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📄 bloodysnake.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
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//////////////////////////////////////////////////////////////////////////////// Filename    : BloodySnake.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "BloodySnake.h"#include "EffectBloodySnake.h"#include "Creature.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"#include "Gpackets/GCAddEffectToTile.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void BloodySnake::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			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE)) // by sigi. 2002.10.30		{			executeSkillFailException(pVampire, getSkillType());			return;		}		execute(pVampire, pTargetCreature->getX(), pTargetCreature->getY(), pVampireSkillSlot, CEffectID);	} 	catch (Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 鸥老 勤甸矾//////////////////////////////////////////////////////////////////////////////void BloodySnake::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;	Assert(pVampire != NULL);	Assert(pVampireSkillSlot != NULL);	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToTileOK1 _GCSkillToTileOK1;		GCSkillToTileOK2 _GCSkillToTileOK2;		GCSkillToTileOK3 _GCSkillToTileOK3;		GCSkillToTileOK4 _GCSkillToTileOK4;		GCSkillToTileOK5 _GCSkillToTileOK5;		GCSkillToTileOK6 _GCSkillToTileOK6;		SkillType_t SkillType  = pVampireSkillSlot->getSkillType();		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t myX = pVampire->getX();		ZoneCoord_t myY = pVampire->getY();		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);		bool bRangeCheck = verifyDistance(pVampire, X, Y, pSkillInfo->getRange());		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot);				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)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1);			// 捞棋飘狼 瘤加矫埃阑 拌魂茄促.			SkillInput input(pVampire);			SkillOutput output;			computeOutput(input, output);			Dir_t 	   Dir		= getDirectionToPosition( myX, myY, X, Y );			list<Creature*> cList;	// denier list						const POINT& pt = dirMoveMask[Dir];			int tileX = myX+pt.x;			int tileY = myY+pt.y;			if (rect.ptInRect(tileX, tileY))			{				Tile& tile = pZone->getTile(tileX, tileY);				// 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_BLOODY_SNAKE);					if (pOldEffect != NULL)					{						ObjectID_t effectID = pOldEffect->getObjectID();						pZone->deleteEffect(effectID);// fix me					}									// 捞棋飘 努贰胶甫 积己茄促.					EffectBloodySnake* pEffect = new EffectBloodySnake(pZone , tileX, tileY);					pEffect->setCasterName( pVampire->getName() );					pEffect->setCasterID( pVampire->getObjectID() );					pEffect->setClan( Creature::CREATURE_CLASS_VAMPIRE, pVampire->getClanType() );					pEffect->setDamage( output.Damage );					pEffect->setDeadline(output.Duration);					pEffect->setLevel(pVampire->getINT());					pEffect->setNextTime(0);					pEffect->setTick(output.Tick + (output.Tick>>1));					pEffect->setDir(Dir);					// 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);					GCAddEffectToTile gcAddEffectToTile;					gcAddEffectToTile.setEffectID( Effect::EFFECT_CLASS_BLOODY_SNAKE );					gcAddEffectToTile.setDuration( output.Tick + (output.Tick>>1));					gcAddEffectToTile.setObjectID( pEffect->getObjectID() );					gcAddEffectToTile.setXY( tileX, tileY );					pZone->broadcastPacket(tileX, tileY, &gcAddEffectToTile);					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->isOusters() ) 						) 						{							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.Tick);			_GCSkillToTileOK1.setRange(Dir);			_GCSkillToTileOK2.setObjectID(pVampire->getObjectID());			_GCSkillToTileOK2.setSkillType(SkillType);			_GCSkillToTileOK2.setX(X);			_GCSkillToTileOK2.setY(Y);			_GCSkillToTileOK2.setDuration(output.Tick);			_GCSkillToTileOK2.setRange(Dir);			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, BLOODY_SNAKE_SIGHT);			_GCSkillToTileOK3.setObjectID(pVampire->getObjectID());			_GCSkillToTileOK3.setSkillType(SkillType);			_GCSkillToTileOK3.setX(X);			_GCSkillToTileOK3.setY(Y);			_GCSkillToTileOK4.setSkillType(SkillType);			_GCSkillToTileOK4.setX(X);			_GCSkillToTileOK4.setY(Y);			_GCSkillToTileOK4.setRange(Dir);			_GCSkillToTileOK4.setDuration(output.Tick);			_GCSkillToTileOK5.setObjectID(pVampire->getObjectID());			_GCSkillToTileOK5.setSkillType(SkillType);			_GCSkillToTileOK5.setX(X);			_GCSkillToTileOK5.setY(Y);			_GCSkillToTileOK5.setRange(Dir);			_GCSkillToTileOK5.setDuration(output.Tick);			_GCSkillToTileOK6.setOrgXY(myX, myY);			_GCSkillToTileOK6.setSkillType(SkillType);			_GCSkillToTileOK6.setX(tileX);			_GCSkillToTileOK6.setY(tileY);			_GCSkillToTileOK6.setDuration(output.Tick);			_GCSkillToTileOK6.setRange(Dir);			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, BLOODY_SNAKE_SIGHT);			for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)			{				Creature* pTargetCreature = *itr;				if (canSee(pTargetCreature, pVampire)) pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);				else pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK6);			}			pPlayer->sendPacket(&_GCSkillToTileOK1);			cList.push_back(pVampire);			list<Creature*> watcherList = pZone->getWatcherList(myX, myY, pVampire);			// watcherList俊辑 cList俊 加窍瘤 臼绊, caster(pVampire)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, pVampire) == false)				{					//Assert(pWatcher->isPC());	// 寸楷 PC促.. Zone::getWatcherList绰 PC父 return茄促					if (!pWatcher->isPC())					{						//cout << "BloodySnake : 坑贸 府胶飘啊 PC啊 酒凑聪促." << endl;						GCSkillFailed1 _GCSkillFailed1;						_GCSkillFailed1.setSkillType(getSkillType());						pVampire->getPlayer()->sendPacket(&_GCSkillFailed1);						//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;						return;					}					pWatcher->getPlayer()->sendPacket(&_GCSkillToTileOK4);					cList.push_back(*itr);				}			}

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