📄 hymn.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : Hymn.cpp// Written by : // Description : //////////////////////////////////////////////////////////////////////////////#include "Hymn.h"#include "EffectHymn.h"#include "EffectProtectionFromCurse.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"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCRemoveEffect.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void Hymn::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 绝促. // NoSuch力芭. by sigi. 2002.5.2 if (pTargetCreature==NULL || pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30 || pTargetCreature->isNPC()) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; GCSkillToObjectOK6 _GCSkillToObjectOK6; SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pSlayer, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccessCurse(pSkillInfo->getLevel()/2, pTargetCreature->getResist(MAGIC_DOMAIN_CURSE)); bool bHitRoll2 = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot); bool bCanHit = canHit(pSlayer, pTargetCreature, SkillType); bool bEffected = pTargetCreature->isFlag(Effect::EFFECT_CLASS_HYMN); bool bPK = verifyPK(pSlayer, pTargetCreature); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); ZoneCoord_t myX = pSlayer->getX(); ZoneCoord_t myY = pSlayer->getY(); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected && bPK) { decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1); bool bCanSeeCaster = canSee(pTargetCreature, pSlayer); SkillInput input(pSlayer, pSkillSlot); SkillOutput output; computeOutput(input, output); // 捞棋飘 坷宏璃飘甫 积己秦 嘿牢促. EffectHymn* pEffect = new EffectHymn(pTargetCreature); pEffect->setDeadline(output.Duration); pEffect->setLevel(pSkillInfo->getLevel()/2); pEffect->setDamagePenalty(output.Damage); pEffect->setToHitPenalty(output.Damage); pTargetCreature->addEffect(pEffect); pTargetCreature->setFlag(Effect::EFFECT_CLASS_HYMN); // 瓷仿摹甫 拌魂秦辑 焊郴霖促. if (pTargetCreature->isVampire()) { Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature); VAMPIRE_RECORD prev; pTargetVampire->getVampireRecord(prev); pTargetVampire->initAllStat(); if (bCanSeeCaster) { pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK2); } else { pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK6); } } else if (pTargetCreature->isMonster()) { Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature); pTargetMonster->initAllStat(); } else if (pTargetCreature->isSlayer()) { Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature); if (bCanSeeCaster) { SLAYER_RECORD prev; pTargetSlayer->getSlayerRecord(prev); pTargetSlayer->initAllStat(); pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK2); } else { SLAYER_RECORD prev; pTargetSlayer->getSlayerRecord(prev); pTargetSlayer->initAllStat(); pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK6); } } else if (pTargetCreature->isOusters()) { Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature); if (bCanSeeCaster) { OUSTERS_RECORD prev; pTargetOusters->getOustersRecord(prev); pTargetOusters->initAllStat(); pTargetOusters->addModifyInfo(prev, _GCSkillToObjectOK2); } else { OUSTERS_RECORD prev; pTargetOusters->getOustersRecord(prev); pTargetOusters->initAllStat(); pTargetOusters->addModifyInfo(prev, _GCSkillToObjectOK6); } } else Assert(false); _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(output.Duration); _GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration(output.Duration); _GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK3.setSkillType(SkillType); _GCSkillToObjectOK3.setTargetXY (targetX, targetY); _GCSkillToObjectOK4.setSkillType(SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK4.setDuration(output.Duration); _GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); _GCSkillToObjectOK5.setDuration(output.Duration); _GCSkillToObjectOK6.setXY(myX, myY); _GCSkillToObjectOK6.setSkillType(SkillType); _GCSkillToObjectOK6.setDuration(output.Duration); if (bCanSeeCaster) // 10篮 东户 荐摹促. { computeAlignmentChange(pTargetCreature, 10, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); } else // 10篮 东户 荐摹促. { computeAlignmentChange(pTargetCreature, 10, pSlayer, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1); } list<Creature *> cList; cList.push_back(pTargetCreature); cList.push_back(pSlayer); cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList); // Send Packet pPlayer->sendPacket(&_GCSkillToObjectOK1); if (pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); if (pTargetPlayer == NULL) { //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6); } else if (pTargetCreature->isMonster()) { Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature); pTargetMonster->addEnemy(pSlayer); } GCAddEffect gcAddEffect; gcAddEffect.setObjectID(TargetObjectID); gcAddEffect.setEffectID(Effect::EFFECT_CLASS_HYMN); gcAddEffect.setDuration(output.Duration); pZone->broadcastPacket(targetX, targetY, &gcAddEffect); pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pSlayer, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH}Hymn g_Hymn;
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