📄 acideruption.cpp
字号:
//////////////////////////////////////////////////////////////////////////////// Filename : AcidEruption.cpp// Written by : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "AcidEruption.h"#include "RankBonus.h"#include "EffectAcidEruption.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCSkillToObjectOK6.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void AcidEruption::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY Assert(pVampire != NULL); Assert(pVampireSkillSlot != NULL); try { Player* pPlayer = pVampire->getPlayer(); Zone* pZone = pVampire->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); SkillType_t SkillType = pVampireSkillSlot->getSkillType(); // NPC绰 傍拜且 荐啊 绝促. if (pTargetCreature==NULL || pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) || pTargetCreature->isNPC()) { executeSkillFailException(pVampire, SkillType); return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; GCSkillToObjectOK6 _GCSkillToObjectOK6; SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); int HitBonus = 0; if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID ) ) { RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID ); Assert( pRankBonus != NULL ); HitBonus = pRankBonus->getPoint(); } int RequiredMP = decreaseConsumeMP(pVampire, pSkillInfo); bool bManaCheck = hasEnoughMana(pVampire, RequiredMP); bool bTimeCheck = verifyRunTime(pVampireSkillSlot); bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus); bool bCanHit = canHit(pVampire, pTargetCreature, SkillType); bool bPK = verifyPK(pVampire, pTargetCreature); bool bEffected = pTargetCreature->isFlag(Effect::EFFECT_CLASS_ACID_ERUPTION); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffected) { ZoneCoord_t vampX = pVampire->getX(); ZoneCoord_t vampY = pVampire->getY(); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1); bool bCanSeeCaster = canSee(pTargetCreature, pVampire); SkillInput input(pVampire); SkillOutput output; computeOutput(input, output); EffectAcidEruption* pEffect = new EffectAcidEruption( pTargetCreature ); pEffect->setDamage( computeMagicDamage( pTargetCreature, output.Damage, SKILL_ACID_ERUPTION, true ) ); pEffect->setTimes(5); pEffect->setTick(5); pEffect->setNextTime(5); pEffect->setCasterOID( pVampire->getObjectID() ); pTargetCreature->addEffect( pEffect ); pTargetCreature->setFlag( pEffect->getEffectClass() ); _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK2.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration(0); _GCSkillToObjectOK3.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK3.setSkillType(SkillType); _GCSkillToObjectOK3.setTargetXY(targetX, targetY); _GCSkillToObjectOK4.setSkillType(SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK5.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK5.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK6.setXY(vampX, vampY); _GCSkillToObjectOK6.setSkillType(SkillType); _GCSkillToObjectOK6.setDuration(0); pPlayer->sendPacket(&_GCSkillToObjectOK1); Player* pTargetPlayer = NULL; if (pTargetCreature->isPC()) { pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6); } else { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pVampire); } list<Creature*> cList; cList.push_back(pVampire); cList.push_back(pTargetCreature); cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(vampX, vampY, &_GCSkillToObjectOK3 , cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4 , cList); pVampireSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pVampire, getSkillType()); } __END_CATCH}//////////////////////////////////////////////////////////////////////////////// 阁胶磐 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void AcidEruption::execute(Monster* pMonster, Creature* pEnemy) throw(Error){ __BEGIN_TRY Assert(pMonster != NULL); Assert(pEnemy != NULL); try { Zone* pZone = pMonster->getZone(); Assert(pZone != NULL); GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; GCSkillToObjectOK6 _GCSkillToObjectOK6; SkillType_t SkillType = getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); bool bRangeCheck = verifyDistance(pMonster, pEnemy, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccessMagic(pMonster, pSkillInfo); bool bEffected = pEnemy->isFlag(Effect::EFFECT_CLASS_ACID_ERUPTION); ZoneCoord_t vampX = pMonster->getX(); ZoneCoord_t vampY = pMonster->getY(); ZoneCoord_t targetX = pEnemy->getX(); ZoneCoord_t targetY = pEnemy->getY(); if (bRangeCheck && bHitRoll && !bEffected) { bool bCanSeeCaster = canSee(pEnemy, pMonster); SkillInput input(pMonster); SkillOutput output; computeOutput(input, output); Damage_t Damage = computeMagicDamage(pEnemy, output.Damage, SkillType); // 捞棋飘 坷宏璃飘甫 积己秦辑 嘿牢促. EffectAcidEruption* pEffectAcidEruption = new EffectAcidEruption(pEnemy); pEffectAcidEruption->setDamage(Damage); pEffectAcidEruption->setTick(5); pEffectAcidEruption->setNextTime(5); pEffectAcidEruption->setTimes(5); pEffectAcidEruption->setCasterOID( pMonster->getObjectID() ); pEnemy->addEffect(pEffectAcidEruption); pEnemy->setFlag( pEffectAcidEruption->getEffectClass() ); // 捞棋飘啊 嘿菌栏聪, 嘿菌促绊 宏肺靛某胶泼秦霖促./* GCAddEffect gcAddEffect; gcAddEffect.setObjectID(pEnemy->getObjectID()); gcAddEffect.setEffectID(pEffectAcidEruption->getSendEffectClass()); gcAddEffect.setDuration(output.Duration); pZone->broadcastPacket(targetX, targetY, &gcAddEffect);*/ if (bCanSeeCaster) { decreaseDurability(pMonster, pEnemy, pSkillInfo->getPoint(), NULL, &_GCSkillToObjectOK2); } else { decreaseDurability(pMonster, pEnemy, pSkillInfo->getPoint(), NULL, &_GCSkillToObjectOK6); } _GCSkillToObjectOK2.setObjectID(pMonster->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration(output.Duration); _GCSkillToObjectOK3.setObjectID(pMonster->getObjectID()); _GCSkillToObjectOK3.setSkillType(SkillType); _GCSkillToObjectOK3.setTargetXY(targetX, targetY); _GCSkillToObjectOK4.setSkillType(SkillType); _GCSkillToObjectOK4.setTargetObjectID(pEnemy->getObjectID()); _GCSkillToObjectOK5.setObjectID(pMonster->getObjectID()); _GCSkillToObjectOK5.setTargetObjectID(pEnemy->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setDuration(output.Duration); _GCSkillToObjectOK6.setXY(vampX, vampY); _GCSkillToObjectOK6.setSkillType(SkillType); _GCSkillToObjectOK6.setDuration(output.Duration); if (pEnemy->isPC()) { Player* pTargetPlayer = pEnemy->getPlayer(); if (pTargetPlayer == NULL) { //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6); } else { Monster* pTargetMonster = dynamic_cast<Monster*>(pEnemy); pTargetMonster->addEnemy(pMonster); } list<Creature*> cList; cList.push_back(pMonster); cList.push_back(pEnemy); cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(vampX, vampY, &_GCSkillToObjectOK3 , cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4 , cList); } else { executeSkillFailNormal(pMonster, getSkillType(), pEnemy); } } catch(Throwable & t) { executeSkillFailException(pMonster, getSkillType()); } __END_CATCH}AcidEruption g_AcidEruption;
⌨️ 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 + -