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📄 simplemissileskill.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    : SimpleMissileSkill.cpp// Written by  : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "SimpleMissileSkill.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"SimpleMissileSkill g_SimpleMissileSkill;//////////////////////////////////////////////////////////////////////////////// class SimpleMissileSkill member methods//////////////////////////////////////////////////////////////////////////////void SimpleMissileSkill::execute(	Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, 	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result,	CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	Assert(pSlayer != NULL);	Assert(pSkillSlot != NULL);	try 	{		Player* pPlayer = pSlayer->getPlayer();		Zone* pZone = pSlayer->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//Assert(pTargetCreature != NULL);		// 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(pSlayer, param.SkillType);			return;		}		result.pTargetCreature = pTargetCreature;		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		GCSkillToObjectOK4 _GCSkillToObjectOK4;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		SkillInfo*        pSkillInfo   = g_pSkillInfoManager->getSkillInfo(param.SkillType);		SkillDomainType_t DomainType   = pSkillInfo->getDomainType();		SkillLevel_t      SkillLevel   = pSkillSlot->getExpLevel();		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(pSlayer, pTargetCreature, SkillLevel/5, 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);		}		else		{			Damage += param.SkillDamage;		}		ZoneCoord_t myX     = pSlayer->getX();		ZoneCoord_t myY     = pSlayer->getY();		ZoneCoord_t targetX = pTargetCreature->getX();		ZoneCoord_t targetY = pTargetCreature->getY();				int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);		bool bTimeCheck  = verifyRunTime(pSkillSlot);		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());		bool bHitRoll    = false;		bool bPK         = verifyPK(pSlayer, pTargetCreature);		if (param.bMagicHitRoll)		{			bHitRoll = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);		}		else		{			bHitRoll = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel/2);		}		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bPK)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);			// 单固瘤甫 啊窍绊, 郴备档甫 冻绢哆赴促.			setDamage(pTargetCreature, Damage, pSlayer, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);			computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);			decreaseDurability(pSlayer, pTargetCreature, 1, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);			// 鸥百捞 浇饭捞绢啊 酒囱 版快俊父 版氰摹甫 棵妨霖促.			if (!pTargetCreature->isSlayer())			{				shareAttrExp(pSlayer, Damage , param.STRMultiplier, param.DEXMultiplier, param.INTMultiplier, _GCSkillToObjectOK1);				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1);				increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);				increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1);			}			_GCSkillToObjectOK1.setSkillType(param.SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK1.setDuration(0);						_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK2.setSkillType(param.SkillType);			_GCSkillToObjectOK2.setDuration(0);					_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK3.setSkillType(param.SkillType);			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);					_GCSkillToObjectOK4.setSkillType(param.SkillType);			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setSkillType(param.SkillType);			_GCSkillToObjectOK5.setDuration(0);						// Send Packet			pPlayer->sendPacket(&_GCSkillToObjectOK1);					if (pTargetCreature->isPC()) 			{				Player* pTargetPlayer = pTargetCreature->getPlayer();				Assert(pTargetPlayer != NULL);				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);			} 			else if (pTargetCreature->isMonster())			{				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);				pMonster->addEnemy(pSlayer);			}			list<Creature*> cList;			cList.push_back(pSlayer);			cList.push_back(pTargetCreature);			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);						pZone->broadcastPacket(myX, myY,  &_GCSkillToObjectOK3 , cList);			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);			pSkillSlot->setRunTime(param.Delay);			result.bSuccess = true;		} 		else 		{			executeSkillFailNormal(pSlayer, param.SkillType, pTargetCreature);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, param.SkillType);	}	__END_CATCH}void SimpleMissileSkill::execute(	Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, 	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 	CEffectID_t CEffectID, int HitBonus) 	throw (Error){	__BEGIN_TRY	Assert(pVampire != NULL);	Assert(pVampireSkillSlot != 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(pVampire, param.SkillType);			return;		}		result.pTargetCreature = pTargetCreature;		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		GCSkillToObjectOK4 _GCSkillToObjectOK4;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		GCSkillToObjectOK6 _GCSkillToObjectOK6;		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(pVampire, 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);		}		else		{			Damage += param.SkillDamage;		}		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());		bool bHitRoll    = false;		bool bCanHit     = canHit(pVampire, pTargetCreature, param.SkillType);		bool bPK         = verifyPK(pVampire, pTargetCreature);		if (param.bMagicHitRoll)		{			bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);		}		else		{			bHitRoll = HitRoll::isSuccess(pVampire, pTargetCreature);		}		ZoneCoord_t vampX   = pVampire->getX();		ZoneCoord_t vampY   = pVampire->getY();		ZoneCoord_t targetX = pTargetCreature->getX();		ZoneCoord_t targetY = pTargetCreature->getY();		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);			bool bCanSeeCaster = canSee(pTargetCreature, pVampire);			// 单固瘤甫 啊窍绊, 酒捞袍 郴备档甫 冻绢哆赴促.			if (bCanSeeCaster) 			{				setDamage(pTargetCreature, Damage, pVampire, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);				computeAlignmentChange(pTargetCreature, Damage, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);				decreaseDurability(pVampire, pTargetCreature, pSkillInfo->getPoint(), &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);			}			else			{				setDamage(pTargetCreature, Damage, pVampire, param.SkillType, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);				computeAlignmentChange(pTargetCreature, Damage, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);				decreaseDurability(pVampire, pTargetCreature, pSkillInfo->getPoint(), &_GCSkillToObjectOK1, &_GCSkillToObjectOK6);			}			// 惑措啊 磷菌促搁 版氰摹甫 粱 棵妨霖促.			if (pTargetCreature->isDead())			{				int exp = computeCreatureExp(pTargetCreature, KILL_EXP);				shareVampExp(pVampire, exp, _GCSkillToObjectOK1);			}			increaseAlignment(pVampire, pTargetCreature, _GCSkillToObjectOK1);			_GCSkillToObjectOK1.setSkillType(param.SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK1.setDuration(0);					_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());			_GCSkillToObjectOK2.setSkillType(param.SkillType);			_GCSkillToObjectOK2.setDuration(0);						_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());			_GCSkillToObjectOK3.setSkillType(param.SkillType);			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);					_GCSkillToObjectOK4.setSkillType(param.SkillType);			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setSkillType(param.SkillType);						_GCSkillToObjectOK6.setXY(vampX, vampY);			_GCSkillToObjectOK6.setSkillType(param.SkillType);			_GCSkillToObjectOK6.setDuration(0);			pPlayer->sendPacket(&_GCSkillToObjectOK1);					Player* pTargetPlayer = NULL;			if (pTargetCreature->isPC()) 			{				pTargetPlayer = pTargetCreature->getPlayer();				Assert(pTargetPlayer != NULL);				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);			} 			else 			{				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);				pMonster->addEnemy(pVampire);			}			list<Creature*> cList;			cList.push_back(pVampire);			cList.push_back(pTargetCreature);			cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList);						pZone->broadcastPacket(vampX, vampY,  &_GCSkillToObjectOK3 , cList);			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);			pVampireSkillSlot->setRunTime(param.Delay);			result.bSuccess = true;		} 		else 		{			executeSkillFailNormal(pVampire, param.SkillType, pTargetCreature);		}	} 	catch (Throwable & t) 

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