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📄 simpletilemeleeskill.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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			ZoneCoord_t myY          = pVampire->getY();				Dir_t       dir          = calcDirection(myX, myY, X, Y);			Damage_t    Damage       = 0;			Damage_t    MaxDamage    = 0;			bool        bCriticalHit = false;			VSRect rect(0, 0, pZone->getWidth()-2, pZone->getHeight()-2);			list<Creature*> cList;			list<TILE_MASK>::const_iterator itr = param.MaskList.begin();			for (; itr != param.MaskList.end(); itr++)			{				TILE_MASK mask = (*itr);				int tileX   = X + mask.x;				int tileY   = Y + mask.y;				int penalty = mask.penalty;				// 泅犁 鸥老捞 粮 郴何捞绊, 救傈瘤措啊 酒聪扼搁, 嘎阑 犬伏捞 乐促.				if (rect.ptInRect(tileX, tileY))				{					// 鸥老阑 罐酒柯促.					Tile& tile = pZone->getTile(tileX, tileY);					list<Creature*> targetList;					if (tile.hasCreature(Creature::MOVE_MODE_WALKING))					{						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);						targetList.push_back(pCreature);					}					if (tile.hasCreature(Creature::MOVE_MODE_FLYING))					{						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_FLYING);						targetList.push_back(pCreature);					}					if (tile.hasCreature(Creature::MOVE_MODE_BURROWING))					{						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_BURROWING);						targetList.push_back(pCreature);					}					list<Creature*>::iterator itr = targetList.begin();					for(; itr != targetList.end(); itr++)					{						Creature* pTargetCreature = (*itr);						Assert(pTargetCreature != NULL);						if (pTargetCreature->getObjectID() != pVampire->getObjectID())						{							bool bMoveModeCheck  = (pTargetCreature->getMoveMode() == Creature::MOVE_MODE_WALKING) ? true : false;							bool bRaceCheck      = pTargetCreature->isNPC() || pTargetCreature->isVampire();							bool bHitRoll        = false;							bool bCanHit         = canHit(pVampire, pTargetCreature, param.SkillType);							bool bPK             = verifyPK(pVampire, pTargetCreature);							bool bZoneLevelCheck = checkZoneLevelToHitTarget(pTargetCreature);							if (param.bMagicHitRoll)							{								bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot);							}							else							{								bHitRoll = HitRoll::isSuccess(pVampire, pTargetCreature, 0);							}							if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE)) // by sigi. 2002.10.30							{								bHitRoll = false; 							}							if (bMoveModeCheck && !bRaceCheck && bHitRoll && bCanHit && bPK && bZoneLevelCheck)							{								CheckCrossCounter(pVampire, pTargetCreature, Damage, pSkillInfo->getRange());								bCriticalHit = false;								Damage       = 0;								if (param.bAdd)								{									Damage += computeDamage(pVampire, pTargetCreature, 0, bCriticalHit);								}								if (param.bMagicDamage)								{									Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType, true);								}								else								{									Damage += param.SkillDamage;								}								MaxDamage = max(Damage, MaxDamage);								// 其澄萍绰 扁夯利栏肺 100捞促.								Damage = getPercentValue(Damage, penalty);								ObjectID_t targetObjectID = pTargetCreature->getObjectID();								cList.push_back(pTargetCreature);								_GCSkillToTileOK1.addCListElement(targetObjectID);								_GCSkillToTileOK2.addCListElement(targetObjectID);								_GCSkillToTileOK5.addCListElement(targetObjectID);								// 老窜 嘎绰 仇捞 罐阑 菩哦篮 澄 惑怕肺 茄 盲肺, 单固瘤甫 霖促.								setDamage(pTargetCreature, Damage, pVampire, param.SkillType, NULL, &_GCSkillToTileOK1);								computeAlignmentChange(pTargetCreature, Damage, pVampire, NULL, &_GCSkillToTileOK1);								increaseAlignment(pVampire, pTargetCreature, _GCSkillToTileOK1);								// 农府萍拿 洒飘扼搁 惑措规阑 第肺 拱矾唱霸 茄促.								if (bCriticalHit || bForceKnockback)								{									knockbackCreature(pZone, pTargetCreature, pVampire->getX(), pVampire->getY());								}								if (pTargetCreature->isDead())								{									int exp = computeCreatureExp(pTargetCreature, KILL_EXP);									shareVampExp(pVampire, exp, _GCSkillToTileOK1);								}							}						}					} //for (; itr != objectList.end(); itr++) 				} // if (rect.ptInRect(tileX, tileY) && ...			} // for (int count=0; count<3; count++)			decreaseDurability(pVampire, NULL, pSkillInfo->getPoint(), &_GCSkillToTileOK1, NULL);			_GCSkillToTileOK1.setSkillType(param.SkillType);			_GCSkillToTileOK1.setCEffectID(CEffectID);			_GCSkillToTileOK1.setX(X);			_GCSkillToTileOK1.setY(Y);			_GCSkillToTileOK1.setRange(dir);			_GCSkillToTileOK1.setDuration(0);					_GCSkillToTileOK2.setObjectID(pVampire->getObjectID());			_GCSkillToTileOK2.setSkillType(param.SkillType);			_GCSkillToTileOK2.setX(X);			_GCSkillToTileOK2.setY(Y);			_GCSkillToTileOK2.setRange(dir);			_GCSkillToTileOK2.setDuration(0);					_GCSkillToTileOK5.setObjectID(pVampire->getObjectID());			_GCSkillToTileOK5.setSkillType(param.SkillType);			_GCSkillToTileOK5.setX(X);			_GCSkillToTileOK5.setY(Y);			_GCSkillToTileOK5.setRange(dir);			_GCSkillToTileOK5.setDuration(0);					pPlayer->sendPacket(&_GCSkillToTileOK1);					// 捞 扁贱俊 狼秦 康氢阑 罐绰 仇甸俊霸 菩哦阑 焊郴拎具 茄促.			for (list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)			{				Creature * pTargetCreature = *itr;				Assert(pTargetCreature != NULL);				if (pTargetCreature->isPC())				{					_GCSkillToTileOK2.clearList();					// HP狼 函版荤亲阑 菩哦俊促 扁废茄促.					HP_t targetHP = 0;					if (pTargetCreature->isVampire()) targetHP = (dynamic_cast<Vampire*>(pTargetCreature))->getHP(ATTR_CURRENT);					else if (pTargetCreature->isVampire()) targetHP = (dynamic_cast<Vampire*>(pTargetCreature))->getHP(ATTR_CURRENT);					_GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP);					// 酒捞袍狼 郴备仿阑 冻绢哆赴促.					decreaseDurability(NULL, pTargetCreature, pSkillInfo->getPoint(), NULL, &_GCSkillToTileOK2);					// 菩哦阑 焊郴霖促.					pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);				}				else if (pTargetCreature->isMonster())				{					// 寸辟 利栏肺 牢侥茄促.					Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);					pMonster->addEnemy(pVampire);				}			}			cList.push_back(pVampire);			pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK5 , cList);			// set Next Run Time			pVampireSkillSlot->setRunTime(param.Delay);			result.bSuccess = true;		} 		else 		{			executeSkillFailNormal(pVampire, param.SkillType, NULL);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pVampire, param.SkillType);	}	__END_CATCH}void SimpleTileMeleeSkill::execute(Ousters* pOusters, int X, int Y, OustersSkillSlot* pOustersSkillSlot,	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result,	CEffectID_t CEffectID, bool bForceKnockback) 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);		// 父老 捞 扁贱捞 漂喊茄 公扁啊 乐绢具 矫傈且 荐 乐绰 扁贱捞扼搁...		// 弊 拌凯狼 公扁甫 甸绊 乐绰瘤甫 眉农秦辑 酒聪扼搁 角菩促.		if (param.ItemClass != Item::ITEM_CLASS_MAX)		{			Item* pItem = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);			if (pItem == NULL || pItem->getItemClass() != param.ItemClass)			{				executeSkillFailException(pOusters, param.SkillType);				return;			}		}		GCSkillToTileOK1 _GCSkillToTileOK1;		GCSkillToTileOK2 _GCSkillToTileOK2;		GCSkillToTileOK5 _GCSkillToTileOK5;		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType);		SkillLevel_t      SkillLevel = pOustersSkillSlot->getExpLevel();		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);		bool bRangeCheck = verifyDistance(pOusters, X, Y, pSkillInfo->getRange());		// 付唱啊 乐绢具 窍绊, 矫埃苞 芭府 眉农俊 己傍窍绊,		if (bManaCheck && bTimeCheck && bRangeCheck)		{			// MP甫 冻绢哆赴促.			decreaseMana(pOusters, RequiredMP, _GCSkillToTileOK1);			// 谅钎客 规氢阑 备茄促.			ZoneCoord_t myX          = pOusters->getX();			ZoneCoord_t myY          = pOusters->getY();				Dir_t       dir          = calcDirection(myX, myY, X, Y);			Damage_t    Damage       = 0;			Damage_t    MaxDamage    = 0;			bool        bCriticalHit = false;			bool        bHit         = false;			VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);			list<Creature*> cList;			list<TILE_MASK>::const_iterator itr = param.MaskList.begin();			for (; itr != param.MaskList.end(); itr++)			{				TILE_MASK mask = (*itr);				int tileX   = X + mask.x;				int tileY   = Y + mask.y;				int penalty = mask.penalty;				// 泅犁 鸥老捞 粮 郴何捞绊, 救傈瘤措啊 酒聪扼搁, 嘎阑 犬伏捞 乐促.				if (rect.ptInRect(tileX, tileY))				{					// 鸥老阑 罐酒柯促.					Tile& tile = pZone->getTile(tileX, tileY);					list<Creature*> targetList;					if (tile.hasCreature(Creature::MOVE_MODE_WALKING))					{						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);						targetList.push_back(pCreature);					}					if (tile.hasCreature(Creature::MOVE_MODE_FLYING))					{						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_FLYING);						targetList.push_back(pCreature);					}					if (tile.hasCreature(Creature::MOVE_MODE_BURROWING))					{						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_BURROWING);						targetList.push_back(pCreature);					}					list<Creature*>::iterator itr = targetList.begin();					for(; itr != targetList.end(); itr++)					{						Creature* pTargetCreature = (*itr);						Assert(pTargetCreature != NULL);						if (pTargetCreature->getObjectID() != pOusters->getObjectID())						{							bool bMoveModeCheck  = (pTargetCreature->getMoveMode() == Creature::MOVE_MODE_WALKING) ? true : false;							bool bRaceCheck      = pTargetCreature->isNPC() || pTargetCreature->isOusters();							bool bHitRoll        = false;							bool bCanHit         = canHit(pOusters, pTargetCreature, param.SkillType);							bool bPK             = verifyPK(pOusters, pTargetCreature);							bool bZoneLevelCheck = checkZoneLevelToHitTarget(pTargetCreature);							bool bSetMinDamage	 = false;							if (param.bMagicHitRoll)							{								bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);							}							else							{								bHitRoll = HitRoll::isSuccess(pOusters, pTargetCreature, SkillLevel/2);							}							if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30							||	pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA)) // 2003.3.14							{								bHitRoll = false; 							}							if (bMoveModeCheck && !bRaceCheck && bHitRoll && bCanHit && bPK && bZoneLevelCheck)							{								CheckCrossCounter(pOusters, pTargetCreature, Damage, pSkillInfo->getRange());								bCriticalHit = false;								Damage       = 0;								if (param.bAdd)								{									Damage += computeDamage(pOusters, pTargetCreature, SkillLevel/5, bCriticalHit);								}

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