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📄 criticalground.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    : CriticalGround.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "CriticalGround.h"//#include "Gpackets/GCSkillToSelfOK1.h"//#include "Gpackets/GCSkillToSelfOK2.h"#include "SimpleTileMeleeSkill.h"//////////////////////////////////////////////////////////////////////////////// 积己磊// 付胶农甫 檬扁拳茄促.//////////////////////////////////////////////////////////////////////////////CriticalGround::CriticalGround()	    throw(){	__BEGIN_TRY	// 林困 8鸥老	m_pCriticalGroundMask[0].set(1,  1);	m_pCriticalGroundMask[1].set(-1, -1);	m_pCriticalGroundMask[2].set(0, -1);	m_pCriticalGroundMask[3].set(1, -1);	m_pCriticalGroundMask[4].set(-1,  0);	m_pCriticalGroundMask[5].set(1,  0);	m_pCriticalGroundMask[6].set(-1,  1);	m_pCriticalGroundMask[7].set(0,  1);	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 伎橇 勤甸矾///////////////////////////////////////////////////////////////////////////////*void CriticalGround::execute(Vampire* pVampire, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pVampire != NULL);	Assert(pSkillSlot != NULL);	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		SkillType_t SkillType  = pSkillSlot->getSkillType();		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t x = pVampire->getX();		ZoneCoord_t y = pVampire->getY();		int  RequiredMP     = decreaseConsumeMP(pVampire, pSkillInfo);		bool bManaCheck     = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck     = verifyRunTime(pSkillSlot);		bool bRangeCheck    = checkZoneLevelToUseSkill(pVampire);		bool bHitRoll       = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot);		bool bTileCheck     = canBurrow(pZone, x, y);		bool bMoveModeCheck = pVampire->isWalking();		bool bEffected      = pVampire->isFlag(Effect::EFFECT_CLASS_HIDE);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck && bMoveModeCheck && !bEffected)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);						// 轨颇捞绢甫 顶 困俊辑 昏力窍扁 捞傈俊 扁贱 菩哦甸阑 朝赴促.			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(0);					_GCSkillToSelfOK2.setXY(x, y);			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(0);					pPlayer->sendPacket(&_GCSkillToSelfOK1);			pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2, pVampire);			// 顶 困俊 唱客乐绰 轨颇捞绢 昏力窍扼绊 舅赴促.			GCDeleteObject gcDO;			gcDO.setObjectID(pVampire->getObjectID());			pZone->broadcastPacket(x, y, &gcDO, pVampire);			// 顶 加俊促啊 轨颇捞绢甫 眠啊茄促.			addBurrowingCreature(pZone, pVampire, x, y);						pSkillSlot->setRunTime();		} 		else 		{			executeSkillFailNormal(pVampire, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}*///////////////////////////////////////////////////////////////////////////////// 阁胶磐 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void CriticalGround::execute(Monster* pMonster)	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 << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))		{			addVisibleCreature(pZone, pMonster, true);		}		//GCSkillToSelfOK2 _GCSkillToSelfOK2;		ZoneCoord_t x = pMonster->getX();		ZoneCoord_t y = pMonster->getY();		bool bRangeCheck    = checkZoneLevelToUseSkill(pMonster);		bool bMoveModeCheck = pMonster->isWalking();		if (bRangeCheck && bMoveModeCheck)		{			//--------------------------------------------------------			// Critical Ground 扁贱阑 焊捞霸 茄促.			//--------------------------------------------------------			//_GCSkillToSelfOK2.setObjectID(pMonster->getObjectID());			//_GCSkillToSelfOK2.setDuration(0);			//_GCSkillToSelfOK2.setSkillType(getSkillType());			//pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2);			//--------------------------------------------------------			// 林困俊 knockback登绰嘎绰 局甸阑 眉农秦霖促.			//--------------------------------------------------------			SkillInput input(pMonster);			SkillOutput output;			computeOutput(input, output);			SIMPLE_SKILL_INPUT param;			param.SkillType     = getSkillType();			param.SkillDamage   = output.Damage;			param.Delay         = output.Delay;			param.ItemClass     = Item::ITEM_CLASS_MAX;			param.STRMultiplier = 0;			param.DEXMultiplier = 0;			param.INTMultiplier = 0;			param.bMagicHitRoll = true;			param.bMagicDamage  = true;			param.bAdd          = false;			SIMPLE_SKILL_OUTPUT result;			for (int i=0; i<8; i++)			{				param.addMask(m_pCriticalGroundMask[i].x, m_pCriticalGroundMask[i].y, 100);			}			// 碍力肺 嘎绰 局甸阑 knockback 矫挪促.			bool bForceKnockback = true;			g_SimpleTileMeleeSkill.execute(pMonster, x, y,											param, result, 											0, 											bForceKnockback);		} 		else 		{			executeSkillFailNormal(pMonster, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pMonster, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}CriticalGround g_CriticalGround;

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