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📄 simplemeleeskill.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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			}			// 捞锅 傍拜栏肺 惑措啊 磷菌促搁 版氰摹啊 棵扼埃促.			if (pTargetCreature->isDead())			{				int exp = computeCreatureExp(pTargetCreature, KILL_EXP);				shareVampExp(pVampire, exp, _GCSkillToObjectOK1);			}			increaseAlignment(pVampire, pTargetCreature, _GCSkillToObjectOK1);			// 菩哦阑 焊辰促.			_GCSkillToObjectOK1.setSkillType(param.SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK1.setDuration(0);			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());			_GCSkillToObjectOK2.setSkillType(param.SkillType);			_GCSkillToObjectOK2.setDuration(0);			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setSkillType(param.SkillType);			pPlayer->sendPacket(&_GCSkillToObjectOK1);			Player* pTargetPlayer = NULL;			if (pTargetCreature->isPC()) 			{				pTargetPlayer = pTargetCreature->getPlayer();				Assert(pTargetPlayer != NULL);				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);			} 			else 			{				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);				pMonster->addEnemy(pVampire);			}			list<Creature*> cList;			cList.push_back(pVampire);			cList.push_back(pTargetCreature);			cList = pZone->broadcastSkillPacket(pVampire->getX(), pVampire->getY(),				pTargetCreature->getX(), pTargetCreature->getY(), &_GCSkillToObjectOK5, cList);			pVampireSkillSlot->setRunTime(param.Delay);			result.bSuccess = true;		} 		else		{			executeSkillFailNormal(pVampire, param.SkillType, pTargetCreature );		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pVampire, param.SkillType);	}	__END_CATCH}void SimpleMeleeSkill::execute(	Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot,	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 	CEffectID_t CEffectID, int HitBonus) 	throw (Error){	__BEGIN_TRY	Assert(pOusters != NULL);	Assert(pOustersSkillSlot != NULL);	try 	{		Player* pPlayer = pOusters->getPlayer();		Zone* pZone = pOusters->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		// 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(pOusters, param.SkillType, param.Grade);			return;		}		result.pTargetCreature = pTargetCreature;		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		if (param.ItemClass != Item::ITEM_CLASS_MAX)		{			Item* pItem = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);			if (pItem == NULL || pItem->getItemClass() != param.ItemClass || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND))			{				executeSkillFailException(pOusters, param.SkillType, param.Grade);				return;			}		}		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(pOusters, 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);			Damage += computeOustersMagicDamage( pOusters, pTargetCreature, param.SkillDamage, param.SkillType );		}		else		{			Damage += param.SkillDamage;		}		computeCriticalBonus(pOusters, param.SkillType, Damage, bCriticalHit);		int  RequiredMP         = (int)pSkillInfo->getConsumeMP();		bool bManaCheck         = hasEnoughMana(pOusters, RequiredMP);		bool bTimeCheck         = verifyRunTime(pOustersSkillSlot);		bool bRangeCheck        = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange());		bool bHitRoll           = false;		bool bCanHit            = canHit(pOusters, pTargetCreature, param.SkillType);		bool bPK                = verifyPK(pOusters, pTargetCreature);		bool bSatisfyRequire	= pOusters->satisfySkillRequire( pSkillInfo );		if (param.bMagicHitRoll)		{			bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot, HitBonus);		}		else 		{			bHitRoll = HitRoll::isSuccess(pOusters, pTargetCreature);		}		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && bSatisfyRequire )		{			if ( pSkillInfo->getElementalDomain() == ELEMENTAL_DOMAIN_COMBAT )				Damage += computeElementalCombatSkill( pOusters, pTargetCreature, _GCSkillToObjectOK1 );			CheckCrossCounter(pOusters, pTargetCreature, Damage);			// 付唱甫 憋绰促.			decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);					// 单固瘤甫 啊窍绊, 酒捞袍 郴备档甫 冻绢哆赴促.			setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);			computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);			decreaseDurability(pOusters, 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, pOusters->getX(), pOusters->getY());			}			// 捞锅 傍拜栏肺 惑措啊 磷菌促搁 版氰摹啊 棵扼埃促.			if (pTargetCreature->isDead())			{				int exp = computeCreatureExp(pTargetCreature, 100, pOusters);				shareOustersExp(pOusters, exp, _GCSkillToObjectOK1);			}			increaseAlignment(pOusters, pTargetCreature, _GCSkillToObjectOK1);			// 菩哦阑 焊辰促.			_GCSkillToObjectOK1.setSkillType(param.SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK1.setDuration(0);			_GCSkillToObjectOK1.setGrade(param.Grade);			_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK2.setSkillType(param.SkillType);			_GCSkillToObjectOK2.setDuration(0);			_GCSkillToObjectOK2.setGrade(param.Grade);			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setSkillType(param.SkillType);			_GCSkillToObjectOK5.setGrade(param.Grade);			pPlayer->sendPacket(&_GCSkillToObjectOK1);			Player* pTargetPlayer = NULL;			if (pTargetCreature->isPC()) 			{				pTargetPlayer = pTargetCreature->getPlayer();				Assert(pTargetPlayer != NULL);				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);			} 			else 			{				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);				pMonster->addEnemy(pOusters);			}			list<Creature*> cList;			cList.push_back(pOusters);			cList.push_back(pTargetCreature);			cList = pZone->broadcastSkillPacket(pOusters->getX(), pOusters->getY(),				pTargetCreature->getX(), pTargetCreature->getY(), &_GCSkillToObjectOK5, cList);			pOustersSkillSlot->setRunTime(param.Delay);			result.bSuccess = true;		} 		else		{			executeSkillFailNormal(pOusters, param.SkillType, pTargetCreature, param.Grade );		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pOusters, param.SkillType, param.Grade);	}	__END_CATCH}void SimpleMeleeSkill::execute(	Monster* pMonster, Creature* pEnemy, 	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 	CEffectID_t CEffectID) 	throw (Error){	__BEGIN_TRY	Assert(pMonster != NULL);	Assert(pEnemy != NULL);	try	{		Zone* pZone = pMonster->getZone();		Assert(pZone != NULL);		if (pMonster->isFlag(Effect::EFFECT_CLASS_HIDE))		{			return;		}		if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))		{			addVisibleCreature(pZone, pMonster, true);		}		result.pTargetCreature = pEnemy;		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(pMonster, pEnemy, 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(pEnemy, param.SkillDamage, param.SkillType);		}		else		{			Damage += param.SkillDamage;		}		bool bRangeCheck = verifyDistance(pMonster, pEnemy, pMonster->getMeleeRange());		bool bHitRoll    = false;		bool bCanHit     = canHit(pMonster, pEnemy, param.SkillType);		if (param.bMagicHitRoll)		{			bHitRoll = HitRoll::isSuccessMagic(pMonster, pSkillInfo);		}		else 		{			bHitRoll = HitRoll::isSuccess(pMonster, pEnemy);		}		// 扁贱己傍伏 八刘.		if (bRangeCheck && bHitRoll && bCanHit) 		{			CheckCrossCounter(pMonster, pEnemy, Damage);			// 单固瘤甫 啊窍绊, 酒捞袍 郴备档甫 冻绢哆赴促.			setDamage(pEnemy, Damage, pMonster, param.SkillType, &_GCSkillToObjectOK2);			decreaseDurability(pMonster, pEnemy, pSkillInfo->getPoint(), NULL, &_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, pEnemy, pMonster->getX(), pMonster->getY());			}			// 菩哦阑 焊辰促.			_GCSkillToObjectOK2.setObjectID(pMonster->getObjectID());			_GCSkillToObjectOK2.setSkillType(param.SkillType);			_GCSkillToObjectOK2.setDuration(0);			_GCSkillToObjectOK5.setObjectID(pMonster->getObjectID());			_GCSkillToObjectOK5.setTargetObjectID(pEnemy->getObjectID());			_GCSkillToObjectOK5.setSkillType(param.SkillType);			if (pEnemy->isPC()) 			{				Player* pTargetPlayer = pEnemy->getPlayer();				Assert(pTargetPlayer != NULL);				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);			} 			else if (pEnemy->isMonster())			{				Monster* pTargetMonster = dynamic_cast<Monster*>(pEnemy);				pTargetMonster->addEnemy(pMonster);			}			list<Creature*> cList;			cList.push_back(pMonster);			cList.push_back(pEnemy);			cList = pZone->broadcastSkillPacket(pMonster->getX(), pMonster->getY(), pEnemy->getX(), pEnemy->getY(), &_GCSkillToObjectOK5, cList);			result.bSuccess = true;		} 		else		{			executeSkillFailNormal(pMonster, param.SkillType, pEnemy);		}	}	catch (Throwable & t)	{		executeSkillFailException(pMonster, param.SkillType);	}	__END_CATCH}

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