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📄 acidstorm.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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//////////////////////////////////////////////////////////////////////////////// Filename    : AcidStorm.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "AcidStorm.h"#include "EffectAcidStorm.h"#include "RankBonus.h"#include "Gpackets/GCSkillToTileOK1.h"#include "Gpackets/GCSkillToTileOK2.h"#include "Gpackets/GCSkillToTileOK3.h"#include "Gpackets/GCSkillToTileOK4.h"#include "Gpackets/GCSkillToTileOK5.h"#include "Gpackets/GCSkillToTileOK6.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCAddEffectToTile.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void AcidStorm::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)    throw(Error){    __BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;	// Vampire Object Assertion	Assert(pVampire != NULL);	Assert(pVampireSkillSlot != NULL);    try    {		Zone* pZone = pVampire->getZone();		Assert(pZone != NULL);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//Assert(pTargetCreature != NULL);		if (pTargetCreature==NULL	// NoSuch力芭 锭巩俊.. by sigi. 2002.5.2			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30			|| pTargetCreature->isNPC())		{			executeSkillFailException(pVampire, getSkillType());		    			return;		}		execute(pVampire, pTargetCreature->getX(), pTargetCreature->getY(), pVampireSkillSlot, CEffectID);    } 	catch (Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());        //cout << t.toString() << endl;    }	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;    __END_CATCH}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 鸥老 勤甸矾//////////////////////////////////////////////////////////////////////////////void AcidStorm::execute(Vampire* pVampire, ZoneCoord_t X, ZoneCoord_t Y, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;	try	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToTileOK1 _GCSkillToTileOK1;		GCSkillToTileOK2 _GCSkillToTileOK2;		GCSkillToTileOK3 _GCSkillToTileOK3;		GCSkillToTileOK4 _GCSkillToTileOK4;		GCSkillToTileOK5 _GCSkillToTileOK5;		GCSkillToTileOK6 _GCSkillToTileOK6;		SkillType_t SkillType = pVampireSkillSlot->getSkillType();		SkillInfo*  pSkillInfo =  g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t myX = pVampire->getX();		ZoneCoord_t myY = pVampire->getY();		// Knowledge of Acid 啊 乐促搁 hit bonus 10		int HitBonus = 0;		if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID ) )		{			RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID );			Assert( pRankBonus != NULL );			HitBonus = pRankBonus->getPoint();		}		int  RequiredMP = decreaseConsumeMP(pVampire, pSkillInfo);		bool bManaCheck = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck = verifyRunTime(pVampireSkillSlot);		bool bRangeCheck = verifyDistance(pVampire, X, Y, pSkillInfo->getRange());		bool bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);		bool bTileCheck = false;		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);		if(rect.ptInRect(X, Y))		{			Tile& tile = pZone->getTile(X, Y);			if (tile.canAddEffect()) bTileCheck = true;		}		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1);			// calculate damage and duration time			SkillInput input(pVampire);			SkillOutput output;			computeOutput(input, output);			// Disruption Storm 捞 乐促搁 单固瘤 20% 刘啊			if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_DISRUPTION_STORM ) )			{				RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_DISRUPTION_STORM );				Assert( pRankBonus != NULL );				output.Damage += getPercentValue( output.Damage, pRankBonus->getPoint() );			}			Range_t Range = 3;			// 扁粮俊 鞍篮 捞棋飘啊 鸥老俊 乐促搁 瘤快绊 货肺 汲沥茄促.			Tile& tile = pZone->getTile(X, Y);			Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_ACID_STORM);			if(pOldEffect != NULL)			{				ObjectID_t effectID = pOldEffect->getObjectID();				pZone->deleteEffect(effectID);			}			// 捞棋飘 坷宏璃飘甫 积己秦辑 鸥老俊 嘿牢促. 			//cout << "make EffectObject to Tile" << X << " " << Y << endl;			EffectAcidStorm* pEffect = new EffectAcidStorm(pZone, X, Y);			pEffect->setDeadline(output.Duration);			pEffect->setNextTime(0);			pEffect->setTick(output.Tick);			pEffect->setDamage(output.Damage);			pEffect->setUserObjectID( pVampire->getObjectID() );			pEffect->setLevel(pSkillInfo->getLevel()/2);			pEffect->setVampire();			//			ObjectRegistry& objectregister = pZone->getObjectRegistry();			objectregister.registerObject(pEffect);			//			//			pZone->addEffect(pEffect);			tile.addEffect(pEffect);			// 捞棋飘 裹困郴狼 葛电 Creature俊霸 effect甫 嘿咯霖促.			// Vampire啊 扁贱阑 荤侩茄 版快 鞍篮 Vampire俊霸绰			// 秦寸窍瘤 臼绰促.			bool bEffected = false;			Creature* pTargetCreature;			list<Creature*> cList;			cList.push_back(pVampire);			int oX, oY;			int edge = 1;			// Wide Storm 捞 乐促搁 裹困啊 5*5 肺 荐沥			if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_WIDE_STORM ) )			{				RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_WIDE_STORM );				Assert( pRankBonus != NULL );				Range = pRankBonus->getPoint();				edge = ( pRankBonus->getPoint() - 1 ) / 2;				SkillType = SKILL_ACID_STORM_WIDE;			}			for(oX = -edge; oX <= edge; oX++)			for(oY = -edge; oY <= edge; oY++)			{				int tileX = X+oX;				int tileY = Y+oY;				if (!rect.ptInRect(tileX, tileY)) continue;				checkMine( pZone, tileX, tileY );				Tile& tile = pZone->getTile(tileX, tileY);		    	if (!tile.canAddEffect()) continue; 				pTargetCreature = NULL;				if(tile.hasCreature(Creature::MOVE_MODE_WALKING))					pTargetCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);				if(pTargetCreature != NULL)				{					// 2003. 1. 10. Sequoia					if( !checkZoneLevelToHitTarget( pTargetCreature ) ) continue;					if(pTargetCreature->isSlayer()||pTargetCreature->isOusters())					{						if(pEffect->affectCreature(pTargetCreature, false) == true)						{							//cout << "AcidStorm to Slayer Success" << endl;							Player* pTargetPlayer = pTargetCreature->getPlayer();							bEffected = true;							bool bCanSee = canSee(pTargetCreature, pVampire);							_GCSkillToTileOK1.addCListElement(pTargetCreature->getObjectID());							_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());							_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());							cList.push_back(pTargetCreature);							if (bCanSee)							{								// 傍拜阑 寸茄 荤恩俊霸 								_GCSkillToTileOK2.setObjectID(pVampire->getObjectID());								_GCSkillToTileOK2.setSkillType(SkillType);								_GCSkillToTileOK2.setX(X);								_GCSkillToTileOK2.setY(Y);								_GCSkillToTileOK2.setDuration(output.Duration);								_GCSkillToTileOK2.setRange(Range);								pTargetPlayer->sendPacket(&_GCSkillToTileOK2);							}						}						else						{							//cout << "AcidStorm to creature fail" << endl;						}					}					else if(pTargetCreature->isMonster())					{						if(pEffect->affectCreature(pTargetCreature, false) == true)						{							//cout << "AcidStorm to Monster Success" << endl;							Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);							pMonster->addEnemy(pVampire);							// 付瘤阜 锭赴 局啊 轨颇捞绢扼绊 汲沥茄促. by sigi. 2002.6.21							pMonster->setLastHitCreatureClass(Creature::CREATURE_CLASS_VAMPIRE);						}					}				} // if(pTargetCreature!= NULL)			}

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