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📄 poisonmesh.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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//////////////////////////////////////////////////////////////////////////////// Filename    : PoisonMesh.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "PoisonMesh.h"#include "EffectPoisonMesh.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/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCStatusCurrentHP.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCRemoveEffect.h"#include "Vampire.h"#include "Reflection.h"#include "RankBonus.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void PoisonMesh::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;	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);		SkillType_t       SkillType  = pVampireSkillSlot->getSkillType();		// NPC绰 傍拜且 荐啊 绝促.		// 搁开捞芭唱. by sigi. 2002.9.13		// 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, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;			return;		}		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		GCSkillToObjectOK4 _GCSkillToObjectOK4;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		GCSkillToObjectOK6 _GCSkillToObjectOK6;		SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());		bool bHitRoll    = HitRoll::isSuccessPoisonMesh(pVampire);		bool bCanHit     = canHit(pVampire, pTargetCreature, SkillType);		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_POISON_MESH);		bool bPK         = verifyPK(pVampire, pTargetCreature);		ZoneCoord_t vampX   = pVampire->getX();		ZoneCoord_t vampY   = pVampire->getY();		ZoneCoord_t targetX = pTargetCreature->getX();		ZoneCoord_t targetY = pTargetCreature->getY();		SkillInput input(pVampire);		SkillOutput output;		computeOutput(input, output);		//if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected && bPK)		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && !bEffected && bPK && pTargetCreature->getCompetence() == 3)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);			bool bCanSeeCaster = canSee(pTargetCreature, pVampire);/*			// 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 积己秦辑 嘿牢促.			EffectPoisonMesh* pEffectPoisonMesh = new EffectPoisonMesh(pTargetCreature);			pEffectPoisonMesh->setDeadline(output.Duration);			pEffectPoisonMesh->setNextTime(0);			pEffectPoisonMesh->setCasterID( pVampire->getObjectID() );			pEffectPoisonMesh->setDamage( output.Damage );			pTargetCreature->addEffect(pEffectPoisonMesh);			pTargetCreature->setFlag(Effect::EFFECT_CLASS_POISON_MESH);			// 捞棋飘啊 嘿菌促绰 巴阑 宏肺靛某胶泼秦霖促.			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pTargetCreature->getObjectID());			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_POISON_MESH);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);			_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);			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setSkillType(SkillType);			_GCSkillToObjectOK5.setDuration(output.Duration);			_GCSkillToObjectOK6.setXY(vampX, vampY);			_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);			}			pPlayer->sendPacket(&_GCSkillToObjectOK1);			if (pTargetCreature->isPC())			{				Player* pTargetPlayer = pTargetCreature->getPlayer();				Assert(pTargetPlayer != NULL);				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);			}			else			{				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);				pTargetMonster->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);		} 		else		{			executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);		}		if ( bTimeCheck ) pVampireSkillSlot->setRunTime(output.Delay);	} 	catch(Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;	__END_CATCH}PoisonMesh g_PoisonMesh;

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