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📄 stoneskin.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    : StoneSkin.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "StoneSkin.h"#include "EffectStoneSkin.h"#include "RankBonus.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 "HitRoll.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void StoneSkin::execute(Vampire* pVampire, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayerself)" << endl;	Assert(pVampire != NULL);	Assert(pVampireSkillSlot != NULL);	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		SkillType_t       SkillType  = pVampireSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		// Knowledge of Curse 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();		}		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);		bool bRangeCheck = checkZoneLevelToUseSkill(pVampire);		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);		bool bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_STONE_SKIN);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);			// 胶懦 饭骇俊 蝶扼 单固瘤 焊呈胶啊 崔扼柳促.			SkillInput input( pVampire );			SkillOutput output;			input.SkillLevel = pVampire->getSTR()+pVampire->getDEX()+pVampire->getINT();			input.DomainLevel = pVampire->getLevel();			computeOutput(input, output);			// 捞棋飘 努贰胶甫 父甸绢 嘿牢促.			EffectStoneSkin* pEffect = new EffectStoneSkin(pVampire);			pEffect->setDeadline(output.Duration);			pEffect->setBonus(output.Damage);			pVampire->addEffect(pEffect);			pVampire->setFlag(Effect::EFFECT_CLASS_STONE_SKIN);			// 捞肺 牢窍咯 官差绰 瓷仿摹甫 焊辰促.			VAMPIRE_RECORD prev;			pVampire->getVampireRecord(prev);			pVampire->initAllStat();			pVampire->sendRealWearingInfo();			pVampire->sendModifyInfo(prev);			// 菩哦阑 父甸绢 焊辰促.			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(output.Duration);					_GCSkillToSelfOK2.setObjectID(pVampire->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(output.Duration);					pPlayer->sendPacket(&_GCSkillToSelfOK1);					pZone->broadcastPacket(pVampire->getX(), pVampire->getY(),  &_GCSkillToSelfOK2, pVampire);			// 捞棋飘啊 嘿菌促绊 舅妨霖促.			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID(pVampire->getObjectID());			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_STONE_SKIN);			gcAddEffect.setDuration(output.Duration);			pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcAddEffect);			// set Next Run Time			pVampireSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pVampire, getSkillType(), NULL);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerself)" << endl;	__END_CATCH}StoneSkin g_StoneSkin;

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