📄 lightninghand.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : LightningHand.cpp// Written by : elca@ewestsoft.com// Description ://////////////////////////////////////////////////////////////////////////////#include "LightningHand.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "CrossCounter.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void LightningHand::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); // NPC绰 傍拜且 荐啊 绝促. // NoSuch力芭. by sigi. 2002.5.2 if (pTargetCreature==NULL || pTargetCreature->isNPC()) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } // 公厘窍绊 乐绰 公扁啊 澄捞芭唱, SWORD啊 酒聪扼搁 镜 荐 绝促. Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND); if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_SWORD) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND); GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK5 _GCSkillToObjectOK5; SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); SkillDomainType_t DomainType = pSkillInfo->getDomainType(); SkillLevel_t SkillLevel = pSkillSlot->getExpLevel(); bool bCriticalHit = false; // 扁夯 单固瘤俊 胶懦 单固瘤甫 歹茄促. SkillInput input(pSlayer, pSkillSlot); SkillOutput output; computeOutput(input, output); Damage_t Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit); Damage += output.Damage; int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pSlayer, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel / 2); bool bCanHit = canHit(pSlayer, pTargetCreature, SkillType); bool bPK = verifyPK(pSlayer, pTargetCreature); // 付唱啊 乐绢具 窍绊, 矫埃苞 芭府 眉农俊 己傍窍绊, // hitroll俊 己傍窍绊, 农肺胶 墨款磐啊 吧妨乐瘤 臼促搁, 己傍捞促. if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK) { CheckCrossCounter(pSlayer, pTargetCreature, Damage, pSkillInfo->getRange()); decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1); Exp_t Point = pSkillInfo->getPoint(); // 单固瘤甫 林绊, 郴备档甫 冻绢哆赴促. setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); decreaseDurability(pSlayer, pTargetCreature, Point, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2); // 农府萍拿 洒飘扼搁 惑措规阑 第肺 拱矾唱霸 茄促. if (bCriticalHit) { knockbackCreature(pZone, pTargetCreature, pSlayer->getX(), pSlayer->getY()); } // 鸥百捞 浇饭捞绢啊 酒囱 版快俊父 版氰摹甫 棵妨霖促. if (!pTargetCreature->isSlayer()) { if (bIncreaseExp) { shareAttrExp(pSlayer, Damage, 8, 1, 1, _GCSkillToObjectOK1); increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1); increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToObjectOK1); } increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1); } // 菩哦阑 霖厚窍绊, 焊辰促. _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration(0); _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); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } else { Monster * pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pSlayer); } list< Creature*> cList; cList.push_back(pSlayer); cList.push_back(pTargetCreature); pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &_GCSkillToObjectOK5, 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}LightningHand g_LightningHand;
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