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📄 regeneration.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    : Regeneration.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "Regeneration.h"#include "EffectRegeneration.h"#include "Gpackets/GCSkillToTileOK1.h"#include "Gpackets/GCSkillToTileOK2.h"#include "Gpackets/GCSkillToTileOK3.h"#include "Gpackets/GCSkillToTileOK4.h"#include "Gpackets/GCSkillToTileOK5.h"#include "Gpackets/GCSkillToTileOK6.h"#include "Gpackets/GCAddEffect.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void Regeneration::execute( Slayer* pSlayer, ObjectID_t ObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID )	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;	// Slayer Object Assertion	Assert(pSlayer != NULL);	Assert(pSkillSlot != NULL);    try    {		Zone* pZone = pSlayer->getZone();		Assert(pZone != NULL);		Creature* pTargetCreature = pZone->getCreature(ObjectID);		//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			|| pTargetCreature->isNPC())		{			executeSkillFailException(pSlayer, getSkillType());		    			return;		}		execute(pSlayer, pTargetCreature->getX(), pTargetCreature->getY(), pSkillSlot, CEffectID);    } 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());        //cout << t.toString() << endl;    }	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;	__END_CATCH}void Regeneration::execute( Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot* pSkillSlot, CEffectID_t CEffectID )	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayer)" << endl;	Assert(pSlayer != NULL);	Assert(pSkillSlot != NULL);	try 	{		Player* pPlayer = pSlayer->getPlayer();		Zone* pZone = pSlayer->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToTileOK1 _GCSkillToTileOK1;//		GCSkillToTileOK2 _GCSkillToTileOK2;		GCSkillToTileOK3 _GCSkillToTileOK3;		GCSkillToTileOK4 _GCSkillToTileOK4;		GCSkillToTileOK5 _GCSkillToTileOK5;//		GCSkillToTileOK6 _GCSkillToTileOK6;		SkillType_t       SkillType  = pSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		SkillDomainType_t DomainType = pSkillInfo->getDomainType();		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_REGENERATION);		bool bTileCheck	 = false;        VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);		if (rect.ptInRect(X, Y))		{			Tile& tile = pZone->getTile(X, Y);			if (tile.canAddEffect()) bTileCheck = true;		}		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && bTileCheck)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);			// 胶懦 沥焊甫 拌魂茄促.			SkillInput input(pSlayer, pSkillSlot);			SkillOutput output;			computeOutput(input, output);			Tile& tile = pZone->getTile( X, Y );			Range_t Range = 3;			Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_REGENERATION);			if( pOldEffect != NULL )			{				ObjectID_t effectID = pOldEffect->getObjectID();				pZone->deleteEffect( effectID );			}			// 捞蒲飘 努贰胶甫 父甸绢 嘿牢促.			EffectRegeneration* pEffect = new EffectRegeneration(pZone, X, Y);			pEffect->setDeadline(output.Duration);			pEffect->setDamage( output.Damage );			pEffect->setDelay( output.Tick );			pEffect->setNextTime( 0 );			ObjectRegistry& objectRegister = pZone->getObjectRegistry();			objectRegister.registerObject(pEffect);			pZone->addEffect(pEffect);			tile.addEffect(pEffect);			// 版氰摹甫 棵赴促.			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));			Exp_t ExpUp = 10* (Grade + 1);			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToTileOK1);			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1);			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToTileOK1);			_GCSkillToTileOK1.setSkillType(SkillType);			_GCSkillToTileOK1.setCEffectID(CEffectID);			_GCSkillToTileOK1.setX(X);			_GCSkillToTileOK1.setY(Y);			_GCSkillToTileOK1.setDuration(output.Duration);			_GCSkillToTileOK1.setRange(Range);/*			_GCSkillToTileOK3.setObjectID(pSlayer->getObjectID());			_GCSkillToTileOK3.setSkillType(SkillType);			_GCSkillToTileOK3.setX(X);			_GCSkillToTileOK3.setY(Y);			_GCSkillToTileOK4.setSkillType(SkillType);			_GCSkillToTileOK4.setX(X);			_GCSkillToTileOK4.setY(Y);			_GCSkillToTileOK4.setDuration(output.Duration);			_GCSkillToTileOK4.setRange(Range);*/			_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());			_GCSkillToTileOK5.setSkillType(SkillType);			_GCSkillToTileOK5.setX(X);			_GCSkillToTileOK5.setY(Y);			_GCSkillToTileOK5.setDuration(output.Duration);			_GCSkillToTileOK5.setRange(Range);			pPlayer->sendPacket(&_GCSkillToTileOK1);			list<Creature*> cList;			cList.push_back( pSlayer );			cList = pZone->broadcastSkillPacket( X, Y, X, Y, &_GCSkillToTileOK5, cList );			//pZone->broadcastPacket( X, Y, &_GCSkillToTileOK3, cList );			//pZone->broadcastPacket( X, Y, &_GCSkillToTileOK4, cList );			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), NULL);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayer)" << endl;	__END_CATCH}Regeneration g_Regeneration;

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