📄 requital.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : Requital.cpp// Written by : excel96// Description : //////////////////////////////////////////////////////////////////////////////#include "Requital.h"#include "EffectRequital.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCAddEffect.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void Requital::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY// cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; 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(); 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_REQUITAL); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected) {// cout << "Requital Success" << endl; decreaseMana(pSlayer, RequiredMP, _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); // 捞棋飘狼 瓤苞客 瘤加矫埃阑 拌魂茄促. SkillInput input(pSlayer, pSkillSlot); SkillOutput output; input.TargetType = SkillInput::TARGET_SELF; computeOutput(input, output); // 捞棋飘甫 积己秦辑 嘿牢促 EffectRequital* pRequital = new EffectRequital (pSlayer); pRequital->setDeadline(output.Duration); pRequital->setReflection(output.Damage); pSlayer->addEffect(pRequital); pSlayer->setFlag(Effect::EFFECT_CLASS_REQUITAL); SLAYER_RECORD prev; pSlayer->getSlayerRecord(prev); pSlayer->initAllStat(); pSlayer->addModifyInfo(prev, _GCSkillToSelfOK1); // 菩哦阑 霖厚秦辑 焊辰促. ZoneCoord_t myX = pSlayer->getX(); ZoneCoord_t myY = pSlayer->getY(); _GCSkillToSelfOK1.setSkillType(SkillType); _GCSkillToSelfOK1.setCEffectID(CEffectID); _GCSkillToSelfOK1.setDuration(output.Duration); _GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToSelfOK2.setSkillType(SkillType); _GCSkillToSelfOK2.setDuration (output.Duration); pPlayer->sendPacket(&_GCSkillToSelfOK1); pZone->broadcastPacket(myX, myY, &_GCSkillToSelfOK2, pSlayer); // 捞棋飘啊 嘿菌促绊 舅妨霖促. GCAddEffect gcAddEffect; gcAddEffect.setObjectID(pSlayer->getObjectID()); gcAddEffect.setEffectID(Effect::EFFECT_CLASS_REQUITAL); gcAddEffect.setDuration(output.Duration); pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect); pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pSlayer, getSkillType(), NULL); } } catch (Throwable & t) { executeSkillFailException(pSlayer, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH}Requital g_Requital;
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