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📄 rebuke.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    : Rebuke.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "Rebuke.h"#include "EffectSleep.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCStatusCurrentHP.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void Rebuke::execute(Slayer* pSlayer, 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);		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);		ZoneCoord_t X = pSlayer->getX();		ZoneCoord_t Y = pSlayer->getY();		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);		if (bManaCheck && bTimeCheck && bRangeCheck)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);			// 瘤加 矫埃阑 拌魂茄促.			SkillInput input(pSlayer, pSkillSlot);			SkillOutput output;			computeOutput(input, output);			bool bHit = false;			for( int ox = -2 ; ox <= 2 ; ox++ )			for( int oy = -2 ; oy <= 2 ; oy++ )			{				int tileX = X+ox;				int tileY = Y+oy;				if( !rect.ptInRect(tileX,tileY) ) continue;				Tile& tile = pZone->getTile( tileX, tileY );				if ( tile.getEffect( Effect::EFFECT_CLASS_TRYING_POSITION ) ) continue;				list<Creature*> targetList;				if (tile.hasCreature(Creature::MOVE_MODE_WALKING))				{					Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);					targetList.push_back(pCreature);				}				if (tile.hasCreature(Creature::MOVE_MODE_FLYING))				{					Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_FLYING);					targetList.push_back(pCreature);				}				if (tile.hasCreature(Creature::MOVE_MODE_BURROWING))				{					Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_BURROWING);					targetList.push_back(pCreature);				}				list<Creature*>::iterator itr = targetList.begin();				for ( ; itr != targetList.end() ; itr++ )				{					Creature* pTargetCreature = (*itr);					Assert( pTargetCreature != NULL );					// 救傈瘤措 眉农					// 2003.1.10 by bezz, Sequoia					// NPC档 眉农					// 2003.3.14 by Sequoia					if ( 						pTargetCreature->isNPC()						|| !checkZoneLevelToHitTarget(pTargetCreature)				  		|| pTargetCreature->isFlag( Effect::EFFECT_CLASS_NO_DAMAGE )						|| pTargetCreature->isFlag( Effect::EFFECT_CLASS_COMA )					)						continue;					if( HitRoll::isSuccessRebuke( pSlayer, pSkillSlot, pTargetCreature ) )					{						HP_t RemainHP = 0;						// 嘎绰 逞茄抛 单固瘤甫 林绊 巢篮 HP 甫 备茄促.						if ( pTargetCreature->isVampire() )						{							GCModifyInformation gcMI;							setDamage( pTargetCreature, output.Damage, pSlayer, SkillType, &gcMI );							pTargetCreature->getPlayer()->sendPacket( &gcMI );							Vampire* pVampire = dynamic_cast<Vampire*>(pTargetCreature);							RemainHP = pVampire->getHP(ATTR_CURRENT);						}						else if ( pTargetCreature->isMonster() )						{							setDamage( pTargetCreature, output.Damage, pSlayer, SkillType );							Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);							RemainHP = pMonster->getHP(ATTR_CURRENT);						}						// 捞固 SLEEP 捞棋飘啊 吧妨乐栏搁 刚历 吧妨乐带 捞棋飘甫 昏力茄促.						if ( pTargetCreature->isFlag( Effect::EFFECT_CLASS_SLEEP ) )						{							pTargetCreature->deleteEffect( Effect::EFFECT_CLASS_SLEEP );						}						EffectSleep* pEffect = new EffectSleep( pTargetCreature );						// 嘎绰 逞茄抛 SLEEP 捞棋飘甫 吧绢霖促.						pEffect->setDeadline( output.Duration );						pTargetCreature->addEffect( pEffect );						pTargetCreature->setFlag( Effect::EFFECT_CLASS_SLEEP );						GCAddEffect gcAddEffect;						gcAddEffect.setObjectID( pTargetCreature->getObjectID() );						gcAddEffect.setEffectID( Effect::EFFECT_CLASS_SLEEP );						gcAddEffect.setDuration( output.Duration );						pZone->broadcastPacket( tileX, tileY, &gcAddEffect );						bHit = true;						// 己氢阑 棵赴促.						// 鸥百捞 浇饭捞绢捞搁 刚啊 巩力啊 乐促.						if ( !pTargetCreature->isSlayer() )						{						//	increaseAlignment( pSlayer, pTargetCreature, &_GCSkillToSelfOK1 );						}					}				}			}			// 版氰摹甫 棵赴促.			if( bHit )			{				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);			}			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(0);					_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(0);					pPlayer->sendPacket(&_GCSkillToSelfOK1);			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToSelfOK2, pSlayer);			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}Rebuke g_Rebuke;

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