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📄 curecriticalwounds.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    : CureCriticalWounds.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "CureCriticalWounds.h"#include "EffectCureCriticalWounds.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCAddEffect.h"const uint CriticalBloodDrainLevel = 74;//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void CureCriticalWounds::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	try 	{		Player* pPlayer = pSlayer->getPlayer();		Zone* pZone = pSlayer->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		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_CURE_CRITICAL_WOUNDS);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);			// 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, _GCSkillToSelfOK1);			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);			increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);			// 捞棋飘狼 瓤苞客 瘤加矫埃阑 拌魂茄促.			SkillInput input(pSlayer, pSkillSlot);			SkillOutput output;			input.TargetType = SkillInput::TARGET_OTHER;			computeOutput(input, output);			// 捞棋飘甫 积己秦辑 嘿牢促			EffectCureCriticalWounds * pECCW = new EffectCureCriticalWounds(pSlayer);			pECCW->setDeadline(output.Duration);			pECCW->setPoint(output.Damage);			pECCW->setRange(1);			pECCW->setDelay(20);			pECCW->setNextTime(0);			pSlayer->addEffect(pECCW);			pSlayer->setFlag( Effect::EFFECT_CLASS_CURE_CRITICAL_WOUNDS );			// 菩哦阑 霖厚秦辑 焊辰促.			ZoneCoord_t myX = pSlayer->getX();			ZoneCoord_t myY = pSlayer->getY();			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(output.Duration);						_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration (output.Duration);			pPlayer->sendPacket(&_GCSkillToSelfOK1);			pZone->broadcastPacket(myX, myY, &_GCSkillToSelfOK2, pSlayer);			// 捞棋飘啊 嘿菌促绊 舅妨霖促.			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pSlayer->getObjectID());			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_CURE_CRITICAL_WOUNDS);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), NULL);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	__END_CATCH}CureCriticalWounds g_CureCriticalWounds;

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