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📄 bloodywall.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    : BloodyWall.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "BloodyWall.h"#include "EffectBloodyWall.h"#include "Creature.h"#include "RankBonus.h"#include "Gpackets/GCSkillToTileOK1.h"#include "Gpackets/GCSkillToTileOK2.h"#include "Gpackets/GCSkillToTileOK3.h"#include "Gpackets/GCSkillToTileOK4.h"#include "Gpackets/GCSkillToTileOK5.h"#include "Gpackets/GCSkillToTileOK6.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCSkillFailed1.h"BloodyWall::BloodyWall()	throw(){	// LEFT	m_BloodyWallMask[0][0].set( 0, -2 );	m_BloodyWallMask[0][1].set( 0, -1 );	m_BloodyWallMask[0][2].set( 0, 0 );	m_BloodyWallMask[0][3].set( 0, 1 );	m_BloodyWallMask[0][4].set( 0, 2 );	// LEFTDOWN	m_BloodyWallMask[1][0].set( -1, -1 );	m_BloodyWallMask[1][1].set( -1, 0 );	m_BloodyWallMask[1][2].set( 0, 0 );	m_BloodyWallMask[1][3].set( 0, 1 );	m_BloodyWallMask[1][4].set( 1, 1 );	// DOWN	m_BloodyWallMask[2][0].set( -2, 0 );	m_BloodyWallMask[2][1].set( -1, 0 );	m_BloodyWallMask[2][2].set( 0, 0 );	m_BloodyWallMask[2][3].set( 1, 0 );	m_BloodyWallMask[2][4].set( 2, 0 );	// RIGHTDOWN	m_BloodyWallMask[3][4].set( 1, -1 );	m_BloodyWallMask[3][4].set( 1, 0 );	m_BloodyWallMask[3][4].set( 0, 0 );	m_BloodyWallMask[3][4].set( 0, 1 );	m_BloodyWallMask[3][4].set( -1, 1 );	// RIGHT	m_BloodyWallMask[4][0].set( 0, -2 );	m_BloodyWallMask[4][1].set( 0, -1 );	m_BloodyWallMask[4][2].set( 0, 0 );	m_BloodyWallMask[4][3].set( 0, 1 );	m_BloodyWallMask[4][4].set( 0, 2 );	// RIGHTUP	m_BloodyWallMask[5][0].set( -1, -1 );	m_BloodyWallMask[5][1].set( 0, -1 );	m_BloodyWallMask[5][2].set( 0, 0 );	m_BloodyWallMask[5][3].set( 1, 0 );	m_BloodyWallMask[5][4].set( 1, 1 );	// UP	m_BloodyWallMask[6][0].set( -2, 0 );	m_BloodyWallMask[6][1].set( -1, 0 );	m_BloodyWallMask[6][2].set( 0, 0 );	m_BloodyWallMask[6][3].set( 1, 0 );	m_BloodyWallMask[6][4].set( 2, 0 );	// LEFTUP	m_BloodyWallMask[7][0].set( -1, 1 );	m_BloodyWallMask[7][1].set( -1, 0 );	m_BloodyWallMask[7][2].set( 0, 0 );	m_BloodyWallMask[7][3].set( 0, -1 );	m_BloodyWallMask[7][4].set( 1, -1 );};//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void BloodyWall::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			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30			)		{			executeSkillFailException(pVampire, getSkillType());			return;		}		execute(pVampire, pTargetCreature->getX(), pTargetCreature->getY(), pVampireSkillSlot, CEffectID);	} 	catch (Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 鸥老 勤甸矾//////////////////////////////////////////////////////////////////////////////void BloodyWall::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;	Assert(pVampire != NULL);	Assert(pVampireSkillSlot != NULL);	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToTileOK1 _GCSkillToTileOK1;		GCSkillToTileOK2 _GCSkillToTileOK2;		GCSkillToTileOK3 _GCSkillToTileOK3;		GCSkillToTileOK4 _GCSkillToTileOK4;		GCSkillToTileOK5 _GCSkillToTileOK5;		GCSkillToTileOK6 _GCSkillToTileOK6;		SkillType_t SkillType  = pVampireSkillSlot->getSkillType();		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t myX = pVampire->getX();		ZoneCoord_t myY = pVampire->getY();		// 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();		}		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);		bool bRangeCheck = verifyDistance(pVampire, X, Y, pSkillInfo->getRange());		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);				bool bTileCheck = false;		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);		if (rect.ptInRect(X, Y)) bTileCheck = true;		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1);			// 捞棋飘狼 瘤加矫埃阑 拌魂茄促.			SkillInput input(pVampire);			SkillOutput output;			computeOutput(input, output);			Dir_t 	   Dir		= getDirectionToPosition( myX, myY, X, Y );			list<Creature*> cList;	// denier list						for (int i=0; i<5; i++)			{				POINT& pt = m_BloodyWallMask[Dir][i];				int tileX = X+pt.x;				int tileY = Y+pt.y;				if (rect.ptInRect(tileX, tileY))				{					Tile& tile = pZone->getTile(tileX, tileY);					if ( tile.getEffect( Effect::EFFECT_CLASS_TRYING_POSITION )!=NULL ) continue;					// 泅犁 鸥老俊促 捞棋飘甫 眠啊且 荐 乐促搁...					if (tile.canAddEffect())					{						// 鞍篮 effect啊 乐栏搁 瘤款促.						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_BLOODY_WALL);						if (pOldEffect != NULL)						{							ObjectID_t effectID = pOldEffect->getObjectID();							pZone->deleteEffect(effectID);// fix me						}											// 捞棋飘 努贰胶甫 积己茄促.						EffectBloodyWall* pEffect = new EffectBloodyWall(pZone , tileX, tileY);						pEffect->setCasterName( pVampire->getName() );						pEffect->setCasterID( pVampire->getObjectID() );						pEffect->setClan( Creature::CREATURE_CLASS_VAMPIRE, pVampire->getClanType() );						pEffect->setDamage( output.Damage );						pEffect->setDeadline(output.Duration);						pEffect->setLevel(pVampire->getINT());						pEffect->setNextTime(0);						pEffect->setTick(output.Tick);						// Tile俊 嘿捞绰 Effect绰 ObjectID甫 殿废罐酒具 茄促.						ObjectRegistry & objectregister = pZone->getObjectRegistry();						objectregister.registerObject(pEffect);						pZone->addEffect(pEffect);						tile.addEffect(pEffect);						const slist<Object*>& oList = tile.getObjectList();						for(slist<Object*>::const_iterator itr = oList.begin(); itr != oList.end(); itr++) 						{							Object* pTarget = *itr;							Creature* pTargetCreature = NULL;							if ( pTarget->getObjectClass() == Object::OBJECT_CLASS_CREATURE 								&& ( (pTargetCreature = dynamic_cast<Creature*>(pTarget))->isSlayer() || pTargetCreature->isOusters() )								&& !checkZoneLevelToHitTarget( pTargetCreature )							) 							{								cList.push_back(pTargetCreature);								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());								pEffect->affect(pTargetCreature);							}//								pEffect->affect(pTarget);						}					}					}				}			_GCSkillToTileOK1.setSkillType(SkillType);			_GCSkillToTileOK1.setCEffectID(CEffectID);			_GCSkillToTileOK1.setX(X);			_GCSkillToTileOK1.setY(Y);			_GCSkillToTileOK1.setDuration(output.Duration);			_GCSkillToTileOK1.setRange(Dir);			_GCSkillToTileOK2.setObjectID(pVampire->getObjectID());			_GCSkillToTileOK2.setSkillType(SkillType);			_GCSkillToTileOK2.setX(X);			_GCSkillToTileOK2.setY(Y);			_GCSkillToTileOK2.setDuration(output.Duration);			_GCSkillToTileOK2.setRange(Dir);			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, BLOODY_WALL_SIGHT);			_GCSkillToTileOK3.setObjectID(pVampire->getObjectID());			_GCSkillToTileOK3.setSkillType(SkillType);			_GCSkillToTileOK3.setX(X);			_GCSkillToTileOK3.setY(Y);			_GCSkillToTileOK4.setSkillType(SkillType);			_GCSkillToTileOK4.setX(X);			_GCSkillToTileOK4.setY(Y);			_GCSkillToTileOK4.setRange(Dir);			_GCSkillToTileOK4.setDuration(output.Duration);			_GCSkillToTileOK5.setObjectID(pVampire->getObjectID());			_GCSkillToTileOK5.setSkillType(SkillType);			_GCSkillToTileOK5.setX(X);			_GCSkillToTileOK5.setY(Y);			_GCSkillToTileOK5.setRange(Dir);			_GCSkillToTileOK5.setDuration(output.Duration);			_GCSkillToTileOK6.setOrgXY(myX, myY);			_GCSkillToTileOK6.setSkillType(SkillType);			_GCSkillToTileOK6.setX(X);			_GCSkillToTileOK6.setY(Y);			_GCSkillToTileOK6.setDuration(output.Duration);			_GCSkillToTileOK6.setRange(Dir);			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, BLOODY_WALL_SIGHT);

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