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📄 soulchain.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
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//////////////////////////////////////////////////////////////////////////////// Filename    : SoulChain.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "SoulChain.h"#include "EffectSoulChain.h"#include "PCFinder.h"#include "GamePlayer.h"#include "ZoneInfoManager.h"#include "PKZoneInfoManager.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void SoulChain::execute(Slayer* pSlayer, const string& targetName, 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);		GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);		Assert(pGamePlayer != NULL);		if ( pSlayer->isFlag(Effect::EFFECT_CLASS_HAS_FLAG) 			|| pSlayer->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER) )		{			executeSkillFailNormal(pSlayer, getSkillType(), NULL);			return;		}		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		SkillType_t       SkillType  = pSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		// 捞 胶懦篮 葛电 浇饭捞绢 弊罚靛 付胶磐扼搁 镜 荐 乐促.		// 档皋牢单 辆加等 胶懦捞 酒聪骨肺 档皋牢 吝 弥绊 饭骇阑 泅犁 档皋牢栏肺 茄促.		SkillDomainType_t DomainType = pSlayer->getHighestSkillDomain();		ZoneCoord_t x = pSlayer->getX();		ZoneCoord_t y = pSlayer->getY();				bool bValidTarget = false;		__ENTER_CRITICAL_SECTION( (*g_pPCFinder) )		Creature* pTarget = g_pPCFinder->getCreature_LOCKED( targetName );		if ( pTarget != NULL )		{			Zone* pTargetZone = pTarget->getZone();			if ( pTargetZone != NULL )			{				// Target 眉农				// 鞍篮 辆练捞绢具 茄促.				bool bSlayer = pTarget->isSlayer();				// 老馆 蜡历捞咯具 等促.				bool bPLAYER = pTarget->getCompetence() == PLAYER;				bool bMasterLair = pTargetZone->isMasterLair();				// 蜡丰 辑厚胶 荤侩捞 啊瓷茄啊?				bool bValidPay = pGamePlayer->loginPayPlay( pGamePlayer->getSocket()->getHost(), pGamePlayer->getID() )							|| pGamePlayer->isFamilyFreePass()							|| !g_pZoneInfoManager->getZoneInfo( pTargetZone->getZoneID() )->isPayPlay();				// 具傈荤飞何, 矫寇胞瘤开, 捞亥飘版扁厘, 捞亥飘OX, 抛皋府俊肺绰 哎 荐 绝促.				bool bValidZone = pTargetZone->getZoneID() != 2101 && pTargetZone->getZoneID() != 2102 &&								  pTargetZone->getZoneID() != 1005 && pTargetZone->getZoneID() != 1006 &&								  pTargetZone->getZoneID() != 1122 && pTargetZone->getZoneID() != 1131 &&								  pTargetZone->getZoneID() != 1132 && pTargetZone->getZoneID() != 1133 &&								  pTargetZone->getZoneID() != 1134 &&				// 己捞唱 付胶磐 饭绢肺档 卵酒哎 荐 绝促. 2003. 1.20. by bezz, Sequoia				// 酒淬狼 己瘤 郴肺档 卵酒哎 荐 绝促. 2003. 2. 8. by Sequoia								  !pTargetZone->isHolyLand() && !pTargetZone->isCastle() && !pTargetZone->isMasterLair() &&								  !g_pPKZoneInfoManager->isPKZone( pTargetZone->getZoneID() );				bValidTarget = bSlayer && bPLAYER && !bMasterLair && bValidPay && bValidZone;			}		}		__LEAVE_CRITICAL_SECTION( (*g_pPCFinder) )		int  RequiredMP  = 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_SOUL_CHAIN)							|| pSlayer->hasRelicItem()							|| pSlayer->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)							|| pSlayer->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);		if (bManaCheck && bTimeCheck && !bEffected && bValidTarget)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);			SkillInput input(pSlayer, pSkillSlot);			SkillOutput output;			computeOutput(input, output);			// 10 檬 悼救 框流老 荐 绝档废 捞棋飘甫 嘿牢促.			EffectSoulChain* pEffect= new EffectSoulChain(pSlayer);			pEffect->setDuration(output.Duration);			pEffect->setDeadline(100);			pEffect->setTargetName( targetName );			pEffect->setZone( pZone );			ObjectRegistry & objectregister = pZone->getObjectRegistry();			objectregister.registerObject(pEffect);			pZone->addEffect(pEffect);			pSlayer->setFlag(Effect::EFFECT_CLASS_SOUL_CHAIN);			// 版氰摹甫 棵赴促.			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));			Exp_t ExpUp = 10*(Grade+1);			int STRPoint, DEXPoint, INTPoint;			switch ( DomainType )			{				case SKILL_DOMAIN_BLADE:				case SKILL_DOMAIN_SWORD:					STRPoint = 8; DEXPoint = 1; INTPoint = 1;					break;				case SKILL_DOMAIN_GUN:					STRPoint = 1; DEXPoint = 8; INTPoint = 1;					break;				case SKILL_DOMAIN_ENCHANT:				case SKILL_DOMAIN_HEAL:					STRPoint = 1; DEXPoint = 1; INTPoint = 8;					break;				default:					Assert(false);			}			shareAttrExp(pSlayer, ExpUp, STRPoint, DEXPoint, INTPoint, _GCSkillToSelfOK1);			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);			// 菩哦阑 焊辰促.			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(0);			_GCSkillToSelfOK1.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_SOUL_CHAIN);			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(0);					// Send Packet			pPlayer->sendPacket(&_GCSkillToSelfOK1);					pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2, pSlayer);			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 伎橇//////////////////////////////////////////////////////////////////////////////void SoulChain::execute(Vampire* pVampire, const string& targetName, 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);		GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);		Assert(pGamePlayer != NULL);		if ( pVampire->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)			|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER) )		{			executeSkillFailNormal(pVampire, getSkillType(), NULL);			return;		}		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();		bool bValidTarget = false;		__ENTER_CRITICAL_SECTION( (*g_pPCFinder) )		Creature* pTarget = g_pPCFinder->getCreature_LOCKED( targetName );		if ( pTarget != NULL )		{			Zone* pTargetZone = pTarget->getZone();			if ( pTargetZone != NULL )

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