📄 simplemeleeskill.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : SimpleMeleeSkill.cpp// Written by : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "SimpleMeleeSkill.h"#include "CrossCounter.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK5.h"SimpleMeleeSkill g_SimpleMeleeSkill;//////////////////////////////////////////////////////////////////////////////// class SimpleMeleeSkill member methods//////////////////////////////////////////////////////////////////////////////void SimpleMeleeSkill::execute( Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY Assert(pSlayer != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pSlayer->getPlayer(); Zone* pZone = pSlayer->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(pSlayer, param.SkillType); return; } result.pTargetCreature = pTargetCreature; // 父老 捞 扁贱捞 漂喊茄 公扁啊 乐绢具父 矫傈且 荐 乐绰 扁贱捞扼搁... // 弊 霸凯狼 公扁甫 甸绊 乐绰瘤甫 眉农秦辑 酒聪扼搁 角菩促. bool bIncreaseDomainExp = true; if (param.ItemClass != Item::ITEM_CLASS_MAX) { Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND); if (pItem == NULL || pItem->getItemClass() != param.ItemClass) { executeSkillFailException(pSlayer, param.SkillType); return; } bIncreaseDomainExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND); } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK5 _GCSkillToObjectOK5; SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType); SkillDomainType_t DomainType = pSkillInfo->getDomainType(); SkillLevel_t SkillLevel = pSkillSlot->getExpLevel(); bool bCriticalHit = false; Damage_t Damage = 0; if (param.bAdd) { // 颇扼固磐肺 傈崔等 单固瘤 蔼捞 歹秦瘤绰 单固瘤扼搁, // 老馆 单固瘤甫 拌魂 饶, 单固瘤甫 歹秦具 茄促. // 颇扼固磐肺 傈崔等 单固瘤 蔼捞 流立利栏肺 静捞绰 单固瘤扼搁, // 捞 何盒鳖瘤 甸绢坷瘤 臼栏骨肺, 关狼 何盒鳖瘤 0栏肺 傈崔等促. Damage += computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit); } if (param.bMagicDamage) { // 父老 胶懦 单固瘤啊 付过 单固瘤扼搁, 付过 单固瘤 拌魂 窃荐甫 捞侩秦 拌魂阑 秦霖促. Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType); } else { Damage += param.SkillDamage; } int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pSlayer, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = false; bool bCanHit = canHit(pSlayer, pTargetCreature, param.SkillType); bool bPK = verifyPK(pSlayer, pTargetCreature); if (param.bMagicHitRoll) { bHitRoll = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot); } else { bHitRoll = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel/2); } // 档 拌凯狼 扁贱篮 嘎瘤 臼歹扼档 7%狼 单固瘤甫 啊柳促 - by bezz if ( param.ItemClass == Item::ITEM_CLASS_BLADE && !bHitRoll ) { Damage = getPercentValue( Damage, 7 ); bHitRoll = true; } // 付唱啊 乐绢具 窍绊, 矫埃苞 芭府 眉农俊 己傍窍绊, // hitroll俊 己傍窍绊, 农肺胶 墨款磐啊 吧妨乐瘤 臼促搁, 己傍捞促. if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK) { CheckCrossCounter(pSlayer, pTargetCreature, Damage, pSkillInfo->getRange()); decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1); // 单固瘤甫 林绊, 郴备档甫 冻绢哆赴促. setDamage(pTargetCreature, Damage, pSlayer, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); decreaseDurability(pSlayer, pTargetCreature, pSkillInfo->getPoint(), &_GCSkillToObjectOK1, &_GCSkillToObjectOK2); // 农府萍拿 洒飘扼搁 惑措规阑 第肺 拱矾唱霸 茄促. if (bCriticalHit) { knockbackCreature(pZone, pTargetCreature, pSlayer->getX(), pSlayer->getY()); } // 浇饭捞绢啊 酒囱 版快俊父 版氰摹啊 棵扼埃促. if (!pTargetCreature->isSlayer()) { if (bIncreaseDomainExp) { shareAttrExp(pSlayer, Damage, param.STRMultiplier, param.DEXMultiplier, param.INTMultiplier, _GCSkillToObjectOK1); increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1); increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToObjectOK1); } increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1); } // 菩哦阑 霖厚窍绊, 焊辰促. _GCSkillToObjectOK1.setSkillType(param.SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK2.setSkillType(param.SkillType); _GCSkillToObjectOK2.setDuration(0); _GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK5.setSkillType(param.SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); _GCSkillToObjectOK5.setDuration(0); if ( param.SkillType == SKILL_TYPHOON ) { if ( !pTargetCreature->isMonster() ) { int TargetLevel = 0; if ( pTargetCreature->isSlayer() ) { Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature); Assert( pTargetSlayer != NULL ); TargetLevel = pTargetSlayer->getHighestSkillDomainLevel(); } else if ( pTargetCreature->isVampire() ) { Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature); Assert( pTargetVampire != NULL ); TargetLevel = pTargetVampire->getLevel(); } else if ( pTargetCreature->isOusters() ) { Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature); Assert( pTargetOusters != NULL ); TargetLevel = pTargetOusters->getLevel(); } int LevelDiff = pSlayer->getSkillDomainLevel( SKILL_DOMAIN_BLADE ) - TargetLevel; int Ratio = 0; if ( LevelDiff >= 10 ) { Ratio = 100; } else if ( LevelDiff > 0 ) { Ratio = 80; } else if ( LevelDiff == 0 ) { Ratio = 60; } else if ( LevelDiff > -10 ) { Ratio = 40; } else { Ratio = 20; } if ( (rand()%100)<Ratio ) { // 胶畔 寸秦谎蝶! _GCSkillToObjectOK1.setGrade(1); _GCSkillToObjectOK2.setGrade(1); _GCSkillToObjectOK5.setGrade(1); } } else //阁胶磐老 版快 { _GCSkillToObjectOK1.setGrade(1); _GCSkillToObjectOK2.setGrade(1); _GCSkillToObjectOK5.setGrade(1); } } pPlayer->sendPacket(&_GCSkillToObjectOK1); if (pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } else { Monster * pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pSlayer); } list<Creature*> cList; cList.push_back(pSlayer); cList.push_back(pTargetCreature); pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &_GCSkillToObjectOK5, cList); pSkillSlot->setRunTime(param.Delay); result.bSuccess = true; } else { executeSkillFailNormal(pSlayer, param.SkillType, pTargetCreature ); } } catch (Throwable & t) { executeSkillFailException(pSlayer, param.SkillType); } __END_CATCH}void SimpleMeleeSkill::execute( Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, CEffectID_t CEffectID, int HitBonus) throw (Error){ __BEGIN_TRY 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, param.SkillType); return; } result.pTargetCreature = pTargetCreature; GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK5 _GCSkillToObjectOK5; SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType); bool bCriticalHit = false; Damage_t Damage = 0; if (param.bAdd) { // 颇扼固磐肺 傈崔等 单固瘤 蔼捞 歹秦瘤绰 单固瘤扼搁, // 老馆 单固瘤甫 拌魂 饶, 单固瘤甫 歹秦具 茄促. // 颇扼固磐肺 傈崔等 单固瘤 蔼捞 流立利栏肺 静捞绰 单固瘤扼搁, // 捞 何盒鳖瘤 甸绢坷瘤 臼栏骨肺, 关狼 何盒鳖瘤 0栏肺 傈崔等促. Damage += computeDamage(pVampire, pTargetCreature, 0, bCriticalHit); } if (param.bMagicDamage) { // 父老 胶懦 单固瘤啊 付过 单固瘤扼搁, 付过 单固瘤 拌魂 窃荐甫 捞侩秦 拌魂阑 秦霖促. Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType, true); } else { Damage += param.SkillDamage; } int RequiredMP = decreaseConsumeMP(pVampire, pSkillInfo); bool bManaCheck = hasEnoughMana(pVampire, RequiredMP); bool bTimeCheck = verifyRunTime(pVampireSkillSlot); bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = false; bool bCanHit = canHit(pVampire, pTargetCreature, param.SkillType); bool bPK = verifyPK(pVampire, pTargetCreature); if (param.bMagicHitRoll) { bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus); } else { bHitRoll = HitRoll::isSuccess(pVampire, pTargetCreature); } if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK) { CheckCrossCounter(pVampire, pTargetCreature, Damage); // 付唱甫 憋绰促. decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1); // 单固瘤甫 啊窍绊, 酒捞袍 郴备档甫 冻绢哆赴促. setDamage(pTargetCreature, Damage, pVampire, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); computeAlignmentChange(pTargetCreature, Damage, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); decreaseDurability(pVampire, pTargetCreature, pSkillInfo->getPoint(), &_GCSkillToObjectOK1, &_GCSkillToObjectOK2); // 农府萍拿 洒飘扼搁 惑措规阑 第肺 拱矾唱霸 茄促. if (bCriticalHit) { knockbackCreature(pZone, pTargetCreature, pVampire->getX(), pVampire->getY());
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