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📄 observingeye.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    : ObservingEye.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "ObservingEye.h"#include "EffectObservingEye.h"#include "PacketUtil.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCAddEffect.h"#include "Gpackets/GCOtherModifyInfo.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void ObservingEye::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayerself)" << 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();		ZoneCoord_t myX = pSlayer->getX();		ZoneCoord_t myY = pSlayer->getY();		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_OBSERVING_EYE);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);			SkillInput input(pSlayer, pSkillSlot);			SkillOutput output;			computeOutput(input, output);			// 捞棋飘甫 父甸绢 嘿牢促.			EffectObservingEye* pEffect = new EffectObservingEye(pSlayer);			pEffect->setDeadline(output.Duration);			// output.Damage甫 vision栏肺 汲沥窍磊.			pEffect->setDamageBonus(output.Damage*2 - 1);			pEffect->setCriticalHitBonus(output.Damage*10 - 49);			pEffect->setVisionBonus(output.Damage);//			pEffect->setSkillLevel( pSkillSlot->getExpLevel() );			pEffect->setSkillLevel( max(100,(int)pSlayer->getSkillDomainLevel( SKILL_DOMAIN_GUN )) );			pSlayer->setFlag(Effect::EFFECT_CLASS_OBSERVING_EYE);			pSlayer->addEffect(pEffect);			// 捞 捞棋飘啊 嘿澜栏肺结, 救 焊捞带 巴捞 焊牢促.			pZone->updateInvisibleScan( pSlayer );			// 捞棋飘甫 嘿看栏聪, 瓷仿摹甫 犁拌魂茄促.			SLAYER_RECORD prev;			pSlayer->getSlayerRecord(prev);			pSlayer->initAllStat();			pSlayer->sendRealWearingInfo();			pSlayer->addModifyInfo(prev, _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, 8, 1, _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(myX, myY, &_GCSkillToSelfOK2, pSlayer);					GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pSlayer->getObjectID());			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_OBSERVING_EYE);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(myX, myY, &gcAddEffect);			GCOtherModifyInfo gcOtherModifyInfo;			makeGCOtherModifyInfo(&gcOtherModifyInfo, pSlayer, &prev);			pZone->broadcastPacket(myX, myY, &gcOtherModifyInfo, pSlayer);						pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), NULL);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerself)" << endl;	__END_CATCH}ObservingEye g_ObservingEye;

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