📄 bloodywave.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : BloodyWave.cpp// Written by : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "BloodyWave.h"#include "SimpleTileMissileSkill.h"#include "RankBonus.h"//////////////////////////////////////////////////////////////////////////////// 积己磊// 付胶农甫 檬扁拳茄促.//////////////////////////////////////////////////////////////////////////////BloodyWave::BloodyWave() throw(){ __BEGIN_TRY m_pBloodyWaveMask[0].set(0, -2); m_pBloodyWaveMask[1].set(-2, 0); m_pBloodyWaveMask[2].set(2, 0); m_pBloodyWaveMask[3].set(0, 2); m_pBloodyWaveMask[4].set(-1, -1); m_pBloodyWaveMask[5].set(0, -1); m_pBloodyWaveMask[6].set(1, -1); m_pBloodyWaveMask[7].set(-1, 0); m_pBloodyWaveMask[8].set(1, 0); m_pBloodyWaveMask[9].set(-1, 1); m_pBloodyWaveMask[10].set(0, 1); m_pBloodyWaveMask[11].set(1, 1); __END_CATCH}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 伎橇//////////////////////////////////////////////////////////////////////////////void BloodyWave::execute(Vampire* pVampire, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; Assert(pVampire != NULL); Assert(pVampireSkillSlot != NULL); try { execute(pVampire, pVampire->getX(), pVampire->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 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void BloodyWave::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, pVampire->getX(), pVampire->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 BloodyWave::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<maxBloodyWaveMask; i++) { param.addMask(m_pBloodyWaveMask[i].x, m_pBloodyWaveMask[i].y, 100); } // 碍力肺 knockback矫懦 犬伏 bool bForceKnockback = rand()%100 < output.ToHit; // 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, pVampire->getX(), pVampire->getY(), pVampireSkillSlot, param, result, 0, HitBonus, bForceKnockback); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH}//////////////////////////////////////////////////////////////////////////////// 阁胶磐 鸥老 勤甸矾//////////////////////////////////////////////////////////////////////////////void BloodyWave::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<maxBloodyWaveMask; i++) { param.addMask(m_pBloodyWaveMask[i].x, m_pBloodyWaveMask[i].y, 100); } bool bForceKnockback = false; // 付胶磐绰 碍力肺 knockback矫挪促. if (pMonster->isMaster()) { bForceKnockback = true; } g_SimpleTileMissileSkill.execute(pMonster, pMonster->getX(), pMonster->getY(), param, result, 0, bForceKnockback); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH}BloodyWave g_BloodyWave;
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