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📄 doom.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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		}	}	catch (Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 阁胶磐 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void Doom::execute(Monster* pMonster, Creature* pEnemy)	throw(Error){	__BEGIN_TRY			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;	Assert(pMonster != NULL);		try 	{		Zone* pZone = pMonster->getZone();		Assert(pZone != NULL);		if (pMonster->isFlag(Effect::EFFECT_CLASS_HIDE))		{			//cout << "Monster cannot use skill while hiding." << endl;			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(monster)" << endl;			return;		}		if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))		{			addVisibleCreature(pZone, pMonster, true);		}		if (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(pZone, x, y, Creature::CREATURE_CLASS_MAX, creatureList, Splash, range);			list<Creature*>::iterator itr = creatureList.begin();			for (; itr != creatureList.end(); itr++)			{				Creature* pTargetCreature = (*itr);				Assert(pTargetCreature != NULL);							if (pMonster!=pTargetCreature)					executeMonster(pZone, pMonster, pEnemy);			}		}		else		{			executeMonster(pZone, pMonster, pEnemy);		}	}	catch (Throwable & t) 	{		executeSkillFailException(pMonster, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;	__END_CATCH}void Doom::executeMonster(Zone* pZone, Monster* pMonster, Creature* pEnemy)	throw(Error){	__BEGIN_TRY	if (!pMonster->isEnemyToAttack(pEnemy))	{		return;	}	GCSkillToObjectOK2 _GCSkillToObjectOK2;	GCSkillToObjectOK3 _GCSkillToObjectOK3;	GCSkillToObjectOK4 _GCSkillToObjectOK4;	GCSkillToObjectOK5 _GCSkillToObjectOK5;	GCSkillToObjectOK6 _GCSkillToObjectOK6;	SkillType_t SkillType  = SKILL_DOOM;	SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);	bool bRangeCheck = verifyDistance(pMonster, pEnemy, pSkillInfo->getRange());	bool bHitRoll    = HitRoll::isSuccessCurse(pSkillInfo->getLevel()/2, pEnemy->getResist(MAGIC_DOMAIN_CURSE));	bool bHitRoll2   = HitRoll::isSuccessMagic(pMonster, pSkillInfo);	bool bCanHit     = canHit(pMonster, pEnemy, SkillType);	bool bEffected   = pEnemy->isFlag(Effect::EFFECT_CLASS_DOOM)						|| pEnemy->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_CURSE);	ZoneCoord_t targetX = pEnemy->getX();	ZoneCoord_t targetY = pEnemy->getY();	ZoneCoord_t myX     = pMonster->getX();	ZoneCoord_t myY     = pMonster->getY();	if (bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected)	{		bool bCanSeeCaster = canSee(pEnemy, pMonster);		SkillInput input(pMonster);		SkillOutput output;		computeOutput(input, output);		// pTargetCreature啊 历林付过阑 馆荤窍绰 版快		if (CheckReflection(pMonster, pEnemy, getSkillType()))		{			pEnemy = (Creature*)pMonster;		}				// 捞棋飘 坷宏璃飘甫 积己秦 嘿牢促.		EffectDoom* pEffect = new EffectDoom(pEnemy);		pEffect->setDeadline(output.Duration);		pEffect->setLevel(pSkillInfo->getLevel()/2);		pEffect->setDefensePenalty(output.Damage);		pEffect->setProtectionPenalty(output.Damage);		pEnemy->setFlag(Effect::EFFECT_CLASS_DOOM);		pEnemy->addEffect(pEffect);		// 瓷仿摹甫 拌魂秦辑 焊郴霖促.		if (pEnemy->isSlayer())		{			Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pEnemy);			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 (pEnemy->isVampire())		{			Vampire* pTargetVampire = dynamic_cast<Vampire*>(pEnemy);			VAMPIRE_RECORD prev;			pTargetVampire->getVampireRecord(prev);			pTargetVampire->initAllStat();			if (bCanSeeCaster)			{				pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK2);			}			else			{				pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK6);			}		}		else if (pEnemy->isOusters())		{			Ousters* pTargetOusters = dynamic_cast<Ousters*>(pEnemy);			OUSTERS_RECORD prev;			pTargetOusters->getOustersRecord(prev);			pTargetOusters->initAllStat();			if (bCanSeeCaster)			{				pTargetOusters->addModifyInfo(prev, _GCSkillToObjectOK2);			}			else			{				pTargetOusters->addModifyInfo(prev, _GCSkillToObjectOK6);			}		}		else if (pEnemy->isMonster())		{			Monster* pTargetMonster = dynamic_cast<Monster*>(pEnemy);			pTargetMonster->initAllStat();		}		else Assert(false);			_GCSkillToObjectOK2.setObjectID(pMonster->getObjectID());		_GCSkillToObjectOK2.setSkillType(SkillType);		_GCSkillToObjectOK2.setDuration(output.Duration);			_GCSkillToObjectOK3.setObjectID(pMonster->getObjectID());		_GCSkillToObjectOK3.setSkillType(SkillType);		_GCSkillToObjectOK3.setTargetXY (targetX, targetY);				_GCSkillToObjectOK4.setSkillType(SkillType);		_GCSkillToObjectOK4.setTargetObjectID(pEnemy->getObjectID());		_GCSkillToObjectOK4.setDuration(output.Duration);				_GCSkillToObjectOK5.setObjectID(pMonster->getObjectID());		_GCSkillToObjectOK5.setSkillType(SkillType);		_GCSkillToObjectOK5.setTargetObjectID(pEnemy->getObjectID());		_GCSkillToObjectOK5.setDuration(output.Duration);				_GCSkillToObjectOK6.setXY(myX, myY);		_GCSkillToObjectOK6.setSkillType(SkillType);		_GCSkillToObjectOK6.setDuration(output.Duration);									list<Creature *> cList;		cList.push_back(pEnemy);		cList.push_back(pMonster);		cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);		pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);		pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);		if (pEnemy->isPC()) 		{			Player* pTargetPlayer = pEnemy->getPlayer();			if (pTargetPlayer == NULL)			{				//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;				return;			}			if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);			else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);		}		else if (pEnemy->isMonster())		{			Monster* pTargetMonster = dynamic_cast<Monster*>(pEnemy);			pTargetMonster->addEnemy(pMonster);		}		GCAddEffect gcAddEffect;		gcAddEffect.setObjectID(pEnemy->getObjectID());		gcAddEffect.setEffectID(Effect::EFFECT_CLASS_DOOM);		gcAddEffect.setDuration(output.Duration);		pZone->broadcastPacket(targetX, targetY, &gcAddEffect);	} 	else 	{		executeSkillFailNormal(pMonster, getSkillType(), pEnemy);	}	__END_CATCH}Doom g_Doom;

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