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📄 acidball.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
💻 CPP
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//////////////////////////////////////////////////////////////////////////////// Filename    : AcidBall.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "AcidBall.h"#include "SimpleMissileSkill.h"#include "RankBonus.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void AcidBall::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(vampire)" << 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;	// Knowledge of Acid 啊 乐促搁 hit bonus 10	int HitBonus = 0;	if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID ) )	{		RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID );		Assert( pRankBonus != NULL );		HitBonus = pRankBonus->getPoint();	}	g_SimpleMissileSkill.execute(pVampire, TargetObjectID, pVampireSkillSlot, param, result, CEffectID, HitBonus);	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(vampire)" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 阁胶磐 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void AcidBall::execute(Monster* pMonster, Creature* pEnemy)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(monster)" << 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;	// 付胶磐绰 咯矾付府 傍拜茄促.	if (0)//pMonster->isMaster())	{		int x = pMonster->getX();		int y = pMonster->getY();		int Splash = 3 + rand()%5; // 3~7 付府		int range = 2;	// 5x5		list<Creature*> creatureList;		getSplashVictims(pMonster->getZone(), x, y, Creature::CREATURE_CLASS_MAX, creatureList, Splash, range);		list<Creature*>::iterator itr = creatureList.begin();		int i=0;		for (; itr != creatureList.end(); itr++)		{			Creature* pTargetCreature = (*itr);			Assert(pTargetCreature != NULL);					if (pMonster!=pTargetCreature)			{				cout << "Master's AcidBall: " << i << endl;				i++;				g_SimpleMissileSkill.execute(pMonster, pTargetCreature, param, result);			}		}	}	else	{		g_SimpleMissileSkill.execute(pMonster, pEnemy, param, result);	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(monster)" << endl;	__END_CATCH}AcidBall g_AcidBall;

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