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📄 divineguidance.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    : DivineGuidance.cpp// Written by  : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "DivineGuidance.h"#include "EffectDivineGuidance.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCAddEffect.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void DivineGuidance::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, 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);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//Assert(pTargetCreature != NULL);		// NoSuch力芭. by sigi. 2002.5.2		if (pTargetCreature==NULL			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30		)		{			executeSkillFailException(pSlayer, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;			return;		}		// 捞棋飘狼 瓤苞客 瘤加矫埃阑 拌魂茄促.		SkillInput input(pSlayer, pSkillSlot);		SkillOutput output;		if ( pTargetCreature->isPC() )		{			input.TargetType = SkillInput::TARGET_PC;		}		else		{			input.TargetType = SkillInput::TARGET_MONSTER;		}		computeOutput(input, output);		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		SkillType_t       SkillType  = pSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		SkillDomainType_t DomainType = pSkillInfo->getDomainType();		bool bIncreaseDomainExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);		bool bTimeCheck  = verifyRunTime(pSkillSlot);		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());		bool bHitRoll    = (rand()%100 < output.Range);//HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_DIVINE_GUIDANCE);		bool bPK         = verifyPK(pSlayer, pTargetCreature);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && bPK)		{			// 付唱甫 临牢促.			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);			if (!pTargetCreature->isSlayer())			{				// 版氰摹甫 棵妨霖促.				//SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));				//Exp_t      ExpUp = 10* (Grade + 1);				//shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToObjectOK1);				//				if ( bIncreaseDomainExp )				{					increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1);				}				increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);			}					// 捞棋飘甫 积己秦辑 嘿牢促.			EffectDivineGuidance* pEffect = new EffectDivineGuidance(pTargetCreature);			Assert(pEffect != NULL);			pEffect->setDeadline(output.Duration);			pEffect->setTick(output.Tick);			pEffect->setPoint(output.Damage); 			pEffect->setUserObjectID( pSlayer->getObjectID() );			pEffect->setNextTime(0);			pTargetCreature->addEffect(pEffect);			pTargetCreature->setFlag(Effect::EFFECT_CLASS_DIVINE_GUIDANCE);			// 菩哦阑 霖厚秦辑 焊辰促.			_GCSkillToObjectOK1.setSkillType(SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK1.setDuration(output.Duration);			_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK2.setSkillType(SkillType);			_GCSkillToObjectOK2.setDuration (output.Duration);			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK5.setSkillType(SkillType);			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);			_GCSkillToObjectOK5.setDuration (output.Duration);			// Send Packet			pPlayer->sendPacket(&_GCSkillToObjectOK1);			if (pSlayer != pTargetCreature && pTargetCreature->isPC()) 			{				Player* pTargetPlayer = pTargetCreature->getPlayer();				Assert(pTargetPlayer != NULL);				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);			}			else if ( pTargetCreature->isMonster() )			{				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);				if ( pMonster != NULL ) pMonster->addEnemy(pSlayer);			}			list<Creature*> cList;			cList.push_back(pSlayer);			cList.push_back(pTargetCreature);					pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToObjectOK5 , cList);//			// 捞棋飘啊 嘿菌促绊 舅妨霖促.//			GCAddEffect gcAddEffect;//			gcAddEffect.setObjectID(pTargetCreature->getObjectID());//			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_DIVINE_GUIDANCE);//			gcAddEffect.setDuration(output.Duration);//			pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcAddEffect, pTargetCreature);//			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;	__END_CATCH}DivineGuidance g_DivineGuidance;

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