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📄 bloodywave.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    : 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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