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📄 magnumspear.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    : MagnumSpear.cpp// Written by  : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "MagnumSpear.h"#include "RankBonus.h"#include "EffectMagnumSpear.h"#include "SkillUtil.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"//////////////////////////////////////////////////////////////////////////////// 酒快胶磐令 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void MagnumSpear::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	Assert(pOusters != NULL);	Assert(pOustersSkillSlot != NULL);	try 	{		Player* pPlayer = pOusters->getPlayer();		Zone* pZone = pOusters->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		Item* pWeapon = pOusters->getWearItem( Ousters::WEAR_RIGHTHAND );		if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_OUSTERS_WRISTLET || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND))		{			executeSkillFailException(pOusters, pOustersSkillSlot->getSkillType());			return;		}		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		SkillType_t SkillType = pOustersSkillSlot->getSkillType();		// NPC绰 傍拜且 荐啊 绝促.		if (pTargetCreature==NULL			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE)			|| pTargetCreature->isNPC())		{			executeSkillFailException(pOusters, SkillType);			return;		}		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		GCSkillToObjectOK4 _GCSkillToObjectOK4;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		GCSkillToObjectOK6 _GCSkillToObjectOK6;		SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);				int HitBonus = 0;		/*		if ( pOusters->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID ) )		{			RankBonus* pRankBonus = pOusters->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID );			Assert( pRankBonus != NULL );			HitBonus = pRankBonus->getPoint();		}		*/		int  RequiredMP  = (int)(pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/3);		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);		bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange());		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot, HitBonus);		bool bCanHit     = canHit(pOusters, pTargetCreature, SkillType);		bool bPK         = verifyPK(pOusters, pTargetCreature);		bool bEffect	 = pTargetCreature->isFlag( Effect::EFFECT_CLASS_MAGNUM_SPEAR );		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffect)		{			ZoneCoord_t oustX   = pOusters->getX();			ZoneCoord_t oustY   = pOusters->getY();			ZoneCoord_t targetX = pTargetCreature->getX();			ZoneCoord_t targetY = pTargetCreature->getY();			decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);			bool bCanSeeCaster = canSee(pTargetCreature, pOusters);			SkillInput input(pOusters, pOustersSkillSlot);			SkillOutput output;			computeOutput(input, output);			Damage_t Damage = output.Damage;			bool dummy;			computeCriticalBonus(pOusters, getSkillType(), Damage, dummy);			EffectMagnumSpear* pEffect = new EffectMagnumSpear( pTargetCreature );			pEffect->setDamage( computeMagicDamage( pTargetCreature, Damage, SKILL_MAGNUM_SPEAR, true ) );			int spearNum = 2;			if ( pOustersSkillSlot->getExpLevel() <= 15 )				spearNum = 2;			else if ( pOustersSkillSlot->getExpLevel() < 30 )				spearNum = 4;			else if ( pOustersSkillSlot->getExpLevel() == 30 )				spearNum = 6;			int Grade = spearNum/2 - 1;			pEffect->setTimes(spearNum);			pEffect->setTick(5);			pEffect->setNextTime(5);			pEffect->setCasterOID( pOusters->getObjectID() );			pTargetCreature->addEffect( pEffect );			pTargetCreature->setFlag( pEffect->getEffectClass() );			_GCSkillToObjectOK1.setSkillType(SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK1.setDuration(0);			_GCSkillToObjectOK1.setGrade(Grade);					_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK2.setSkillType(SkillType);			_GCSkillToObjectOK2.setDuration(0);			_GCSkillToObjectOK2.setGrade(Grade);						_GCSkillToObjectOK3.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK3.setSkillType(SkillType);			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);			_GCSkillToObjectOK3.setGrade(Grade);					_GCSkillToObjectOK4.setSkillType(SkillType);			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK4.setGrade(Grade);			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setSkillType(SkillType);			_GCSkillToObjectOK5.setGrade(Grade);						_GCSkillToObjectOK6.setXY(oustX, oustY);			_GCSkillToObjectOK6.setSkillType(SkillType);			_GCSkillToObjectOK6.setDuration(0);			_GCSkillToObjectOK6.setGrade(Grade);			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(pOusters);			}			list<Creature*> cList;			cList.push_back(pOusters);			cList.push_back(pTargetCreature);			cList = pZone->broadcastSkillPacket(oustX, oustY, targetX, targetY, &_GCSkillToObjectOK5, cList);						pZone->broadcastPacket(oustX, oustY,  &_GCSkillToObjectOK3 , cList);			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);			pOustersSkillSlot->setRunTime(output.Delay);		}		else 		{			executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pOusters, getSkillType());	}	__END_CATCH}MagnumSpear g_MagnumSpear;

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