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📄 bless.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    : Bless.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "Bless.h"#include "EffectBless.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 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void Bless::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayerobject)" << endl;	Assert(pSlayer != NULL);	Assert(pSkillSlot != NULL);	try 	{		Player* pPlayer = pSlayer->getPlayer();		Zone* pZone = pSlayer->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//Assert(pTargetCreature != NULL);		// 浇饭捞绢啊 酒聪扼搁 荤侩且 荐啊 绝促.		if (pTargetCreature==NULL		// NoSuch 力芭. by sigi. 2002.5.2			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30			|| pTargetCreature->isSlayer() == false)		{			executeSkillFailException(pSlayer, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerobject)" << endl;			return;		}		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		GCSkillToObjectOK4 _GCSkillToObjectOK4;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature);		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 = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);		bool bEffected   = pTargetSlayer->isFlag(Effect::EFFECT_CLASS_BLESS);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);			// 扁贱狼 瓤苞摹 棺 瘤加矫埃阑 拌魂茄促.			SkillInput input(pSlayer, pSkillSlot);			input.TargetType = SkillInput::TARGET_OTHER;			SkillOutput output;			computeOutput(input, output);			uint AttrBonus = output.Damage;			// 捞棋飘甫 父甸绢 嘿牢促.			EffectBless* pEffect = new EffectBless(pTargetCreature);			pEffect->setDeadline(output.Duration);			pEffect->setSTRBonus(AttrBonus);			pEffect->setDEXBonus(AttrBonus);			pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLESS);			pTargetCreature->addEffect(pEffect);			// 捞棋飘甫 嘿看栏聪, 瓷仿摹甫 犁拌魂茄促.			SLAYER_RECORD prev;			pTargetSlayer->getSlayerRecord(prev);			pTargetSlayer->initAllStat();			pTargetSlayer->sendRealWearingInfo();			pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK2);			// 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, _GCSkillToObjectOK1);        	increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1);			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);						Coord_t targetX = pTargetCreature->getX();			Coord_t targetY = pTargetCreature->getY();			Coord_t myX     = pSlayer->getX();			Coord_t myY     = pSlayer->getY();			_GCSkillToObjectOK1.setSkillType(SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK1.setDuration(0);					_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK2.setSkillType(SkillType);			_GCSkillToObjectOK2.setDuration(0);					_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK3.setSkillType(SkillType);			_GCSkillToObjectOK3.setTargetXY (targetX, targetY);						_GCSkillToObjectOK4.setSkillType(SkillType);			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK4.setDuration(0);						_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK5.setSkillType(SkillType);			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);			_GCSkillToObjectOK5.setDuration(0);			list<Creature *> cList;			cList.push_back(pTargetCreature);			cList.push_back(pSlayer);			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);			// Send Packet			pPlayer->sendPacket(&_GCSkillToObjectOK1);					if (pTargetCreature->isPC()) 			{				Player* pTargetPlayer = pTargetCreature->getPlayer();				Assert(pTargetPlayer != NULL);				_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);			} 			else			{				Assert(false);			}					GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(TargetObjectID);			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_BLESS);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);			GCOtherModifyInfo gcOtherModifyInfo;			makeGCOtherModifyInfo(&gcOtherModifyInfo, pTargetSlayer, &prev);			pZone->broadcastPacket(targetX, targetY, &gcOtherModifyInfo, pTargetSlayer);						pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerobject)" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void Bless::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_BLESS);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);			SkillInput input(pSlayer, pSkillSlot);			input.TargetType = SkillInput::TARGET_SELF;			SkillOutput output;			computeOutput(input, output);			// 捞棋飘甫 父甸绢 嘿牢促.			EffectBless* pEffect = new EffectBless(pSlayer);			pEffect->setDeadline(output.Duration);			pEffect->setSTRBonus(output.Damage);			pEffect->setDEXBonus(output.Damage);			pSlayer->setFlag(Effect::EFFECT_CLASS_BLESS);			pSlayer->addEffect(pEffect);			// 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, 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(myX, myY, &_GCSkillToSelfOK2, pSlayer);					GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pSlayer->getObjectID());			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_BLESS);			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}Bless g_Bless;

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