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📄 multishot.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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			_GCSkillToTileOK1.setY(Y);			_GCSkillToTileOK1.setRange(dir);			_GCSkillToTileOK1.setDuration(0);					_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToTileOK2.setSkillType(getSkillType());			_GCSkillToTileOK2.setX(X);			_GCSkillToTileOK2.setY(Y);			_GCSkillToTileOK2.setRange(dir);			_GCSkillToTileOK2.setDuration(0);			_GCSkillToTileOK3.setObjectID(pSlayer->getObjectID());			_GCSkillToTileOK3.setSkillType(getSkillType());			_GCSkillToTileOK3.setX(X);			_GCSkillToTileOK3.setY(Y);			_GCSkillToTileOK4.setSkillType(getSkillType());			_GCSkillToTileOK4.setX(X);			_GCSkillToTileOK4.setY(Y);			_GCSkillToTileOK4.setDuration(0);			_GCSkillToTileOK4.setRange(dir);					_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());			_GCSkillToTileOK5.setSkillType(getSkillType());			_GCSkillToTileOK5.setX(X);			_GCSkillToTileOK5.setY(Y);			_GCSkillToTileOK5.setRange(dir);			_GCSkillToTileOK5.setDuration(0);						pPlayer->sendPacket(&_GCSkillToTileOK1);					// 捞 扁贱俊 狼秦 康氢阑 罐绰 仇甸俊霸 菩哦阑 焊郴拎具 茄促.			for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)			{				Creature* pTargetCreature = *itr;				Assert(pTargetCreature != NULL);				if (pTargetCreature->isPC())				{					_GCSkillToTileOK2.clearList();					HP_t targetHP = 0;					if (pTargetCreature->isSlayer())					{						targetHP = (dynamic_cast<Slayer*>(pTargetCreature))->getHP();					}					else if (pTargetCreature->isVampire())					{						targetHP = (dynamic_cast<Vampire*>(pTargetCreature))->getHP();					}					else if (pTargetCreature->isOusters())					{						targetHP = (dynamic_cast<Ousters*>(pTargetCreature))->getHP();					}					_GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP);					// 酒捞袍狼 郴备仿阑 冻绢哆赴促.					decreaseDurability(NULL, pTargetCreature, pSkillInfo->getPoint(), NULL, &_GCSkillToTileOK2);					// 菩哦阑 焊郴霖促.					Player* pPlayer = pTargetCreature->getPlayer();					Assert(pPlayer != NULL);					pPlayer->sendPacket(&_GCSkillToTileOK2);				}				else if (pTargetCreature->isMonster())				{					// 寸辟 利栏肺 牢侥茄促.					Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);					pMonster->addEnemy(pSlayer);				}			}			cList.push_back(pSlayer);			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormalWithGun(pSlayer, getSkillType(), NULL, RemainBullet);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " SGexecute End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 鸥老 勤甸矾 - AR捞唱 SMG甫 甸绊 乐阑 版快//////////////////////////////////////////////////////////////////////////////void MultiShot::ARSMGexecute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " SGexecute  Begin" << endl;	Assert(pSlayer != NULL);	Assert(pSkillSlot != NULL);	try 	{		Player* pPlayer = pSlayer->getPlayer();		Zone* pZone = pSlayer->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToTileOK1 _GCSkillToTileOK1;		GCSkillToTileOK2 _GCSkillToTileOK2;		GCSkillToTileOK3 _GCSkillToTileOK3;		GCSkillToTileOK4 _GCSkillToTileOK4;		GCSkillToTileOK5 _GCSkillToTileOK5;		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(getSkillType());		SkillDomainType_t DomainType = pSkillInfo->getDomainType();		Level_t 	      SkillLevel = pSkillSlot->getExpLevel();		Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);		Assert(pWeapon != NULL);		bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND); 		int  RequiredMP   = (int)pSkillInfo->getConsumeMP();		bool bManaCheck   = hasEnoughMana(pSlayer, RequiredMP);		bool bTimeCheck   = verifyRunTime(pSkillSlot);		bool bRangeCheck  = verifyDistance(pSlayer, X, Y, pWeapon->getRange());		bool bBulletCheck = (getRemainBullet(pWeapon) > 0) ? true : false;		// 醚舅 箭磊绰 公炼扒 冻绢哆赴促.		Bullet_t RemainBullet = 0;		if (bBulletCheck)		{			decreaseBullet(pWeapon);			// 茄惯镜锭付促 历厘且 鞘夸 绝促. by sigi. 2002.5.9			// pWeapon->save(pSlayer->getName(), STORAGE_GEAR, 0, Slayer::WEAR_RIGHTHAND, 0);			RemainBullet = getRemainBullet(pWeapon);		}		// 单固瘤, 捧三 焊呈胶, 谅钎客 规氢阑 备茄促.		int         ToHitBonus    = 0;		int         DamageBonus   = 0;		int         ToHitPenalty  = 0;		int         DamagePenalty = 0;		ZoneCoord_t myX           = pSlayer->getX();		ZoneCoord_t myY           = pSlayer->getY();			Dir_t       dir           = calcDirection(myX, myY, X, Y);		bool        bHit          = false; // 茄锅捞扼档 嘎疽绰啊甫 历厘窍扁 困茄 函荐		Damage_t    Damage        = 0;     // 付瘤阜栏肺 涝腮 单固瘤甫 历厘窍扁 困茄 函荐		// AR捞唱 SMG老 版快俊绰 2何磐 矫累秦辑 4鳖瘤狼 splash 单固瘤甫 涝腮促.		int Splash = 1 + pSkillSlot->getExpLevel()/30 + 1;		if (bManaCheck && bTimeCheck && bRangeCheck && bBulletCheck)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);			SkillInput input(pSlayer, pSkillSlot);			SkillOutput output;			computeOutput(input, output);			// 澜荐 蔼捞 倒酒柯促.			ToHitPenalty  = getPercentValue(pSlayer->getToHit(), output.ToHit);			list<Creature*> cList;			list<Creature*> creatureList;			getSplashVictims(pZone, X, Y, Creature::CREATURE_CLASS_MAX, creatureList, Splash);			list<Creature*>::iterator itr = creatureList.begin();			for (; itr != creatureList.end(); itr++)			{				Creature* pTargetCreature = (*itr);				Assert(pTargetCreature != NULL);				ToHitBonus  = computeArmsWeaponToHitBonus(pWeapon, myX, myY, pTargetCreature->getX(), pTargetCreature->getY());				DamageBonus = computeArmsWeaponDamageBonus(pWeapon, myX, myY, pTargetCreature->getX(), pTargetCreature->getY());				bool bInvokerCheck   = (pTargetCreature->getObjectID() == pSlayer->getObjectID()) ? true : false;				bool bRaceCheck      = pTargetCreature->isSlayer() || pTargetCreature->isNPC();				bool bHitRoll        = HitRoll::isSuccess(pSlayer, pTargetCreature, ToHitPenalty + ToHitBonus);				bool bPK             = verifyPK(pSlayer, pTargetCreature);				bool bZoneLevelCheck = checkZoneLevelToHitTarget(pTargetCreature);				if ( pTargetCreature->isFlag( Effect::EFFECT_CLASS_NO_DAMAGE )					|| pTargetCreature->isFlag( Effect::EFFECT_CLASS_COMA )				)				{					bHitRoll = false;				}				if (!bInvokerCheck && !bRaceCheck && bHitRoll && bPK && bZoneLevelCheck)				{					bool bCriticalHit = false;					// 单固瘤甫 拌魂秦辑 其澄萍甫 啊茄促.					// 焊呈胶绰 钢萍鸡 其澄萍 锭巩俊 澜荐啊 瞪 荐档 乐促.					Damage        = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);					DamagePenalty = getPercentValue(Damage, output.Damage);					Damage        = max(0, Damage + DamagePenalty + DamageBonus);					// 皋牢 鸥百阑 力寇窍绊绰, 胶敲贰矫 单固瘤甫 涝绰单,					// 胶敲贰矫 单固瘤绰 老馆 单固瘤狼 50%促.					if (pTargetCreature->getX() != X || pTargetCreature->getY() != Y)					{						Damage = Damage/2;					}					// 家靛傀捞宏客绰 崔府 农肺胶 墨款磐 眉农绰 窍瘤 臼绰促.					ObjectID_t targetObjectID = pTargetCreature->getObjectID();					cList.push_back(pTargetCreature);					_GCSkillToTileOK1.addCListElement(targetObjectID);					_GCSkillToTileOK2.addCListElement(targetObjectID);					_GCSkillToTileOK5.addCListElement(targetObjectID);												setDamage(pTargetCreature, Damage, pSlayer, getSkillType(), NULL, &_GCSkillToTileOK1);					computeAlignmentChange(pTargetCreature, Damage, pSlayer, NULL, &_GCSkillToTileOK1);					// 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());					}					// 浇饭捞绢啊 酒匆 版快俊父 嘎冕 吧肺 埃林茄促.					if (!pTargetCreature->isSlayer())					{						bHit = true;					}				}			}			if (bHit)			{				if (bIncreaseExp)				{					increaseDomainExp(pSlayer, DomainType , pSkillInfo->getPoint(), _GCSkillToTileOK1);					shareAttrExp(pSlayer, Damage , 1, 8, 1, _GCSkillToTileOK1);				}				increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToTileOK1);			}			_GCSkillToTileOK1.addShortData(MODIFY_BULLET, RemainBullet);			decreaseDurability(pSlayer, NULL, pSkillInfo->getPoint(), &_GCSkillToTileOK1, NULL);			_GCSkillToTileOK1.setSkillType(getSkillType());			_GCSkillToTileOK1.setCEffectID(CEffectID);			_GCSkillToTileOK1.setX(X);			_GCSkillToTileOK1.setY(Y);			_GCSkillToTileOK1.setRange(dir);			_GCSkillToTileOK1.setDuration(0);					_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToTileOK2.setSkillType(getSkillType());			_GCSkillToTileOK2.setX(X);			_GCSkillToTileOK2.setY(Y);			_GCSkillToTileOK2.setRange(dir);			_GCSkillToTileOK2.setDuration(0);			_GCSkillToTileOK3.setObjectID(pSlayer->getObjectID());			_GCSkillToTileOK3.setSkillType(getSkillType());			_GCSkillToTileOK3.setX(X);			_GCSkillToTileOK3.setY(Y);			_GCSkillToTileOK4.setSkillType(getSkillType());			_GCSkillToTileOK4.setX(X);			_GCSkillToTileOK4.setY(Y);			_GCSkillToTileOK4.setDuration(0);			_GCSkillToTileOK4.setRange(dir);					_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());			_GCSkillToTileOK5.setSkillType(getSkillType());			_GCSkillToTileOK5.setX(X);			_GCSkillToTileOK5.setY(Y);			_GCSkillToTileOK5.setRange(dir);			_GCSkillToTileOK5.setDuration(0);						pPlayer->sendPacket(&_GCSkillToTileOK1);					// 捞 扁贱俊 狼秦 康氢阑 罐绰 仇甸俊霸 菩哦阑 焊郴拎具 茄促.			for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)			{				Creature* pTargetCreature = *itr;				Assert(pTargetCreature != NULL);				if (pTargetCreature->isPC())				{					_GCSkillToTileOK2.clearList();					HP_t targetHP = 0;					if (pTargetCreature->isSlayer())					{						targetHP = (dynamic_cast<Slayer*>(pTargetCreature))->getHP();					}					else if (pTargetCreature->isVampire())					{						targetHP = (dynamic_cast<Vampire*>(pTargetCreature))->getHP();					}					else if (pTargetCreature->isOusters())					{						targetHP = (dynamic_cast<Ousters*>(pTargetCreature))->getHP();					}					_GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP);					// 酒捞袍狼 郴备仿阑 冻绢哆赴促.					decreaseDurability(NULL, pTargetCreature, pSkillInfo->getPoint(), NULL, &_GCSkillToTileOK2);					// 菩哦阑 焊郴霖促.					Player* pPlayer = pTargetCreature->getPlayer();					Assert(pPlayer != NULL);					pPlayer->sendPacket(&_GCSkillToTileOK2);				}				else if (pTargetCreature->isMonster())				{					// 寸辟 利栏肺 牢侥茄促.					Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);					pMonster->addEnemy(pSlayer);				}			}			cList.push_back(pSlayer);			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormalWithGun(pSlayer, getSkillType(), NULL, RemainBullet);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " SGexecute End" << endl;	__END_CATCH}MultiShot g_MultiShot;

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