📄 resurrect.cpp
字号:
//////////////////////////////////////////////////////////////////////////////// Filename : Resurrect.cpp// Written by : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "Resurrect.h"#include "EffectComa.h"#include "EffectKillAftermath.h"#include "Properties.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCRemoveEffect.h"#include "Gpackets/GCStatusCurrentHP.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void Resurrect::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot * pSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayer)" << 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); // 浇饭捞绢父阑 登混副 荐 乐促. // NoSuch力芭. by sigi. 2002.5.2 if (pTargetCreature==NULL || pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30 || !pTargetCreature->isSlayer() || ( g_pConfig->hasKey("Hardcore") && g_pConfig->getPropertyInt("Hardcore")!=0 ) ) { executeSkillFailException(pSlayer, getSkillType()); return; } Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature); Assert(pTargetSlayer != NULL); // 鸥百俊霸 内付 捞棋飘啊 吧妨乐瘤 臼芭唱, 磷篮 惑怕啊 酒聪扼搁 镜 荐 绝促. if (!pTargetSlayer->isFlag(Effect::EFFECT_CLASS_COMA) || !pTargetSlayer->isDead()) { executeSkillFailException(pSlayer, getSkillType()); return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; 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(); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); 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 bCanResurrect = false; EffectComa* pEffectComa = (EffectComa*)(pTargetCreature->findEffect(Effect::EFFECT_CLASS_COMA)); Assert(pEffectComa != NULL); if (pEffectComa->canResurrect()) { bCanResurrect = true; } if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanResurrect) { decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1); SkillInput input(pSlayer, pSkillSlot); SkillOutput output; computeOutput(input, output); // 鸥百狼 捞棋飘 概聪历俊辑 内付 捞棋飘甫 昏力茄促. pTargetCreature->deleteEffect(Effect::EFFECT_CLASS_COMA); pTargetCreature->removeFlag(Effect::EFFECT_CLASS_COMA); // 内付 捞棋飘啊 朝酒艾促绊 舅妨霖促. GCRemoveEffect gcRemoveEffect; gcRemoveEffect.setObjectID(pTargetSlayer->getObjectID()); gcRemoveEffect.addEffectList((EffectID_t)Effect::EFFECT_CLASS_COMA); pZone->broadcastPacket(targetX, targetY, &gcRemoveEffect); // 捞棋飘 沥焊甫 促矫 焊郴霖促. by sigi. 2002.11.14 pTargetSlayer->getEffectManager()->sendEffectInfo(pTargetSlayer, pZone, pTargetSlayer->getX(), pTargetSlayer->getY()); // 何劝 酒福官捞靛甫 规瘤窍扁 困秦辑 Aftermath 捞棋飘甫 嘿牢促. // 2002.11.19 厘全芒 if (pTargetSlayer->isFlag(Effect::EFFECT_CLASS_KILL_AFTERMATH)) { Effect *pEffect = pTargetSlayer->findEffect(Effect::EFFECT_CLASS_KILL_AFTERMATH); EffectKillAftermath* pEffectKillAftermath = dynamic_cast<EffectKillAftermath*>(pEffect); pEffectKillAftermath->setDeadline(5*600); } else { EffectKillAftermath* pEffectKillAftermath = new EffectKillAftermath(pTargetSlayer); pEffectKillAftermath->setDeadline(5*600); pTargetSlayer->addEffect(pEffectKillAftermath); pTargetSlayer->setFlag(Effect::EFFECT_CLASS_KILL_AFTERMATH); pEffectKillAftermath->create(pTargetSlayer->getName()); } // 措惑狼 眉仿阑 10%父 盲款促. HP_t CurrentHP = getPercentValue(pTargetSlayer->getHP(ATTR_MAX), 10); pTargetSlayer->setHP(CurrentHP, ATTR_CURRENT); pTargetSlayer->setMP(0, ATTR_CURRENT); // 林困俊 眉仿捞 盲况脸促绰 荤角阑 舅赴促. GCStatusCurrentHP gcStatusCurrentHP; gcStatusCurrentHP.setObjectID(pTargetSlayer->getObjectID()); gcStatusCurrentHP.setCurrentHP(pTargetSlayer->getHP(ATTR_CURRENT)); pZone->broadcastPacket(targetX, targetY, &gcStatusCurrentHP); // 版氰摹甫 棵妨霖促. shareAttrExp(pSlayer, pSkillInfo->getPoint(), 1, 1, 8, _GCSkillToObjectOK1); increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1); increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToObjectOK1); increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1); _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration(0); _GCSkillToObjectOK2.addShortData(MODIFY_CURRENT_MP, pTargetSlayer->getMP(ATTR_CURRENT)); _GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK3.setSkillType(SkillType); _GCSkillToObjectOK3.setTargetXY(targetX, targetY); _GCSkillToObjectOK4.setSkillType(SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK5.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setDuration(0); pPlayer->sendPacket(&_GCSkillToObjectOK1); Player* pTargetPlayer = pTargetSlayer->getPlayer(); Assert(pTargetPlayer != NULL); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); list<Creature*> cList; cList.push_back(pSlayer); cList.push_back(pTargetCreature); cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3 , cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4 , cList); pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pSlayer, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayer)" << endl; __END_CATCH}Resurrect g_Resurrect;
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -