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📄 resurrect.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    : Resurrect.cpp// Written by  : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "Resurrect.h"#include "EffectComa.h"#include "EffectKillAftermath.h"#include "Properties.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCRemoveEffect.h"#include "Gpackets/GCStatusCurrentHP.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void Resurrect::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, 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);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//Assert(pTargetCreature != NULL);		// 浇饭捞绢父阑 登混副 荐 乐促.		// NoSuch力芭. by sigi. 2002.5.2		if (pTargetCreature==NULL			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE) // by sigi. 2002.10.30			|| !pTargetCreature->isSlayer()			|| ( g_pConfig->hasKey("Hardcore") && g_pConfig->getPropertyInt("Hardcore")!=0 ) )		{			executeSkillFailException(pSlayer, getSkillType());			return;		}		Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature);		Assert(pTargetSlayer != NULL);		// 鸥百俊霸 内付 捞棋飘啊 吧妨乐瘤 臼芭唱, 磷篮 惑怕啊 酒聪扼搁 镜 荐 绝促.		if (!pTargetSlayer->isFlag(Effect::EFFECT_CLASS_COMA) || !pTargetSlayer->isDead())		{			executeSkillFailException(pSlayer, getSkillType());			return;		}		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		GCSkillToObjectOK4 _GCSkillToObjectOK4;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		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();		ZoneCoord_t targetX = pTargetCreature->getX();		ZoneCoord_t targetY = pTargetCreature->getY();				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 bCanResurrect = false;		EffectComa* pEffectComa = (EffectComa*)(pTargetCreature->findEffect(Effect::EFFECT_CLASS_COMA));		Assert(pEffectComa != NULL);		if (pEffectComa->canResurrect())		{			bCanResurrect = true;		}		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanResurrect)		{			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);			SkillInput input(pSlayer, pSkillSlot);			SkillOutput output;			computeOutput(input, output);			// 鸥百狼 捞棋飘 概聪历俊辑 内付 捞棋飘甫 昏力茄促.			pTargetCreature->deleteEffect(Effect::EFFECT_CLASS_COMA);			pTargetCreature->removeFlag(Effect::EFFECT_CLASS_COMA);			// 内付 捞棋飘啊 朝酒艾促绊 舅妨霖促.			GCRemoveEffect gcRemoveEffect;			gcRemoveEffect.setObjectID(pTargetSlayer->getObjectID());			gcRemoveEffect.addEffectList((EffectID_t)Effect::EFFECT_CLASS_COMA);			pZone->broadcastPacket(targetX, targetY, &gcRemoveEffect);			// 捞棋飘 沥焊甫 促矫 焊郴霖促. by sigi. 2002.11.14			pTargetSlayer->getEffectManager()->sendEffectInfo(pTargetSlayer, pZone, pTargetSlayer->getX(), pTargetSlayer->getY());			// 何劝 酒福官捞靛甫 规瘤窍扁 困秦辑 Aftermath 捞棋飘甫 嘿牢促.			// 2002.11.19 厘全芒 			if (pTargetSlayer->isFlag(Effect::EFFECT_CLASS_KILL_AFTERMATH))			{				Effect *pEffect = pTargetSlayer->findEffect(Effect::EFFECT_CLASS_KILL_AFTERMATH);				EffectKillAftermath* pEffectKillAftermath = dynamic_cast<EffectKillAftermath*>(pEffect);				pEffectKillAftermath->setDeadline(5*600);			}			else			{				EffectKillAftermath* pEffectKillAftermath = new EffectKillAftermath(pTargetSlayer);				pEffectKillAftermath->setDeadline(5*600);				pTargetSlayer->addEffect(pEffectKillAftermath);				pTargetSlayer->setFlag(Effect::EFFECT_CLASS_KILL_AFTERMATH);				pEffectKillAftermath->create(pTargetSlayer->getName());			}			// 措惑狼 眉仿阑 10%父 盲款促.			HP_t CurrentHP = getPercentValue(pTargetSlayer->getHP(ATTR_MAX), 10);			pTargetSlayer->setHP(CurrentHP, ATTR_CURRENT);			pTargetSlayer->setMP(0, ATTR_CURRENT);			// 林困俊 眉仿捞 盲况脸促绰 荤角阑 舅赴促. 			GCStatusCurrentHP gcStatusCurrentHP;			gcStatusCurrentHP.setObjectID(pTargetSlayer->getObjectID());			gcStatusCurrentHP.setCurrentHP(pTargetSlayer->getHP(ATTR_CURRENT));			pZone->broadcastPacket(targetX, targetY, &gcStatusCurrentHP);			// 版氰摹甫 棵妨霖促.			shareAttrExp(pSlayer, pSkillInfo->getPoint(), 1, 1, 8, _GCSkillToObjectOK1);			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1);			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);			increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1);			_GCSkillToObjectOK1.setSkillType(SkillType);			_GCSkillToObjectOK1.setCEffectID(CEffectID);			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK1.setDuration(0);						_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK2.setSkillType(SkillType);			_GCSkillToObjectOK2.setDuration(0);			_GCSkillToObjectOK2.addShortData(MODIFY_CURRENT_MP, pTargetSlayer->getMP(ATTR_CURRENT));					_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK3.setSkillType(SkillType);			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);					_GCSkillToObjectOK4.setSkillType(SkillType);			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);			_GCSkillToObjectOK5.setSkillType(SkillType);			_GCSkillToObjectOK5.setDuration(0);						pPlayer->sendPacket(&_GCSkillToObjectOK1);					Player* pTargetPlayer = pTargetSlayer->getPlayer();			Assert(pTargetPlayer != NULL);			pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);			list<Creature*> cList;			cList.push_back(pSlayer);			cList.push_back(pTargetCreature);			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);						pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3 , cList);			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4 , cList);			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayer)" << endl;	__END_CATCH}Resurrect g_Resurrect;

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