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📄 icefield.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    : IceField.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "IceField.h"#include "EffectIceField.h"#include "Creature.h"#include "RankBonus.h"#include "Gpackets/GCSkillToTileOK1.h"#include "Gpackets/GCSkillToTileOK2.h"#include "Gpackets/GCSkillToTileOK3.h"#include "Gpackets/GCSkillToTileOK4.h"#include "Gpackets/GCSkillToTileOK5.h"#include "Gpackets/GCSkillToTileOK6.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCSkillFailed1.h"IceField::IceField()	throw(){	m_IceFieldMask[0][0].set( 0, 0 );	m_MaskNum[0] = 1;	m_IceFieldMask[1][0].set( -1, 0 );	m_IceFieldMask[1][1].set( 0, 0 );	m_IceFieldMask[1][2].set( 1, 0 );	m_MaskNum[1] = 3;	m_IceFieldMask[2][0].set( -1, 0 );	m_IceFieldMask[2][1].set( 1, 0 );	m_IceFieldMask[2][2].set( 0, 0 );	m_IceFieldMask[2][3].set( 0, 1 );	m_IceFieldMask[2][4].set( 0, -1 );	m_MaskNum[2] = 5;	m_IceFieldMask[3][0].set( -1, -1 );	m_IceFieldMask[3][1].set( -1, 0 );	m_IceFieldMask[3][2].set( -1, 1 );	m_IceFieldMask[3][3].set( 0, -1 );	m_IceFieldMask[3][4].set( 0, 0 );	m_IceFieldMask[3][5].set( 0, 1 );	m_IceFieldMask[3][6].set( 1, -1 );	m_IceFieldMask[3][7].set( 1, 0 );	m_IceFieldMask[3][8].set( 1, 1 );	m_MaskNum[3] = 9;};//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void IceField::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pOusters != NULL);	Assert(pOustersSkillSlot != NULL);	try	{		Zone* pZone = pOusters->getZone();		Assert(pZone != NULL);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//Assert(pTargetCreature != NULL);		// NoSuch力芭. by sigi. 2002.5.2		if (pTargetCreature==NULL			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30			)		{			executeSkillFailException(pOusters, getSkillType());			return;		}		execute(pOusters, pTargetCreature->getX(), pTargetCreature->getY(), pOustersSkillSlot, CEffectID);	} 	catch (Throwable & t) 	{		executeSkillFailException(pOusters, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 鸥老 勤甸矾//////////////////////////////////////////////////////////////////////////////void IceField::execute(Ousters* pOusters, ZoneCoord_t X, ZoneCoord_t Y, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	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;		}		GCSkillToTileOK1 _GCSkillToTileOK1;		GCSkillToTileOK2 _GCSkillToTileOK2;		GCSkillToTileOK3 _GCSkillToTileOK3;		GCSkillToTileOK4 _GCSkillToTileOK4;		GCSkillToTileOK5 _GCSkillToTileOK5;		GCSkillToTileOK6 _GCSkillToTileOK6;		SkillType_t SkillType  = pOustersSkillSlot->getSkillType();		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t myX = pOusters->getX();		ZoneCoord_t myY = pOusters->getY();		// 捞棋飘狼 瘤加矫埃阑 拌魂茄促.		SkillInput input(pOusters, pOustersSkillSlot);		SkillOutput output;		computeOutput(input, output);		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel();		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);		bool bRangeCheck = verifyDistance(pOusters, X, Y, pSkillInfo->getRange());		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);		bool bSatisfyRequire = pOusters->satisfySkillRequire( pSkillInfo );				bool bTileCheck = false;		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);		if (rect.ptInRect(X, Y)) bTileCheck = true;		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck && bSatisfyRequire)		{			decreaseMana(pOusters, RequiredMP, _GCSkillToTileOK1);			int grade = 0;			if ( input.SkillLevel <= 10 ) grade = 0;			else if ( input.SkillLevel <= 20 ) grade = 1;			else if ( input.SkillLevel < 30 ) grade = 2;			else grade = 3;			list<Creature*> cList;	// denier list						for (int i=0; i<m_MaskNum[grade]; i++)			{				POINT& pt = m_IceFieldMask[grade][i];				int tileX = X+pt.x;				int tileY = Y+pt.y;				if (rect.ptInRect(tileX, tileY))				{					Tile& tile = pZone->getTile(tileX, tileY);					if ( tile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION) ) continue;					// 泅犁 鸥老俊促 捞棋飘甫 眠啊且 荐 乐促搁...					if (tile.canAddEffect())					{						// 鞍篮 effect啊 乐栏搁 瘤款促.						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_ICE_FIELD);						if (pOldEffect != NULL)						{							ObjectID_t effectID = pOldEffect->getObjectID();							pZone->deleteEffect(effectID);// fix me						}						// 捞棋飘 努贰胶甫 积己茄促.						EffectIceField* pEffect = new EffectIceField(pZone , tileX, tileY);						pEffect->setCasterName( pOusters->getName() );						pEffect->setCasterID( pOusters->getObjectID() );						pEffect->setDeadline(output.Duration);						pEffect->setDuration(output.Range);						pEffect->setNextTime(0);						pEffect->setTick(output.Tick);						// Tile俊 嘿捞绰 Effect绰 ObjectID甫 殿废罐酒具 茄促.						ObjectRegistry & objectregister = pZone->getObjectRegistry();						objectregister.registerObject(pEffect);						pZone->addEffect(pEffect);						tile.addEffect(pEffect);						const slist<Object*>& oList = tile.getObjectList();						for(slist<Object*>::const_iterator itr = oList.begin(); itr != oList.end(); itr++) 						{							Object* pTarget = *itr;							Creature* pTargetCreature = NULL;							if ( pTarget->getObjectClass() == Object::OBJECT_CLASS_CREATURE 								&& ( (pTargetCreature = dynamic_cast<Creature*>(pTarget))->isSlayer() || pTargetCreature->isVampire() )								&& !checkZoneLevelToHitTarget( pTargetCreature )							) 							{								cList.push_back(pTargetCreature);								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());								pEffect->affect(pTargetCreature);							}//								pEffect->affect(pTarget);						}					}					}				}			_GCSkillToTileOK1.setSkillType(SkillType);			_GCSkillToTileOK1.setCEffectID(CEffectID);			_GCSkillToTileOK1.setX(X);			_GCSkillToTileOK1.setY(Y);			_GCSkillToTileOK1.setDuration(output.Duration);			_GCSkillToTileOK1.setRange(grade);			_GCSkillToTileOK2.setObjectID(pOusters->getObjectID());			_GCSkillToTileOK2.setSkillType(SkillType);			_GCSkillToTileOK2.setX(X);			_GCSkillToTileOK2.setY(Y);			_GCSkillToTileOK2.setDuration(output.Duration);			_GCSkillToTileOK2.setRange(grade);			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, ICE_FIELD_SIGHT);			_GCSkillToTileOK3.setObjectID(pOusters->getObjectID());			_GCSkillToTileOK3.setSkillType(SkillType);			_GCSkillToTileOK3.setX(X);			_GCSkillToTileOK3.setY(Y);			_GCSkillToTileOK4.setSkillType(SkillType);			_GCSkillToTileOK4.setX(X);			_GCSkillToTileOK4.setY(Y);			_GCSkillToTileOK4.setRange(grade);			_GCSkillToTileOK4.setDuration(output.Duration);			_GCSkillToTileOK5.setObjectID(pOusters->getObjectID());			_GCSkillToTileOK5.setSkillType(SkillType);			_GCSkillToTileOK5.setX(X);			_GCSkillToTileOK5.setY(Y);			_GCSkillToTileOK5.setRange(grade);			_GCSkillToTileOK5.setDuration(output.Duration);			_GCSkillToTileOK6.setOrgXY(myX, myY);			_GCSkillToTileOK6.setSkillType(SkillType);			_GCSkillToTileOK6.setX(X);			_GCSkillToTileOK6.setY(Y);			_GCSkillToTileOK6.setDuration(output.Duration);			_GCSkillToTileOK6.setRange(grade);			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, ICE_FIELD_SIGHT);			for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)			{				Creature* pTargetCreature = *itr;				if (canSee(pTargetCreature, pOusters)) pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);				else pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK6);			}			pPlayer->sendPacket(&_GCSkillToTileOK1);			cList.push_back(pOusters);			list<Creature*> watcherList = pZone->getWatcherList(myX, myY, pOusters);			// watcherList俊辑 cList俊 加窍瘤 臼绊, caster(pOusters)甫 杭 荐 绝绰 版快绰			// OK4甫 焊郴绊.. cList俊 眠啊茄促.			for(list<Creature*>::const_iterator itr = watcherList.begin(); itr != watcherList.end(); itr++)			{				bool bBelong = false;				for(list<Creature*>::const_iterator tItr = cList.begin(); tItr != cList.end(); tItr++)					if (*itr == *tItr)						bBelong = true;				Creature* pWatcher = (*itr);				if (bBelong == false && canSee(pWatcher, pOusters) == false)				{					//Assert(pWatcher->isPC());	// 寸楷 PC促.. Zone::getWatcherList绰 PC父 return茄促					if (!pWatcher->isPC())					{						//cout << "IceField : 坑贸 府胶飘啊 PC啊 酒凑聪促." << endl;//						GCSkillFailed1 _GCSkillFailed1;//						_GCSkillFailed1.setSkillType(getSkillType());//						pOusters->getPlayer()->sendPacket(&_GCSkillFailed1);						//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;//						return;						continue;					}					pWatcher->getPlayer()->sendPacket(&_GCSkillToTileOK4);					cList.push_back(*itr);				}			}								cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList, false);						pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);						pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);			pOustersSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pOusters, getSkillType(), NULL);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pOusters, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}IceField g_IceField;

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