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📄 liberty.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    : Liberty.cpp// Written by  : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "Liberty.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCStatusCurrentHP.h"#include "EffectParalyze.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void Liberty::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);		Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);		if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_OUSTERS_WRISTLET || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND))		{			executeSkillFailException(pOusters, pOustersSkillSlot->getSkillType());			return;		}		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//Assert(pTargetCreature != NULL);		// NoSuch力芭. by sigi. 2002.5.2		if (pTargetCreature==NULL			|| !pTargetCreature->isOusters())		{			executeSkillFailException(pOusters, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;			return;		}		Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature);		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		SkillType_t       SkillType  = pOustersSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() +  pOustersSkillSlot->getExpLevel()/3;		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);		bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange()) && canHit( pOusters, pTargetCreature, SkillType, pOustersSkillSlot->getExpLevel() );		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);		bool bSatisfyRequire	= pOusters->satisfySkillRequire( pSkillInfo );		bool bHPCheck	= pTargetOusters->isFlag( Effect::EFFECT_CLASS_PARALYZE );		int Ratio = 0;		EffectParalyze* pEffect = dynamic_cast<EffectParalyze*>(pTargetOusters->findEffect( Effect::EFFECT_CLASS_PARALYZE ));		if ( pEffect != NULL )		{			if ( pOustersSkillSlot->getExpLevel() <= 15 )			{				Ratio = ( pOusters->getLevel() + ( pOustersSkillSlot->getExpLevel() * 8.0 / 3.0 ) ) - pEffect->getLevel();			}			else			{				Ratio = ( pOusters->getLevel() + 20 + ( pOustersSkillSlot->getExpLevel() * 4.0 / 3.0 ) ) - pEffect->getLevel();				if ( pOustersSkillSlot->getExpLevel() == 30 ) Ratio *= 1.1;			}		}		bool bHitRoll2 = (rand()%100) < Ratio;		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bSatisfyRequire && bHPCheck)		{			// 付唱甫 临牢促.			decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);			// 捞棋飘狼 瓤苞客 瘤加矫埃阑 拌魂茄促.			SkillInput input(pOusters, pOustersSkillSlot);			SkillOutput output;			input.TargetType = SkillInput::TARGET_OTHER;			computeOutput(input, output);			pEffect->setDeadline(0);			// 菩哦阑 霖厚秦辑 焊辰促.			_GCSkillToObjectOK1.setSkillType(SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK2.setSkillType(SkillType);			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());			_GCSkillToObjectOK5.setSkillType(SkillType);			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);			// Send Packet			pPlayer->sendPacket(&_GCSkillToObjectOK1);			if (pOusters != pTargetCreature && pTargetCreature->isPC()) 			{				Player* pTargetPlayer = pTargetCreature->getPlayer();				Assert(pTargetPlayer != NULL);				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);			}			list<Creature*> cList;			cList.push_back(pOusters);			cList.push_back(pTargetCreature);					pZone->broadcastPacket(pOusters->getX(), pOusters->getY(),  &_GCSkillToObjectOK5 , cList);			pOustersSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pOusters, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;	__END_CATCH}Liberty g_Liberty;

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