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📄 sniping.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    : Sniping.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "Sniping.h"#include "ItemUtil.h"#include "ZoneUtil.h"#include "EffectFadeOut.h"#include "EffectSnipingMode.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCDeleteObject.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void Sniping::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);	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, 醚捞 酒聪扼搁 荤侩且 荐 绝促.		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);		if (pItem == NULL 			|| isArmsWeapon(pItem) == false			|| pSlayer->hasRelicItem()			)		{			executeSkillFailException(pSlayer, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		SkillType_t       SkillType  = pSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		SkillDomainType_t DomainType = pSkillInfo->getDomainType();		ZoneCoord_t x = pSlayer->getX();		ZoneCoord_t y = pSlayer->getY();		Tile& rTile = pZone->getTile( pSlayer->getX(), pSlayer->getY() );		int  RequiredMP  = 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_SNIPING_MODE) || 			                pSlayer->isFlag(Effect::EFFECT_CLASS_FADE_OUT) ||							pSlayer->isFlag(Effect::EFFECT_CLASS_HAS_FLAG) ||							pSlayer->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER) ||							rTile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION)!=NULL;		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);			SkillInput input(pSlayer, pSkillSlot);			SkillOutput output;			computeOutput(input, output);			// 捞棋飘 努贰胶甫 父甸绢 嘿牢促.			// 瓷仿摹 犁拌魂篮 EffectFadeOut捞 unaffect登搁辑,			// 溜 EffectSnipingMode啊 嘿栏搁辑 捞风绢柳促.			EffectFadeOut* pEffect= new EffectFadeOut(pSlayer);			pEffect->setDuration(output.Duration);			pEffect->setDeadline(40);			pEffect->setSniping();			pSlayer->addEffect(pEffect);			pSlayer->setFlag(Effect::EFFECT_CLASS_FADE_OUT);			// 版氰摹甫 棵赴促.			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));			Exp_t ExpUp = 10*(Grade+1);			shareAttrExp(pSlayer, ExpUp, 1, 8, 1, _GCSkillToSelfOK1);			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);			// 菩哦阑 焊辰促.			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(0);			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(0);					// Send Packet			pPlayer->sendPacket(&_GCSkillToSelfOK1);					pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2, 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}void Sniping::checkRevealRatio(Creature* pCreature, int base, int divisor){	Assert(pCreature != NULL);	Assert(pCreature->isSlayer());	Assert(pCreature->isFlag(Effect::EFFECT_CLASS_SNIPING_MODE));		Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature);	Assert(pSlayer != NULL);	Zone* pZone = pSlayer->getZone();	Assert(pZone != NULL);	SkillSlot* pSkillSlot = pSlayer->getSkill(SKILL_SNIPING);	Assert(pSkillSlot != NULL);	EffectSnipingMode* pEffectSM = dynamic_cast<EffectSnipingMode*>(pCreature->findEffect(Effect::EFFECT_CLASS_SNIPING_MODE));	Assert(pEffectSM != NULL);	int penalty = base - (pSkillSlot->getExpLevel()/divisor);	pEffectSM->setRevealRatio(pEffectSM->getRevealRatio() + penalty);	if (rand()%100 < pEffectSM->getRevealRatio())	{		//addUnSnipingModeCreature(pZone, pCreature, true);		// 捞棋飘啊 波瘤档废 茄促.		// 2003. 1. 17 by bezz		pEffectSM->setDeadline(0);	}}Sniping g_Sniping;

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