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?? extreme.cpp

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//////////////////////////////////////////////////////////////////////////////// Filename    : Extreme.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "Extreme.h"#include "EffectExtreme.h"#include "RankBonus.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCAddEffect.h"#include "HitRoll.h"//////////////////////////////////////////////////////////////////////////////// 澆飯撈絹 伎橇 勤甸礬//////////////////////////////////////////////////////////////////////////////void Extreme::execute(Vampire* pVampire, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayerself)" << endl;	Assert(pVampire != NULL);	Assert(pVampireSkillSlot != NULL);	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		SkillType_t       SkillType  = pVampireSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		// Knowledge of Innate 啊 樂促擱 hit bonus 10		int HitBonus = 0;		if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE ) )		{			RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE );			Assert( pRankBonus != NULL );			HitBonus = pRankBonus->getPoint();		}		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);		bool bRangeCheck = checkZoneLevelToUseSkill(pVampire);		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);		bool bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_EXTREME);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);			// 膠懦 飯駭俊 蝶扼 單固瘤 焊呈膠啊 崔扼柳促.			SkillInput input( pVampire );			SkillOutput output;			computeOutput(input, output);			// 撈棋飄 努貳膠甫 父甸絹 嘿牢促.			EffectExtreme* pEffect = new EffectExtreme(pVampire);			pEffect->setDeadline(output.Duration);			pEffect->setDamageBonus(output.Damage);			pVampire->addEffect(pEffect);			pVampire->setFlag(Effect::EFFECT_CLASS_EXTREME);			// 撈肺 牢竅咯 官差綽 瓷仿摹甫 焊辰促.			VAMPIRE_RECORD prev;			pVampire->getVampireRecord(prev);			pVampire->initAllStat();			pVampire->sendRealWearingInfo();			pVampire->sendModifyInfo(prev);			// 菩哦闌 父甸絹 焊辰促.			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(output.Duration);					_GCSkillToSelfOK2.setObjectID(pVampire->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(output.Duration);					pPlayer->sendPacket(&_GCSkillToSelfOK1);					pZone->broadcastPacket(pVampire->getX(), pVampire->getY(),  &_GCSkillToSelfOK2, pVampire);			// 撈棋飄啊 嘿菌促絆 舅妨霖促.			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pVampire->getObjectID());			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_EXTREME);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcAddEffect);			// set Next Run Time			pVampireSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pVampire, getSkillType(), NULL);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerself)" << endl;	__END_CATCH}void Extreme::execute(Vampire* pVampire, ObjectID_t TargetObjectID,  VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayerself)" << 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);		//Assert(pTargetCreature != NULL);		// NoSuch力芭. by sigi. 2002.5.2		if (pTargetCreature==NULL)		{			executeSkillFailException(pVampire, getSkillType());			return;		}		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		SkillType_t       SkillType  = pVampireSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);		bool bRangeCheck = checkZoneLevelToUseSkill(pVampire);		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot);		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_EXTREME);		ZoneCoord_t myX = pVampire->getX();		ZoneCoord_t myY = pVampire->getY();		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && pTargetCreature->isVampire() )		{			Vampire* pTargetVampire= dynamic_cast<Vampire*>(pTargetCreature);			ZoneCoord_t X   = pTargetVampire->getX();			ZoneCoord_t Y   = pTargetVampire->getY();			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);			// 膠懦 飯駭俊 蝶扼 單固瘤 焊呈膠啊 崔扼柳促.			SkillInput input(pVampire);			SkillOutput output;			computeOutput(input, output);			// 撈棋飄 努貳膠甫 父甸絹 嘿牢促.			EffectExtreme* pEffect = new EffectExtreme(pTargetVampire);			pEffect->setDeadline(output.Duration);			pEffect->setDamageBonus(output.Damage);			pTargetVampire->addEffect(pEffect);			pTargetVampire->setFlag(Effect::EFFECT_CLASS_EXTREME);			// 撈肺 牢竅咯 官差綽 瓷仿摹甫 焊辰促.			VAMPIRE_RECORD prev;			pTargetVampire->getVampireRecord(prev);			pTargetVampire->initAllStat();			pTargetVampire->sendRealWearingInfo();			pTargetVampire->sendModifyInfo(prev);			// 菩哦闌 父甸絹 焊辰促.			_GCSkillToObjectOK1.setSkillType(SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setDuration(output.Duration);					_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());		    _GCSkillToObjectOK3.setSkillType(SkillType);		    _GCSkillToObjectOK3.setTargetXY (X, Y);			pPlayer->sendPacket(&_GCSkillToObjectOK1);			if (pTargetCreature->isPC())			{				Player* pTargetPlayer = pTargetCreature->getPlayer();				Assert(pTargetPlayer != NULL);					_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());				_GCSkillToObjectOK2.setSkillType(SkillType);				_GCSkillToObjectOK2.setDuration(output.Duration);						pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);			}			else			{				Assert(false);			}			list<Creature *> cList;			cList.push_back(pTargetCreature);			cList.push_back(pVampire);			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);			// 撈棋飄啊 嘿菌促絆 舅妨霖促.			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pTargetVampire->getObjectID());			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_EXTREME);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(pTargetVampire->getX(), pTargetVampire->getY(), &gcAddEffect);			// set Next Run Time			pVampireSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pVampire, getSkillType(), NULL);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerself)" << endl;	__END_CATCH}void Extreme::execute(Vampire* pVampire)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayerself)" << endl;	Assert(pVampire != NULL);	if( !pVampire->hasSkill(SKILL_EXTREME) ) return;	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToObjectOK1 _GCSkillToObjectOK1;		//GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		ZoneCoord_t myX = pVampire->getX();		ZoneCoord_t myY = pVampire->getY();		int oX, oY;		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);		for(oX = -4; oX <= 4; oX++)		for(oY = -4; oY <= 4; oY++)		{			int tileX = myX+oX;			int tileY = myY+oY;			if (!rect.ptInRect(tileX, tileY)) continue;			// 鷗老 困俊! 軌頗撈絹啊 樂綽瘤 夯促!			Tile& tile = pZone->getTile(tileX, tileY);			Creature * pTargetCreature = NULL;			if(tile.hasCreature(Creature::MOVE_MODE_WALKING)) pTargetCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);			if( pTargetCreature != NULL && pTargetCreature != pVampire && pTargetCreature->isVampire() ) {				bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_EXTREME);				if( bEffected ) continue;				Vampire* pTargetVampire= dynamic_cast<Vampire*>(pTargetCreature);				// 膠懦 飯駭俊 蝶扼 單固瘤 焊呈膠啊 崔扼柳促.				SkillInput input(pVampire);				SkillOutput output;				computeOutput(input, output);				// 撈棋飄 努貳膠甫 父甸絹 嘿牢促.				EffectExtreme* pEffect = new EffectExtreme(pTargetVampire);				pEffect->setDeadline(output.Duration);				pEffect->setDamageBonus(output.Damage);				pTargetVampire->addEffect(pEffect);				pTargetVampire->setFlag(Effect::EFFECT_CLASS_EXTREME);				// 撈肺 牢竅咯 官差綽 瓷仿摹甫 焊辰促.				VAMPIRE_RECORD prev;				pTargetVampire->getVampireRecord(prev);				pTargetVampire->initAllStat();				pTargetVampire->sendRealWearingInfo();				pTargetVampire->sendModifyInfo(prev);				/*				if (pTargetCreature->isPC())				{					Player* pTargetPlayer = pTargetCreature->getPlayer();					Assert(pTargetPlayer != NULL);					_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());					_GCSkillToObjectOK2.setSkillType(getSkillType());					_GCSkillToObjectOK2.setDuration(output.Duration);					pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);				}				else				{					Assert(false);				}				*/				// 撈棋飄啊 嘿菌促絆 舅妨霖促.				GCAddEffect gcAddEffect;				gcAddEffect.setObjectID(pTargetVampire->getObjectID());				gcAddEffect.setEffectID(Effect::EFFECT_CLASS_EXTREME);				gcAddEffect.setDuration(output.Duration);				pZone->broadcastPacket(pTargetVampire->getX(), pTargetVampire->getY(), &gcAddEffect);			}		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerself)" << endl;	__END_CATCH}Extreme g_Extreme;

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