📄 bloodyball.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : BloodyBall.cpp// Written by : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "BloodyBall.h"#include "SimpleTileMissileSkill.h"#include "RankBonus.h"//////////////////////////////////////////////////////////////////////////////// 积己磊// 付胶农甫 檬扁拳茄促.//////////////////////////////////////////////////////////////////////////////BloodyBall::BloodyBall() throw(){ __BEGIN_TRY m_pBloodyBallMask[0].set(0, 0); m_pBloodyBallMask[1].set(-1, -1); m_pBloodyBallMask[2].set(0, -1); m_pBloodyBallMask[3].set(1, -1); m_pBloodyBallMask[4].set(-1, 0); m_pBloodyBallMask[5].set(1, 0); m_pBloodyBallMask[6].set(-1, 1); m_pBloodyBallMask[7].set(0, 1); m_pBloodyBallMask[8].set(1, 1); __END_CATCH}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void BloodyBall::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; Assert(pVampire != NULL); Assert(pVampireSkillSlot != NULL); try { Zone* pZone = pVampire->getZone(); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NoSuch力芭. by sigi. 2002.5.2 if (pTargetCreature==NULL) { executeSkillFailException(pVampire, getSkillType()); return; } execute(pVampire, pTargetCreature->getX(), pTargetCreature->getY(), pVampireSkillSlot, CEffectID); } catch (Throwable & t) { executeSkillFailException(pVampire, getSkillType()); //cout << t.toString() << endl; } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 鸥老 勤甸矾//////////////////////////////////////////////////////////////////////////////void BloodyBall::execute(Vampire* pVampire, ZoneCoord_t X, ZoneCoord_t Y, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; SkillInput input(pVampire); SkillOutput output; computeOutput(input, output); SIMPLE_SKILL_INPUT param; param.SkillType = getSkillType(); param.SkillDamage = output.Damage; param.Delay = output.Delay; param.ItemClass = Item::ITEM_CLASS_MAX; param.STRMultiplier = 0; param.DEXMultiplier = 0; param.INTMultiplier = 0; param.bMagicHitRoll = true; param.bMagicDamage = true; param.bAdd = false; SIMPLE_SKILL_OUTPUT result; for (int i=0; i<9; i++) { param.addMask(m_pBloodyBallMask[i].x, m_pBloodyBallMask[i].y, 100); } // Knowledge of Blood 啊 乐促搁 hit bonus 10 int HitBonus = 0; if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_BLOOD ) ) { RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_BLOOD ); Assert( pRankBonus != NULL ); HitBonus = pRankBonus->getPoint(); } g_SimpleTileMissileSkill.execute(pVampire, X, Y, pVampireSkillSlot, param, result, CEffectID, false, HitBonus); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH}//////////////////////////////////////////////////////////////////////////////// 阁胶磐 鸥老 勤甸矾//////////////////////////////////////////////////////////////////////////////void BloodyBall::execute(Monster* pMonster, ZoneCoord_t X, ZoneCoord_t Y) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; SkillInput input(pMonster); SkillOutput output; computeOutput(input, output); SIMPLE_SKILL_INPUT param; param.SkillType = getSkillType(); param.SkillDamage = output.Damage; param.Delay = output.Delay; param.ItemClass = Item::ITEM_CLASS_MAX; param.STRMultiplier = 0; param.DEXMultiplier = 0; param.INTMultiplier = 0; param.bMagicHitRoll = true; param.bMagicDamage = true; param.bAdd = false; SIMPLE_SKILL_OUTPUT result; for (int i=0; i<9; i++) { param.addMask(m_pBloodyBallMask[i].x, m_pBloodyBallMask[i].y, 100); } g_SimpleTileMissileSkill.execute(pMonster, X, Y, param, result); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH}BloodyBall g_BloodyBall;
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