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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
💻 CPP
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			{				// Target 眉农				// 鞍篮 辆练捞绢具 茄促.				bool bVampire = pTarget->isVampire();				// 老馆 蜡历捞咯具 等促.				bool bPLAYER = pTarget->getCompetence() == PLAYER;				// 付胶磐 饭绢肺绰 捞悼且 荐 绝促.				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 &&								  !pTargetZone->isHolyLand() && !pTargetZone->isCastle() && !pTargetZone->isMasterLair() &&								  !g_pPKZoneInfoManager->isPKZone( pTargetZone->getZoneID() );				bValidTarget = bVampire && bPLAYER && !bMasterLair && bValidPay && bValidZone;			}		}		__LEAVE_CRITICAL_SECTION( (*g_pPCFinder) )		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck  = verifyRunTime(pSkillSlot);//		bool bRangeCheck = checkZoneLevelToUseSkill(pVampire);//		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot);		bool bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_SOUL_CHAIN) || 							pVampire->hasRelicItem() ||							pVampire->isFlag(Effect::EFFECT_CLASS_HAS_FLAG) ||							pVampire->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);		if (bManaCheck && bTimeCheck && !bEffected && bValidTarget)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);			SkillInput input(pVampire);			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( pVampire );			pEffect->setDuration(output.Duration);			pEffect->setDeadline(100);			pEffect->setTargetName( targetName );			pEffect->setZone( pZone );			ObjectRegistry & objectregister = pZone->getObjectRegistry();			objectregister.registerObject(pEffect);			pZone->addEffect(pEffect);			pVampire->setFlag(Effect::EFFECT_CLASS_SOUL_CHAIN);			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(0);			_GCSkillToSelfOK1.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_SOUL_CHAIN);			_GCSkillToSelfOK2.setObjectID(pVampire->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(0);					// Send Packet			pPlayer->sendPacket(&_GCSkillToSelfOK1);					pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2, pVampire);			pSkillSlot->setRunTime(output.Delay);		}		else 		{			executeSkillFailNormal(pVampire, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 酒快胶磐令 伎橇//////////////////////////////////////////////////////////////////////////////void SoulChain::execute(Ousters* pOusters, const string& targetName, OustersSkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pOusters != NULL);	Assert(pSkillSlot != NULL);	try 	{		Player* pPlayer = pOusters->getPlayer();		Zone* pZone = pOusters->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);		Assert(pGamePlayer != NULL);		if ( pOusters->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)			|| pOusters->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER) )		{			executeSkillFailNormal(pOusters, getSkillType(), NULL);			return;		}		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		SkillType_t SkillType  = pSkillSlot->getSkillType();		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t x = pOusters->getX();		ZoneCoord_t y = pOusters->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 bOusters = pTarget->isOusters();				// 老馆 蜡历捞咯具 等促.				bool bPLAYER = pTarget->getCompetence() == PLAYER;				// 付胶磐 饭绢肺绰 捞悼且 荐 绝促.				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 &&								  !pTargetZone->isHolyLand() && !pTargetZone->isCastle() && !pTargetZone->isMasterLair() &&								  !g_pPKZoneInfoManager->isPKZone( pTargetZone->getZoneID() );				bValidTarget = bOusters && bPLAYER && !bMasterLair && bValidPay && bValidZone;			}		}		__LEAVE_CRITICAL_SECTION( (*g_pPCFinder) )		int  RequiredMP  = pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);		bool bTimeCheck  = verifyRunTime(pSkillSlot);//		bool bRangeCheck = checkZoneLevelToUseSkill(pOusters);//		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pSkillSlot);		bool bEffected   = pOusters->isFlag(Effect::EFFECT_CLASS_SOUL_CHAIN) || 							pOusters->hasRelicItem() || 							pOusters->isFlag(Effect::EFFECT_CLASS_HAS_FLAG) ||							pOusters->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);		if (bManaCheck && bTimeCheck && !bEffected && bValidTarget)		{			decreaseMana(pOusters, RequiredMP, _GCSkillToSelfOK1);			SkillInput input(pOusters, 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( pOusters );			pEffect->setDuration(output.Duration);			pEffect->setDeadline(100);			pEffect->setTargetName( targetName );			pEffect->setZone( pZone );			ObjectRegistry & objectregister = pZone->getObjectRegistry();			objectregister.registerObject(pEffect);			pZone->addEffect(pEffect);			pOusters->setFlag(Effect::EFFECT_CLASS_SOUL_CHAIN);			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(0);			_GCSkillToSelfOK1.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_SOUL_CHAIN);			_GCSkillToSelfOK2.setObjectID(pOusters->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(0);					// Send Packet			pPlayer->sendPacket(&_GCSkillToSelfOK1);					pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2, pOusters);			pSkillSlot->setRunTime(output.Delay);		}		else 		{			executeSkillFailNormal(pOusters, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pOusters, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}SoulChain g_SoulChain;

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