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📄 invisibility.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    : Invisibility.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "Invisibility.h"#include "EffectFadeOut.h"#include "Monster.h"#include "RankBonus.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCDeleteObject.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 伎橇//////////////////////////////////////////////////////////////////////////////void Invisibility::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;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		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 bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_INVISIBILITY) || 				            pVampire->isFlag(Effect::EFFECT_CLASS_FADE_OUT) || 							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 && !bEffected)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);			SkillInput input(pVampire);			SkillOutput output;			computeOutput(input, output);					// 痢痢 荤扼瘤绰 捞棋飘甫 积己秦辑 嘿牢促.			// 角力肺 荤扼瘤绰 巴篮 捞 捞棋飘 郴何俊辑促.			// (茄锅俊 '婆'窍绊 荤扼瘤绰 霸 酒聪扼辑 嘿捞绰 捞棋飘促.)			EffectFadeOut* pEffect= new EffectFadeOut(pVampire);			pEffect->setDuration(output.Duration);			pEffect->setDeadline(40);			pEffect->setInvisibility();			pVampire->addEffect(pEffect);			pVampire->setFlag(Effect::EFFECT_CLASS_FADE_OUT);			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(0);			_GCSkillToSelfOK2.setObjectID(pVampire->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(0);					// Send Packet			pPlayer->sendPacket(&_GCSkillToSelfOK1);					pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2, pVampire);			pSkillSlot->setRunTime(output.Delay);		}		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 Invisibility::execute(Monster* pMonster)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(monster)" << endl;	Assert(pMonster != NULL);	try 	{		Zone* pZone = pMonster->getZone();		Assert(pZone != NULL);		GCSkillToSelfOK2 _GCSkillToSelfOK2;		if (pMonster->isFlag(Effect::EFFECT_CLASS_HIDE))		{			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(monster)" << endl;			return;		}		SkillType_t SkillType  = SKILL_INVISIBILITY;		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 bEffected   = (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY) || 				            pMonster->isFlag(Effect::EFFECT_CLASS_FADE_OUT));		if (bRangeCheck && bHitRoll && !bEffected)		{			SkillInput input(pMonster);			SkillOutput output;			computeOutput(input, output);			// 痢痢 荤扼瘤绰 捞棋飘甫 积己秦辑 嘿牢促.			// 角力肺 荤扼瘤绰 巴篮 捞 捞棋飘 郴何俊辑促.			// (茄锅俊 '婆'窍绊 荤扼瘤绰 霸 酒聪扼辑 嘿捞绰 捞棋飘促.)			EffectFadeOut* pEffect= new EffectFadeOut(pMonster);			pEffect->setDuration(output.Duration);			pEffect->setDeadline(40);				pEffect->setInvisibility();				pMonster->addEffect(pEffect);			pMonster->setFlag(Effect::EFFECT_CLASS_FADE_OUT);			_GCSkillToSelfOK2.setObjectID(pMonster->getObjectID());			_GCSkillToSelfOK2.setDuration(0);			_GCSkillToSelfOK2.setSkillType(SkillType);			pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2);		} 		else 		{			executeSkillFailNormal(pMonster, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pMonster, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(monster)" << endl;	__END_CATCH}Invisibility g_Invisibility;

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