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📄 chargingattack.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    : ChargingAttack.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "ChargingAttack.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCStatusCurrentHP.h"//////////////////////////////////////////////////////////////////////////////// 酒快胶磐令 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void ChargingAttack::execute(Ousters * pOusters, ObjectID_t TargetObjectID, OustersSkillSlot * pOustersSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	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);		//Assert(pTargetCreature != NULL);		// NoSuch力芭. by sigi. 2002.5.2		// NPC绰 傍拜且 荐啊 绝促.		if (pTargetCreature==NULL			|| pTargetCreature->isNPC())		{			executeSkillFailException(pOusters, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		// 公厘窍绊 乐绰 公扁啊 澄捞芭唱, 八捞 酒聪扼搁 扁贱阑 荤侩且 荐 绝促.		Item* pItem = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);		if (pItem == NULL)		{			executeSkillFailException(pOusters, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		SkillType_t       SkillType  = pOustersSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		SkillLevel_t      SkillLevel = pOustersSkillSlot->getExpLevel();		SkillInput input(pOusters, pOustersSkillSlot);		SkillOutput output;		computeOutput(input, output);		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);		bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, output.Range);		bool bHitRoll    = HitRoll::isSuccess(pOusters, pTargetCreature, SkillLevel/2);		bool bCanHit     = canHit(pOusters, pTargetCreature, SkillType);		bool bPK         = verifyPK(pOusters, pTargetCreature);		bool bEffected	 = pOusters->hasRelicItem() 							|| pOusters->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)							|| pOusters->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffected )		{			// 狐福霸 PC甫 框流咯霖促.			if (pZone->moveFastPC(pOusters, pOusters->getX(), pOusters->getY(), pTargetCreature->getX(), pTargetCreature->getY(), getSkillType())) 			{				decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);				bool bCriticalHit = false;				// 单固瘤甫 霖促.				Damage_t Damage = computeDamage(pOusters, pTargetCreature, 0, bCriticalHit) + output.Damage;				setDamage(pTargetCreature, Damage, pOusters, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);				decreaseDurability( pOusters, pTargetCreature, pSkillInfo->getPoint(), &_GCSkillToObjectOK1, &_GCSkillToObjectOK2 );				// 农府萍拿 洒飘扼搁 惑措规阑 第肺 拱矾唱霸 茄促.				if (bCriticalHit)				{					knockbackCreature(pZone, pTargetCreature, pOusters->getX(), pOusters->getY());				}				if (pTargetCreature->isDead())				{					int exp = computeCreatureExp(pTargetCreature, 100, pOusters);					shareOustersExp(pOusters, exp, _GCSkillToObjectOK1);				}				// 菩哦阑 霖厚窍绊 焊辰促.				_GCSkillToObjectOK1.setSkillType(SkillType);				_GCSkillToObjectOK1.setCEffectID(CEffectID);				_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);				_GCSkillToObjectOK1.setDuration(0);				pPlayer->sendPacket(&_GCSkillToObjectOK1);				_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());				_GCSkillToObjectOK2.setSkillType(SkillType);				_GCSkillToObjectOK2.setDuration(0);				if (pTargetCreature->isPC()) 				{					Player* pTargetPlayer = pTargetCreature->getPlayer();					Assert(pTargetPlayer != NULL);					pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);				} 				else 				{					Monster * pMonster = dynamic_cast<Monster*>(pTargetCreature);					pMonster->addEnemy(pOusters);				}				pOustersSkillSlot->setRunTime(output.Delay);			} 			else 			{				executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);			}		} 		else 		{			executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pOusters, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}ChargingAttack g_ChargingAttack;

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