📄 headshot.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : HeadShot.cpp// Written by : elca@ewestsoft.com// Description ://////////////////////////////////////////////////////////////////////////////#include "HeadShot.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCSkillToTileOK1.h"#include "Gpackets/GCSkillToTileOK2.h"#include "Gpackets/GCSkillToTileOK3.h"#include "Gpackets/GCSkillToTileOK4.h"#include "Gpackets/GCSkillToTileOK5.h"#include "ItemUtil.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void HeadShot::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY __BEGIN_DEBUG //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 荐啊 绝促. // NoSuch力芭. by sigi. 2002.5.2 if (pTargetCreature==NULL || pTargetCreature->isNPC()) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } bool bIncreaseDomainExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND); GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; // 公厘窍绊 乐绰 公扁啊 澄捞芭唱, 醚捞 酒聪芭唱, SR捞扼搁 捞 扁贱阑 镜 荐 绝促. Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND); if (pWeapon == NULL || !isArmsWeapon(pWeapon)) // SR档 荤侩啊瓷窍霸 茄促. by sigi. 2002.12.3 //|| pWeapon->getItemClass() == Item::ITEM_CLASS_SR) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); SkillDomainType_t DomainType = pSkillInfo->getDomainType(); SkillLevel_t SkillLevel = pSkillSlot->getExpLevel(); int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pSlayer, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());// 荤沥芭府 3栏肺 绊沥 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; ZoneCoord_t myX = pSlayer->getX(); ZoneCoord_t myY = pSlayer->getY(); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); Dir_t dir = calcDirection(myX, myY, targetX, targetY); int Splash = computeArmsWeaponSplashSize(pWeapon, myX, myY, targetX, targetY); // 芭府俊 蝶弗 单固瘤 焊呈胶甫 拌魂茄促. SkillInput input(pSlayer, pSkillSlot); SkillOutput output; input.Range = getDistance(pSlayer->getX(), pSlayer->getY(), pTargetCreature->getX(), pTargetCreature->getY()); computeOutput(input, output); //////////////////////////////////////////////////////////////////////////////// // SG啊 酒囱 促弗 醚老 版快 //////////////////////////////////////////////////////////////////////////////// if (Splash == 0) { ToHitBonus = computeArmsWeaponToHitBonus(pWeapon, myX, myY, targetX, targetY); DamageBonus = computeArmsWeaponDamageBonus(pWeapon, myX, myY, targetX, targetY); bool bHitRoll = HitRoll::isSuccess(pSlayer, pTargetCreature, ToHitBonus); bool bPK = verifyPK(pSlayer, pTargetCreature); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bBulletCheck && bPK) { decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1); bool bCriticalHit = false; Damage_t Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit) + output.Damage + DamageBonus; setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); // 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()); } if (!pTargetCreature->isSlayer()) { // 版氰摹甫 棵妨霖促. if ( bIncreaseDomainExp ) { shareAttrExp(pSlayer, Damage , 1, 8, 1, _GCSkillToObjectOK1); increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1); increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToObjectOK1); } increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1); } // 醚舅 荐甫 冻绢哆府绊, 技捞宏窍绊, 巢篮 醚舅阑 罐绊, 郴备仿阑 冻绢哆赴促. decreaseDurability(pSlayer, pTargetCreature, pSkillInfo->getPoint(), &_GCSkillToObjectOK1, &_GCSkillToObjectOK2); // 醚捞 酒流鳖瘤 巢酒乐促搁, 醚舅 箭磊甫 冻绢哆府扼绊, 努扼捞攫飘俊霸 舅妨霖促. if (pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND) != NULL) _GCSkillToObjectOK1.addShortData(MODIFY_BULLET, RemainBullet); Coord_t targetX = pTargetCreature->getX(); Coord_t targetY = pTargetCreature->getY(); Coord_t myX = pSlayer->getX(); Coord_t myY = pSlayer->getY(); _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration(0); _GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK3.setSkillType(SkillType); _GCSkillToObjectOK3.setTargetXY (targetX, targetY); _GCSkillToObjectOK4.setSkillType(SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK4.setDuration(0); _GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); _GCSkillToObjectOK5.setDuration(0); // Send Packet pPlayer->sendPacket(&_GCSkillToObjectOK1); if (pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } else if (pTargetCreature->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pSlayer); } 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); pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormalWithGun(pSlayer, getSkillType(), pTargetCreature, RemainBullet); } } //////////////////////////////////////////////////////////////////////////////// // SG老 版快 庆靛鸡 富绊档 单固瘤啊... //////////////////////////////////////////////////////////////////////////////// else { if (bManaCheck && bTimeCheck && bRangeCheck && bBulletCheck) { GCSkillToTileOK1 _GCSkillToTileOK1; GCSkillToTileOK2 _GCSkillToTileOK2; GCSkillToTileOK3 _GCSkillToTileOK3; GCSkillToTileOK4 _GCSkillToTileOK4; GCSkillToTileOK5 _GCSkillToTileOK5; decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1); Damage_t Damage = 0; // 付瘤阜栏肺 涝腮 单固瘤甫 历厘窍扁 困茄 函荐 bool bHit = false; // 茄 疙捞扼档 嘎疽绰啊甫 历厘窍扁 困茄 函荐 list<Creature*> creatureList; list<Creature*> cList; getSplashVictims(pZone, targetX, targetY, pTargetCreature->getCreatureClass(), creatureList, Splash); list<Creature*>::iterator itr = creatureList.begin(); for (; itr != creatureList.end(); itr++) { Creature* pEnemy = (*itr); Assert(pEnemy != NULL); ToHitBonus = computeArmsWeaponToHitBonus(pWeapon, myX, myY, pEnemy->getX(), pEnemy->getY()); DamageBonus = computeArmsWeaponDamageBonus(pWeapon, myX, myY, pEnemy->getX(), pEnemy->getY()); bool bInvokerCheck = (pEnemy->getObjectID() == pSlayer->getObjectID()) ? true : false; bool bHitRoll = HitRoll::isSuccess(pSlayer, pEnemy, ToHitBonus); bool bPK = verifyPK(pSlayer, pEnemy); bool bZoneLevelCheck = checkZoneLevelToHitTarget(pEnemy); if (!bInvokerCheck && bHitRoll && bPK && bZoneLevelCheck) { bool bCriticalHit = false; Damage = computeDamage(pSlayer, pEnemy, SkillLevel/5, bCriticalHit) + output.Damage + 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%捞促. if (pTargetCreature != pEnemy) { Damage = Damage/2; } ObjectID_t targetObjectID = pEnemy->getObjectID(); cList.push_back(pEnemy); _GCSkillToTileOK1.addCListElement(targetObjectID); _GCSkillToTileOK2.addCListElement(targetObjectID); _GCSkillToTileOK5.addCListElement(targetObjectID); setDamage(pEnemy, Damage, pSlayer, getSkillType(), NULL, &_GCSkillToTileOK1); computeAlignmentChange(pEnemy, Damage, pSlayer, NULL, &_GCSkillToTileOK1); increaseAlignment(pSlayer, pEnemy, _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, pEnemy, myX, myY); } // 浇饭捞绢啊 酒囱 版快俊父 hit茄 吧肺 埃林茄促. if (!pEnemy->isSlayer()) { bHit = true; } } } // 窍唱扼档 嘎疽阑 版快俊父 版氰摹甫 棵妨霖促. if (bHit) { shareAttrExp(pSlayer, Damage , 1, 8, 1, _GCSkillToTileOK1); increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1); increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToTileOK1); increaseAlignment(pSlayer, pTargetCreature, _GCSkillToTileOK1); } // 醚舅 箭磊甫 临捞绊, 醚舅 箭磊甫 历厘窍绊, 巢篮 醚舅 箭磊甫 罐篮 促澜俊 郴备仿阑 冻绢哆赴促. _GCSkillToTileOK1.addShortData(MODIFY_BULLET, RemainBullet); decreaseDurability(pSlayer, NULL, pSkillInfo->getPoint(), &_GCSkillToTileOK1, NULL); _GCSkillToTileOK1.setSkillType(SKILL_MULTI_SHOT); _GCSkillToTileOK1.setCEffectID(0); _GCSkillToTileOK1.setX(targetX); _GCSkillToTileOK1.setY(targetX); _GCSkillToTileOK1.setRange(dir); _GCSkillToTileOK1.setDuration(0); _GCSkillToTileOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToTileOK2.setSkillType(SKILL_MULTI_SHOT); _GCSkillToTileOK2.setX(targetX); _GCSkillToTileOK2.setY(targetY); _GCSkillToTileOK2.setRange(dir); _GCSkillToTileOK2.setDuration(0); _GCSkillToTileOK3.setObjectID(pSlayer->getObjectID()); _GCSkillToTileOK3.setSkillType(SKILL_MULTI_SHOT); _GCSkillToTileOK3.setX(targetX); _GCSkillToTileOK3.setY(targetY); _GCSkillToTileOK4.setSkillType(SKILL_MULTI_SHOT); _GCSkillToTileOK4.setX(targetX); _GCSkillToTileOK4.setY(targetY); _GCSkillToTileOK4.setDuration(0); _GCSkillToTileOK4.setRange(dir); _GCSkillToTileOK5.setObjectID(pSlayer->getObjectID()); _GCSkillToTileOK5.setSkillType(SKILL_MULTI_SHOT); _GCSkillToTileOK5.setX(targetX); _GCSkillToTileOK5.setY(targetY); _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* pVictim = *itr; Assert(pVictim != NULL); if (pVictim->isPC()) { _GCSkillToTileOK2.clearList(); HP_t targetHP = 0; if (pVictim->isSlayer()) { targetHP = (dynamic_cast<Slayer*>(pVictim))->getHP(ATTR_CURRENT); } else if (pVictim->isVampire()) { targetHP = (dynamic_cast<Vampire*>(pVictim))->getHP(ATTR_CURRENT); } _GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP); decreaseDurability(NULL, pVictim, 1, NULL, &_GCSkillToTileOK2); Player* pPlayer = pVictim->getPlayer(); Assert(pPlayer != NULL); pPlayer->sendPacket(&_GCSkillToTileOK2); } else if (pVictim->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pVictim); pMonster->addEnemy(pSlayer); } } cList.push_back(pSlayer); cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToTileOK5, cList); pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK3, cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToTileOK4, cList); } else { executeSkillFailNormalWithGun(pSlayer, getSkillType(), pTargetCreature, RemainBullet); } } } catch (Throwable &t) { executeSkillFailException(pSlayer, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; __END_DEBUG __END_CATCH}HeadShot g_HeadShot;
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