📄 doom.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : Doom.cpp// Written by : // Description : //////////////////////////////////////////////////////////////////////////////#include "Doom.h"#include "EffectDoom.h"#include "EffectProtectionFromCurse.h"#include "RankBonus.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCSkillToObjectOK6.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCRemoveEffect.h"#include "Reflection.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void Doom::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; Assert(pVampire != NULL); Assert(pSkillSlot != 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 绝促. // 历林 搁开. by sigi. 2002.9.13 // NoSuch力芭. by sigi. 2002.5.2 if (pTargetCreature==NULL || pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_CURSE) || pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30 || pTargetCreature->isNPC()) { executeSkillFailException(pVampire, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; GCSkillToObjectOK6 _GCSkillToObjectOK6; SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); // Knowledge of Curse 啊 乐促搁 hit bonus 10 int HitBonus = 0; if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_CURSE ) ) { RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_CURSE ); Assert( pRankBonus != NULL ); HitBonus = pRankBonus->getPoint(); } int RequiredMP = decreaseConsumeMP(pVampire, pSkillInfo); bool bManaCheck = hasEnoughMana(pVampire, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccessVampireCurse(pSkillInfo->getLevel(), pTargetCreature->getResist(MAGIC_DOMAIN_CURSE)); bool bHitRoll2 = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus); bool bCanHit = canHit(pVampire, pTargetCreature, SkillType); bool bEffected = pTargetCreature->isFlag(Effect::EFFECT_CLASS_DOOM); bool bPK = verifyPK(pVampire, pTargetCreature); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); ZoneCoord_t myX = pVampire->getX(); ZoneCoord_t myY = pVampire->getY(); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected && bPK) { decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1); bool bCanSeeCaster = canSee(pTargetCreature, pVampire); SkillInput input(pVampire); SkillOutput output; computeOutput(input, output); // pTargetCreature啊 历林付过阑 馆荤窍绰 版快 if (CheckReflection(pVampire, pTargetCreature, getSkillType())) { pTargetCreature = (Creature*)pVampire; TargetObjectID = pVampire->getObjectID(); } // 捞棋飘 坷宏璃飘甫 积己秦 嘿牢促. EffectDoom* pEffect = new EffectDoom(pTargetCreature); pEffect->setDeadline(output.Duration); pEffect->setLevel(pSkillInfo->getLevel()/2); pEffect->setDefensePenalty(output.Damage); pEffect->setProtectionPenalty(output.Damage); pTargetCreature->addEffect(pEffect); pTargetCreature->setFlag(Effect::EFFECT_CLASS_DOOM); // 瓷仿摹甫 拌魂秦辑 焊郴霖促. if (pTargetCreature->isSlayer()) { Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature); if (bCanSeeCaster) { SLAYER_RECORD prev; pTargetSlayer->getSlayerRecord(prev); pTargetSlayer->initAllStat(); pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK2); } else { SLAYER_RECORD prev; pTargetSlayer->getSlayerRecord(prev); pTargetSlayer->initAllStat(); pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK6); } } else if (pTargetCreature->isVampire()) { Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature); VAMPIRE_RECORD prev; pTargetVampire->getVampireRecord(prev); pTargetVampire->initAllStat(); if (bCanSeeCaster) { pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK2); } else { pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK6); } } else if (pTargetCreature->isOusters()) { Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature); OUSTERS_RECORD prev; pTargetOusters->getOustersRecord(prev); pTargetOusters->initAllStat(); if (bCanSeeCaster) { pTargetOusters->addModifyInfo(prev, _GCSkillToObjectOK2); } else { pTargetOusters->addModifyInfo(prev, _GCSkillToObjectOK6); } } else if (pTargetCreature->isMonster()) { Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature); pTargetMonster->initAllStat(); } else Assert(false); _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(output.Duration); _GCSkillToObjectOK2.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration(output.Duration); _GCSkillToObjectOK3.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK3.setSkillType(SkillType); _GCSkillToObjectOK3.setTargetXY (targetX, targetY); _GCSkillToObjectOK4.setSkillType(SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK4.setDuration(output.Duration); _GCSkillToObjectOK5.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); _GCSkillToObjectOK5.setDuration(output.Duration); _GCSkillToObjectOK6.setXY(myX, myY); _GCSkillToObjectOK6.setSkillType(SkillType); _GCSkillToObjectOK6.setDuration(output.Duration); if (bCanSeeCaster) // 10篮 东户 荐摹促. { computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); } else // 10篮 东户 荐摹促. { computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1); } list<Creature *> cList; cList.push_back(pTargetCreature); cList.push_back(pVampire); cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList); // Send Packet pPlayer->sendPacket(&_GCSkillToObjectOK1); if (pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); if (pTargetPlayer == NULL) { //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6); } else if (pTargetCreature->isMonster()) { Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature); pTargetMonster->addEnemy(pVampire); } GCAddEffect gcAddEffect; gcAddEffect.setObjectID(TargetObjectID); gcAddEffect.setEffectID(Effect::EFFECT_CLASS_DOOM); gcAddEffect.setDuration(output.Duration); pZone->broadcastPacket(targetX, targetY, &gcAddEffect); pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);
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