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📄 light.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    : Light.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "Light.h"#include "EffectLight.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCAddEffect.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void Light::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pSlayer != NULL);	Assert(pSkillSlot != NULL);	try	{		Player* pPlayer = pSlayer->getPlayer();		Zone* pZone = pSlayer->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		SkillType_t  SkillType  = pSkillSlot->getSkillType();		SkillInfo*   pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		SkillLevel_t SkillLevel = pSkillSlot->getExpLevel();		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);		bool bTimeCheck  = verifyRunTime(pSkillSlot);		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_LIGHT);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);	   			// 扁贱捞 蜡瘤登绰 矫埃篮 槛访档俊 蝶扼辑 崔扼柳促.			SkillInput input(pSlayer, pSkillSlot);			SkillOutput output;			computeOutput(input, output);			Sight_t CurrentSight = pSlayer->getSight();			Sight_t oldSight     = CurrentSight;						// 趣矫扼档 烤朝 捞棋飘啊 巢酒乐促搁 昏力茄促.			if (pSlayer->isEffect(Effect::EFFECT_CLASS_LIGHT)) 			{				EffectLight* pOldEffectLight = (EffectLight*)pSlayer->findEffect(Effect::EFFECT_CLASS_LIGHT);				CurrentSight = pOldEffectLight->getOldSight();				pSlayer->deleteEffect(Effect::EFFECT_CLASS_LIGHT);			}			// 捞棋飘甫 父甸绢 嘿牢促.			EffectLight* pEffectLight = new EffectLight (pSlayer);			pEffectLight->setDeadline(output.Duration);			pEffectLight->setOldSight(CurrentSight);			pSlayer->setFlag(Effect::EFFECT_CLASS_LIGHT);			pSlayer->addEffect(pEffectLight);			//pEffectLight->create(pSlayer->getName());			// 矫具贸府..			Sight_t MinSight = pSkillInfo->getMinDamage();			Sight_t MaxSight = pSkillInfo->getMaxDamage();			Sight_t NewSight = MinSight + (MaxSight - MinSight)* SkillLevel / 100;			// 矫具 函版俊 蝶弗 坷宏璃飘 啊皑 菩哦阑 焊辰促.			pZone->updateScan(pSlayer, oldSight, NewSight);			pSlayer->setSight(NewSight);			if (NewSight != oldSight) _GCSkillToSelfOK1.addShortData(MODIFY_VISION, NewSight);			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(output.Duration);					_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(output.Duration);					// EXP UP!			SkillDomainType_t DomainType = pSkillInfo->getDomainType();			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));			Exp_t ExpUp = 10* (Grade + 1)* 2;			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToSelfOK1);			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);			// Send Packet			pPlayer->sendPacket(&_GCSkillToSelfOK1);					pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToSelfOK2 , pSlayer);			// 捞棋飘啊 嘿菌促绊 舅妨霖促.			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pSlayer->getObjectID());			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_LIGHT);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), NULL);		}	} 	catch(Throwable & t)  	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}Light g_Light;

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