = pMonster->getY();		bool bRangeCheck    = checkZoneLevelToUseSkill(pMonster);		bool bHitRoll       = HitRoll::isSuccessMagic(pMonster, pSkillInfo);		bool bTileCheck     = canBurrow(pZone, x, y);		bool bMoveModeCheck = pMonster->isWalking();		bool bEffected      = pMonster->isFlag(Effect::EFFECT_CLASS_CASKET);		if (bRangeCheck && bHitRoll && bTileCheck && bMoveModeCheck && !bEffected)		{			// 阁胶磐甫 顶 困俊辑 昏力窍扁 捞傈俊 扁贱 菩哦甸阑 朝赴促.			_GCSkillToSelfOK3.setXY(x, y);			_GCSkillToSelfOK3.setDuration(0);			_GCSkillToSelfOK3.setSkillType(SkillType);					pZone->broadcastPacket(x, y, &_GCSkillToSelfOK3);			// 顶 困俊 唱客乐绰 阁胶磐 昏力窍扼绊 舅赴促.			GCDeleteObject gcDO;			gcDO.setObjectID(pMonster->getObjectID());			pZone->broadcastPacket(x, y, &gcDO);			// 顶 加俊促啊 阁胶磐甫 眠啊茄促.			addBurrowingCreature(pZone, pMonster, x, y);		} 		else 		{			executeSkillFailNormal(pMonster, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pMonster, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	*/	__END_CATCH}SummonCasket g_SummonCasket;

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