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📄 hide.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    : Hide.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "Hide.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK3.h"#include "Gpackets/GCDeleteObject.h"#include "ZoneUtil.h"#include "RankBonus.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void Hide::execute(Vampire* pVampire, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pVampire != NULL);	Assert(pSkillSlot != NULL);	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK3 _GCSkillToSelfOK3;		SkillType_t SkillType  = pSkillSlot->getSkillType();		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t x = pVampire->getX();		ZoneCoord_t y = pVampire->getY();				// Knowledge of Innate 啊 乐促搁 hit bonus 10		int HitBonus = 0;		if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE ) )		{			RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE );			Assert( pRankBonus != NULL );			HitBonus = pRankBonus->getPoint();		}		Tile& rTile = pZone->getTile( pVampire->getX(), pVampire->getY() );		int  RequiredMP     = decreaseConsumeMP(pVampire, pSkillInfo);		bool bManaCheck     = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck     = verifyRunTime(pSkillSlot);		bool bRangeCheck    = checkZoneLevelToUseSkill(pVampire);		bool bHitRoll       = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus);		bool bTileCheck     = canBurrow(pZone, x, y);		bool bMoveModeCheck = pVampire->isWalking();		bool bEffected      = pVampire->isFlag(Effect::EFFECT_CLASS_HIDE)								|| pVampire->hasRelicItem()								|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)								|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER)								|| rTile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION) != NULL;		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck && bMoveModeCheck && !bEffected)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);						// 轨颇捞绢甫 顶 困俊辑 昏力窍扁 捞傈俊 扁贱 菩哦甸阑 朝赴促.			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(0);					_GCSkillToSelfOK3.setXY(x, y);			_GCSkillToSelfOK3.setSkillType(SkillType);			_GCSkillToSelfOK3.setDuration(0);					pPlayer->sendPacket(&_GCSkillToSelfOK1);			pZone->broadcastPacket(x, y, &_GCSkillToSelfOK3, pVampire);			// 顶 困俊 唱客乐绰 轨颇捞绢 昏力窍扼绊 舅赴促.			GCDeleteObject gcDO;			gcDO.setObjectID(pVampire->getObjectID());			pZone->broadcastPacket(x, y, &gcDO, pVampire);			// 顶 加俊促啊 轨颇捞绢甫 眠啊茄促.			addBurrowingCreature(pZone, pVampire, x, y);						pSkillSlot->setRunTime();		} 		else 		{			executeSkillFailNormal(pVampire, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 阁胶磐 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void Hide::execute(Monster* pMonster)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pMonster != NULL);	try 	{		Zone* pZone = pMonster->getZone();		Assert(pZone != NULL);		if (pMonster->isFlag(Effect::EFFECT_CLASS_HIDE))		{			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))		{			addVisibleCreature(pZone, pMonster, true);		}		GCSkillToSelfOK3 _GCSkillToSelfOK3;		SkillType_t SkillType  = SKILL_HIDE;		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		ZoneCoord_t x = pMonster->getX();		ZoneCoord_t y = pMonster->getY();		bool bRangeCheck    = checkZoneLevelToUseSkill(pMonster);		bool bHitRoll       = HitRoll::isSuccessMagic(pMonster, pSkillInfo);		bool bTileCheck     = canBurrow(pZone, x, y);		bool bMoveModeCheck = pMonster->isWalking();		bool bEffected      = pMonster->isFlag(Effect::EFFECT_CLASS_HIDE);		if (bRangeCheck && bHitRoll && bTileCheck && bMoveModeCheck && !bEffected)		{			// 阁胶磐甫 顶 困俊辑 昏力窍扁 捞傈俊 扁贱 菩哦甸阑 朝赴促.			_GCSkillToSelfOK3.setXY(x, y);			_GCSkillToSelfOK3.setDuration(0);			_GCSkillToSelfOK3.setSkillType(SkillType);					pZone->broadcastPacket(x, y, &_GCSkillToSelfOK3);			// 顶 困俊 唱客乐绰 阁胶磐 昏力窍扼绊 舅赴促.			GCDeleteObject gcDO;			gcDO.setObjectID(pMonster->getObjectID());			pZone->broadcastPacket(x, y, &gcDO);			// 顶 加俊促啊 阁胶磐甫 眠啊茄促.			addBurrowingCreature(pZone, pMonster, x, y);		} 		else 		{			executeSkillFailNormal(pMonster, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pMonster, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}Hide g_Hide;

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