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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
💻 CPP
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	{		executeSkillFailException(pVampire, param.SkillType);	}	__END_CATCH}void SimpleMissileSkill::execute(	Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, 	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 	CEffectID_t CEffectID, int HitBonus) 	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);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		// 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(pOusters, param.SkillType, param.Grade);			return;		}		result.pTargetCreature = pTargetCreature;		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		GCSkillToObjectOK4 _GCSkillToObjectOK4;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		GCSkillToObjectOK6 _GCSkillToObjectOK6;		if (param.ItemClass != Item::ITEM_CLASS_MAX)		{			Item* pItem = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);			if (pItem == NULL || pItem->getItemClass() != param.ItemClass || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND))			{				executeSkillFailException(pOusters, param.SkillType, param.Grade);				return;			}		}		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(pOusters, 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);			Damage += computeOustersMagicDamage( pOusters, pTargetCreature, param.SkillDamage, param.SkillType );		}		else		{			Damage += param.SkillDamage;		}		computeCriticalBonus(pOusters, param.SkillType, Damage, bCriticalHit);		int  RequiredMP         = (int)pSkillInfo->getConsumeMP();		bool bManaCheck         = hasEnoughMana(pOusters, RequiredMP);		bool bTimeCheck         = verifyRunTime(pOustersSkillSlot);		bool bRangeCheck        = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange());		bool bHitRoll           = false;		bool bCanHit            = canHit(pOusters, pTargetCreature, param.SkillType);		bool bPK                = verifyPK(pOusters, pTargetCreature);		bool bSatisfyRequire	= pOusters->satisfySkillRequire( pSkillInfo );		if (param.bMagicHitRoll)		{			bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot, HitBonus);		}		else 		{			bHitRoll = HitRoll::isSuccess(pOusters, pTargetCreature);		}		ZoneCoord_t X   = pOusters->getX();		ZoneCoord_t Y   = pOusters->getY();		ZoneCoord_t targetX = pTargetCreature->getX();		ZoneCoord_t targetY = pTargetCreature->getY();		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && bSatisfyRequire )		{            decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);			bool bCanSeeCaster = canSee(pTargetCreature, pOusters);			if (bCanSeeCaster) 			{				setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);				decreaseDurability(pOusters, pTargetCreature, pSkillInfo->getPoint(), &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);			}			else			{				setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);				decreaseDurability(pOusters, pTargetCreature, pSkillInfo->getPoint(), &_GCSkillToObjectOK1, &_GCSkillToObjectOK6);			}			if (pTargetCreature->isDead())			{				int exp = computeCreatureExp(pTargetCreature, 100, pOusters);				shareOustersExp(pOusters, exp, _GCSkillToObjectOK1);			}			increaseAlignment(pOusters, pTargetCreature, _GCSkillToObjectOK1);			_GCSkillToObjectOK1.setSkillType(param.SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK1.setDuration(0);			_GCSkillToObjectOK1.setGrade(param.Grade);					_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK2.setSkillType(param.SkillType);			_GCSkillToObjectOK2.setDuration(0);			_GCSkillToObjectOK2.setGrade(param.Grade);						_GCSkillToObjectOK3.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK3.setSkillType(param.SkillType);			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);			_GCSkillToObjectOK3.setGrade(param.Grade);					_GCSkillToObjectOK4.setSkillType(param.SkillType);			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK4.setGrade(param.Grade);			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setSkillType(param.SkillType);			_GCSkillToObjectOK5.setGrade(param.Grade);						_GCSkillToObjectOK6.setXY(X, Y);			_GCSkillToObjectOK6.setSkillType(param.SkillType);			_GCSkillToObjectOK6.setDuration(0);			_GCSkillToObjectOK6.setGrade(param.Grade);			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(pOusters);			}			list<Creature*> cList;			cList.push_back(pOusters);			cList.push_back(pTargetCreature);			cList = pZone->broadcastSkillPacket(X, Y, targetX, targetY, &_GCSkillToObjectOK5, cList);						pZone->broadcastPacket(X, Y,  &_GCSkillToObjectOK3 , cList);			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);			pOustersSkillSlot->setRunTime(param.Delay);			result.bSuccess = true;		}		else 		{			executeSkillFailNormal(pOusters, param.SkillType, pTargetCreature, param.Grade);		}	}	catch (Throwable & t) 	{		executeSkillFailException(pOusters, param.SkillType, param.Grade);	}	__END_CATCH}void SimpleMissileSkill::execute(		Monster* pMonster, Creature* pEnemy, 		const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 		CEffectID_t CEffectID) 	throw (Error){	__BEGIN_TRY	Assert(pMonster != NULL);	Assert(pEnemy != NULL);	try	{		Zone* pZone = pMonster->getZone();		Assert(pZone != NULL);		if (pMonster->isFlag(Effect::EFFECT_CLASS_HIDE))		{			return;		}		if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))		{			addVisibleCreature(pZone, pMonster, true);		}		result.pTargetCreature = pEnemy;		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(pMonster, pEnemy, 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(pEnemy, param.SkillDamage, param.SkillType);		}		else		{			Damage += param.SkillDamage;		}		bool bRangeCheck = verifyDistance(pMonster, pEnemy, pSkillInfo->getRange());		bool bHitRoll    = false;		bool bCanHit     = canHit(pMonster, pEnemy, param.SkillType);		if (param.bMagicHitRoll)		{			bHitRoll = HitRoll::isSuccessMagic(pMonster, pSkillInfo);		}		else		{			bHitRoll = HitRoll::isSuccess(pMonster, pEnemy);		}		Coord_t vampX   = pMonster->getX();		Coord_t vampY   = pMonster->getY();		Coord_t targetX = pEnemy->getX();		Coord_t targetY = pEnemy->getY();				// 傍拜己傍伏 八刘.		if (bRangeCheck && bHitRoll && bCanHit) 		{			bool bCanSeeCaster = canSee(pEnemy, pMonster);			// 单固瘤甫 啊窍绊, 酒捞袍 郴备档甫 冻绢哆赴促.			if (bCanSeeCaster)			{				setDamage(pEnemy, Damage, pMonster, param.SkillType, &_GCSkillToObjectOK2);				decreaseDurability(pMonster, pEnemy, pSkillInfo->getPoint(), NULL, &_GCSkillToObjectOK2);			}			else			{				setDamage(pEnemy, Damage, pMonster, param.SkillType, &_GCSkillToObjectOK6);				decreaseDurability(pMonster, pEnemy, pSkillInfo->getPoint(), NULL, &_GCSkillToObjectOK6);			}			_GCSkillToObjectOK2.setObjectID(pMonster->getObjectID());			_GCSkillToObjectOK2.setSkillType(param.SkillType);			_GCSkillToObjectOK2.setDuration(0);			_GCSkillToObjectOK2.setObjectID(pMonster->getObjectID());			_GCSkillToObjectOK3.setObjectID(pMonster->getObjectID());			_GCSkillToObjectOK3.setSkillType(param.SkillType);			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);					_GCSkillToObjectOK4.setSkillType(param.SkillType);			_GCSkillToObjectOK4.setTargetObjectID(pEnemy->getObjectID());			_GCSkillToObjectOK5.setObjectID(pMonster->getObjectID());			_GCSkillToObjectOK5.setTargetObjectID(pEnemy->getObjectID());			_GCSkillToObjectOK5.setSkillType(param.SkillType);			_GCSkillToObjectOK5.setDuration(0);						_GCSkillToObjectOK6.setXY(vampX, vampY);			_GCSkillToObjectOK6.setSkillType(param.SkillType);			_GCSkillToObjectOK6.setDuration(0);			_GCSkillToObjectOK6.setXY(vampX, vampY);			if (pEnemy->isPC()) 			{				Player* pTargetPlayer = pEnemy->getPlayer();				Assert(pTargetPlayer != NULL);				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);			} 			else if (pEnemy->isMonster())			{				Monster* pTargetMonster = dynamic_cast<Monster*>(pEnemy);				pTargetMonster->addEnemy(pMonster);			}			list<Creature*> cList;			cList.push_back(pMonster);			cList.push_back(pEnemy);			cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList);						pZone->broadcastPacket(vampX, vampY,  &_GCSkillToObjectOK3 , cList);			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);			result.bSuccess = true;		} 		else 		{			executeSkillFailNormal(pMonster, param.SkillType, pEnemy);		}	}	catch (Throwable & t)	{		executeSkillFailException(pMonster, param.SkillType);	}	__END_CATCH}

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