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📄 transformtowerwolf.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
💻 CPP
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//////////////////////////////////////////////////////////////////////////////// Filename    : TransformToWerwolf.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "TransformToWerwolf.h"#include "EffectTransformToWerwolf.h"#include "ItemUtil.h"#include "PacketUtil.h"#include "RankBonus.h"#include "PKZoneInfoManager.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToInventoryOK1.h"#include "Gpackets/GCSkillToSelfOK3.h"#include "Gpackets/GCDeleteObject.h"#include "Gpackets/GCAddWolf.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 牢亥配府 勤甸矾//////////////////////////////////////////////////////////////////////////////void TransformToWerwolf::execute(Vampire* pVampire, ObjectID_t InvenObjectID, CoordInven_t X, CoordInven_t Y, CoordInven_t TargetX, CoordInven_t TargetY, VampireSkillSlot* pSkillSlot)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pVampire != NULL);	Assert(pSkillSlot != NULL);	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Inventory* pInventory = pVampire->getInventory();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		Assert(pInventory!= NULL);		Item* pItem = pInventory->getItem(X, Y);		Assert(pItem != NULL);		// 利寸茄 酒捞袍捞 酒聪扼搁 寸楷洒 函脚且 荐 绝促.		// PK粮俊辑绰 函脚且 荐 绝促.		if (pItem->getItemClass() != Item::ITEM_CLASS_SKULL 			|| pItem->getItemType() != 39			|| pVampire->hasRelicItem()			|| g_pPKZoneInfoManager->isPKZone( pZone->getZoneID() )			|| pVampire->isFlag( Effect::EFFECT_CLASS_REFINIUM_TICKET )		)		{			executeSkillFailException(pVampire, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}				GCSkillToInventoryOK1 _GCSkillToInventoryOK1;		SkillType_t SkillType  = pSkillSlot->getSkillType();		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t x = pVampire->getX();		ZoneCoord_t y = pVampire->getY();		// Knowledge of Innate 啊 乐促搁 hit bonus 10		int HitBonus = 0;		if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE ) )		{			RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE );			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 bMoveModeCheck = pVampire->isWalking();		bool bEffected      = pVampire->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WERWOLF)								|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)								|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bMoveModeCheck && !bEffected)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToInventoryOK1);			SkillInput input(pVampire);			SkillOutput output;			computeOutput(input, output);			// 捞棋飘 努贰胶甫 父甸绢 嘿牢促.			EffectTransformToWerwolf* pEffectTTW = new EffectTransformToWerwolf(pVampire);			pEffectTTW->setDeadline(999999999);			pVampire->addEffect(pEffectTTW);			pVampire->setFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WERWOLF);			// 捞肺 牢秦辑 函窍绰 瓷仿摹甸阑 焊郴霖促.			VAMPIRE_RECORD prev;			pVampire->getVampireRecord(prev);			pVampire->initAllStat();			pVampire->addModifyInfo(prev, _GCSkillToInventoryOK1);			_GCSkillToInventoryOK1.setSkillType(SkillType);			_GCSkillToInventoryOK1.setCEffectID(0);			_GCSkillToInventoryOK1.setDuration(0);					pPlayer->sendPacket(&_GCSkillToInventoryOK1);			DWORD dummyFlag;			Color_t color[PCVampireInfo::VAMPIRE_COLOR_MAX];			pVampire->getShapeInfo( dummyFlag, color );			// 轨颇捞绢 措脚 戳措甫 歹窍扼绊 舅妨霖促.			GCAddWolf gcAddWerwolf;			gcAddWerwolf.setObjectID(pVampire->getObjectID());			gcAddWerwolf.setName(pVampire->getName());			gcAddWerwolf.setXYDir(x, y, pVampire->getDir());			gcAddWerwolf.setMainColor( color[PCVampireInfo::VAMPIRE_COLOR_COAT] );			gcAddWerwolf.setItemType(pItem->getItemType());			gcAddWerwolf.setCurrentHP(pVampire->getHP());			gcAddWerwolf.setMaxHP(pVampire->getHP(ATTR_MAX));			gcAddWerwolf.setGuildID(pVampire->getGuildID());			pZone->broadcastPacket(x, y, &gcAddWerwolf, pVampire);/*			GCAddVampire gcAddVampire;			makeGCAddVampire( &gcAddVampire, pVampire );			pZone->broadcastPacket(x, y, &gcAddVampire, pVampire);*/			decreaseItemNum(pItem, pInventory, pVampire->getName(), STORAGE_INVENTORY, 0, X, Y);			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pVampire, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 阁胶磐 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void TransformToWerwolf::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);				SkillType_t SkillType  = SKILL_TRANSFORM_TO_WERWOLF;		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 bMoveModeCheck = pMonster->isWalking();		bool bEffected      = pMonster->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WERWOLF);		if (bRangeCheck && bHitRoll && bMoveModeCheck && !bEffected)		{			SkillInput input(pMonster);			SkillOutput output;			computeOutput(input, output);			// 捞棋飘 努贰胶甫 父甸绢 嘿牢促.			EffectTransformToWerwolf* pEffectTTW = new EffectTransformToWerwolf(pMonster);			pEffectTTW->setDeadline(999999999);			pMonster->addEffect(pEffectTTW);			pMonster->setFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WERWOLF);			// 捞肺 牢秦辑 函窍绰 瓷仿摹甸阑 焊郴霖促.			pMonster->initAllStat();			// 轨颇捞绢 措脚 戳措甫 歹窍扼绊 舅妨霖促.			GCAddWolf gcAddWerwolf;			gcAddWerwolf.setObjectID(pMonster->getObjectID());			gcAddWerwolf.setName(pMonster->getName());			gcAddWerwolf.setXYDir(x, y, pMonster->getDir());			gcAddWerwolf.setItemType(3);			gcAddWerwolf.setCurrentHP(pMonster->getHP());			gcAddWerwolf.setMaxHP(pMonster->getHP(ATTR_MAX));			gcAddWerwolf.setGuildID(1);			pZone->broadcastPacket(x, y, &gcAddWerwolf, pMonster);		} 		else 		{			executeSkillFailNormal(pMonster, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pMonster, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}TransformToWerwolf g_TransformToWerwolf;

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