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📄 darkbluepoison.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    : DarkBluePoison.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "DarkBluePoison.h"#include "EffectDarkBluePoison.h"#include "EffectProtectionFromPoison.h"#include "RankBonus.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCSkillToObjectOK6.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCStatusCurrentHP.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCRemoveEffect.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////DarkBluePoison g_DarkBluePoison;//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void DarkBluePoison::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 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->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->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30			|| pTargetCreature->isNPC())		{			executeSkillFailException(pVampire, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;			return;		}		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		GCSkillToObjectOK4 _GCSkillToObjectOK4;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		GCSkillToObjectOK6 _GCSkillToObjectOK6;		SkillType_t SkillType  = pVampireSkillSlot->getSkillType();		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		// Knowledge of Poison 捞 乐促搁 hit bonus 10		int HitBonus = 0;		if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_POISON ) )		{			RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_POISON );			Assert( pRankBonus != NULL );			HitBonus = pRankBonus->getPoint();		}		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_DARKBLUE_POISON);		ZoneCoord_t vampX   = pVampire->getX();		ZoneCoord_t vampY   = pVampire->getY();		ZoneCoord_t targetX = pTargetCreature->getX();		ZoneCoord_t targetY = pTargetCreature->getY();		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);			bool bCanSeeCaster = canSee(pTargetCreature, pVampire);			SkillInput input(pVampire);			SkillOutput output;			computeOutput(input, output);			Damage_t Damage = computeMagicDamage(pTargetCreature, output.Damage, SkillType, true);			// 酒快胶磐令绰 例馆狼 矫埃父 罐绰促.			if ( pTargetCreature->isOusters() ) output.Duration/=2;			// 捞棋飘 坷宏璃飘甫 积己秦辑 嘿牢促.			EffectDarkBluePoison* pEffectDarkBluePoison = new EffectDarkBluePoison(pTargetCreature);			pEffectDarkBluePoison->setDamage(Damage);			pEffectDarkBluePoison->setLevel(pSkillInfo->getLevel()/2);			pEffectDarkBluePoison->setDeadline(output.Duration);			pEffectDarkBluePoison->setTick(output.Tick);			pEffectDarkBluePoison->setNextTime(0);			pTargetCreature->addEffect(pEffectDarkBluePoison);			pTargetCreature->setFlag(Effect::EFFECT_CLASS_DARKBLUE_POISON);			// 捞棋飘啊 嘿菌栏聪, 嘿菌促绊 宏肺靛某胶泼秦霖促.			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pTargetCreature->getObjectID());			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_DARKBLUE_POISON);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);			if (bCanSeeCaster)			{				decreaseDurability(pVampire, pTargetCreature, pSkillInfo->getPoint(), &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);			}			else			{				decreaseDurability(pVampire, pTargetCreature, pSkillInfo->getPoint(), &_GCSkillToObjectOK1, &_GCSkillToObjectOK6);			}			_GCSkillToObjectOK1.setSkillType(SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK1.setDuration(output.Duration);						_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());			_GCSkillToObjectOK2.setSkillType(SkillType);			_GCSkillToObjectOK2.setDuration(output.Duration);														_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());			_GCSkillToObjectOK3.setSkillType(SkillType);			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);																		_GCSkillToObjectOK4.setSkillType(SkillType);			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setSkillType(SkillType);			_GCSkillToObjectOK5.setDuration(output.Duration);			_GCSkillToObjectOK6.setXY(vampX, vampY);			_GCSkillToObjectOK6.setSkillType(SkillType);			_GCSkillToObjectOK6.setDuration(output.Duration);			pPlayer->sendPacket(&_GCSkillToObjectOK1);			if (pTargetCreature->isPC())			{				Player* pTargetPlayer = pTargetCreature->getPlayer();				Assert(pTargetPlayer != NULL);				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);			}			else			{				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);				pMonster->addEnemy(pVampire);			}			list<Creature*> cList;			cList.push_back(pVampire);			cList.push_back(pTargetCreature);			cList = pZone->broadcastSkillPacket(vampX, vampY,				targetX, targetY, &_GCSkillToObjectOK5, cList);			pZone->broadcastPacket(vampX, vampY,  &_GCSkillToObjectOK3 , cList);			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);			pVampireSkillSlot->setRunTime(output.Delay);		} 		else		{			executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void DarkBluePoison::execute(Monster* pMonster, Creature* pEnemy)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;	Assert(pMonster != NULL);	Assert(pEnemy != NULL);	try 	{		Zone* pZone = pMonster->getZone();		Assert(pZone != NULL);		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		GCSkillToObjectOK4 _GCSkillToObjectOK4;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		GCSkillToObjectOK6 _GCSkillToObjectOK6;		SkillType_t SkillType  = SKILL_DARKBLUE_POISON;		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		bool bRangeCheck = verifyDistance(pMonster, pEnemy, pSkillInfo->getRange());		bool bHitRoll    = HitRoll::isSuccessMagic(pMonster, pSkillInfo);		bool bEffected   = pEnemy->isFlag(Effect::EFFECT_CLASS_DARKBLUE_POISON);		ZoneCoord_t vampX   = pMonster->getX();		ZoneCoord_t vampY   = pMonster->getY();		ZoneCoord_t targetX = pEnemy->getX();		ZoneCoord_t targetY = pEnemy->getY();		if (bRangeCheck && bHitRoll && !bEffected)		{			bool bCanSeeCaster = canSee(pEnemy, pMonster);			SkillInput input(pMonster);			SkillOutput output;			computeOutput(input, output);			Damage_t Damage = computeMagicDamage(pEnemy, output.Damage, SkillType);			// 捞棋飘 坷宏璃飘甫 积己秦辑 嘿牢促.			EffectDarkBluePoison* pEffectDarkBluePoison = new EffectDarkBluePoison(pEnemy);			pEffectDarkBluePoison->setDamage(Damage);			pEffectDarkBluePoison->setLevel(pSkillInfo->getLevel()/2);			pEffectDarkBluePoison->setDeadline(output.Duration);			pEffectDarkBluePoison->setTick(output.Tick);			pEffectDarkBluePoison->setNextTime(0);			pEnemy->addEffect(pEffectDarkBluePoison);			pEnemy->setFlag(Effect::EFFECT_CLASS_DARKBLUE_POISON);			// 捞棋飘啊 嘿菌栏聪, 嘿菌促绊 宏肺靛某胶泼秦霖促.			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pEnemy->getObjectID());			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_DARKBLUE_POISON);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);			if (bCanSeeCaster)			{				decreaseDurability(pMonster, pEnemy, pSkillInfo->getPoint(), NULL, &_GCSkillToObjectOK2);			}			else			{				decreaseDurability(pMonster, pEnemy, pSkillInfo->getPoint(), NULL, &_GCSkillToObjectOK6);			}			_GCSkillToObjectOK2.setObjectID(pMonster->getObjectID());			_GCSkillToObjectOK2.setSkillType(SkillType);			_GCSkillToObjectOK2.setDuration(output.Duration);														_GCSkillToObjectOK3.setObjectID(pMonster->getObjectID());			_GCSkillToObjectOK3.setSkillType(SkillType);			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);																		_GCSkillToObjectOK4.setSkillType(SkillType);			_GCSkillToObjectOK4.setTargetObjectID(pEnemy->getObjectID());			_GCSkillToObjectOK5.setObjectID(pMonster->getObjectID());			_GCSkillToObjectOK5.setTargetObjectID(pEnemy->getObjectID());			_GCSkillToObjectOK5.setSkillType(SkillType);			_GCSkillToObjectOK5.setDuration(output.Duration);			_GCSkillToObjectOK6.setXY(vampX, vampY);			_GCSkillToObjectOK6.setSkillType(SkillType);			_GCSkillToObjectOK6.setDuration(output.Duration);			if (pEnemy->isPC())			{				Player* pTargetPlayer = pEnemy->getPlayer();				if (pTargetPlayer == NULL)				{					//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;					return;				}				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);			}			else			{				Monster* pTargetMonster = dynamic_cast<Monster*>(pEnemy);				pTargetMonster->addEnemy(pMonster);			}			list<Creature*> cList;			cList.push_back(pMonster);			cList.push_back(pEnemy);			cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList);			pZone->broadcastPacket(vampX, vampY,  &_GCSkillToObjectOK3 , cList);			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);		} 		else		{			executeSkillFailNormal(pMonster, getSkillType(), pEnemy);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pMonster, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;	__END_CATCH}

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