⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 striking.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
💻 CPP
字号:
//////////////////////////////////////////////////////////////////////////////// Filename    : Striking.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "Striking.h"#include "EffectStriking.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void Striking::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, 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);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//Assert(pTargetCreature != NULL);		// 浇饭捞绢 寇俊绰 吧 荐 绝促.		// NoSuch力芭. by sigi. 2002.5.2		if (pTargetCreature==NULL			|| pTargetCreature->isSlayer() == false)		{			executeSkillFailException(pSlayer, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature);		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();		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 bEffected   = pTargetSlayer->isFlag(Effect::EFFECT_CLASS_STRIKING);		Item* pItem = pTargetSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && pItem != NULL)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);			SkillInput input(pSlayer, pSkillSlot);			input.TargetType = SkillInput::TARGET_OTHER;			SkillOutput output;			computeOutput(input, output);			// 捞棋飘 坷宏璃飘甫 积己秦辑 嘿牢促.			EffectStriking* pEffect = new EffectStriking(pTargetSlayer);			pEffect->setDeadline(output.Duration);			pEffect->setTargetItem(pItem);			pEffect->setDamageBonus(output.Damage);			pTargetSlayer->setFlag(Effect::EFFECT_CLASS_STRIKING);			pTargetSlayer->addEffect(pEffect);						// 捞棋飘甫 嘿看栏聪 拌魂阑 货肺 茄促.			SLAYER_RECORD prev;			pTargetSlayer->getSlayerRecord(prev);			pTargetSlayer->initAllStat();			pTargetSlayer->sendRealWearingInfo();			pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK2);			// 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, 1, 8, _GCSkillToObjectOK1);			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1);			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);			ZoneCoord_t myX     = pSlayer->getX();			ZoneCoord_t myY     = pSlayer->getY();			ZoneCoord_t targetX = pTargetCreature->getX();			ZoneCoord_t targetY = pTargetCreature->getY();			_GCSkillToObjectOK1.setSkillType(SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK1.setDuration(0);					_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK2.setSkillType(SkillType);			_GCSkillToObjectOK2.setDuration(0);			_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK3.setSkillType(SkillType);			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);			_GCSkillToObjectOK4.setSkillType(SkillType);			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);					_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK5.setSkillType(SkillType);			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);			_GCSkillToObjectOK5.setDuration(0);					pPlayer->sendPacket(&_GCSkillToObjectOK1);					if (pTargetCreature->isPC()) 			{				Player* pTargetPlayer = pTargetCreature->getPlayer();				Assert(pTargetPlayer != NULL);				_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);			} 			else 			{				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);				pMonster->addEnemy(pSlayer);			}			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" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void Striking::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);		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		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();		int  RequiredMP  = (int)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_STRIKING);		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && pItem != NULL)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);			SkillInput input(pSlayer, pSkillSlot);			input.TargetType = SkillInput::TARGET_SELF;			SkillOutput output;			computeOutput(input, output);			// 捞棋飘 坷宏璃飘甫 积己秦辑 嘿牢促.			EffectStriking* pEffect = new EffectStriking(pSlayer);			pEffect->setDeadline(output.Duration);			pEffect->setDamageBonus(output.Damage);			pEffect->setTargetItem(pItem);			pSlayer->setFlag(Effect::EFFECT_CLASS_STRIKING);			pSlayer->addEffect(pEffect);			// 捞棋飘甫 嘿看栏聪 拌魂阑 货肺 茄促.			SLAYER_RECORD prev;			pSlayer->getSlayerRecord(prev);			pSlayer->initAllStat();			pSlayer->sendRealWearingInfo();			pSlayer->addModifyInfo(prev, _GCSkillToSelfOK1);						// 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, 1, 8, _GCSkillToSelfOK1);			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);			// 菩哦阑 朝赴促.			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(0);					_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(0);			pPlayer->sendPacket(&_GCSkillToSelfOK1);			pZone->broadcastPacket(myX, myY,  &_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}Striking g_Striking;

⌨️ 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 + -