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📄 blazewalk.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    : BlazeWalk.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "BlazeWalk.h"#include "EffectBlazeWalk.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK3.h"#include "Gpackets/GCSkillToObjectOK4.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "Gpackets/GCSkillToObjectOK6.h"#include "Gpackets/GCStatusCurrentHP.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void BlazeWalk::execute(Slayer * pSlayer, ObjectID_t TargetObjectID, SkillSlot * pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << 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);		// NoSuch力芭. by sigi. 2002.5.2		// NPC绰 傍拜且 荐啊 绝促.		if (pTargetCreature==NULL			|| pTargetCreature->isNPC())		{			executeSkillFailException(pSlayer, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		bool bIncreaseDomainExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);		// 公厘窍绊 乐绰 公扁啊 澄捞芭唱, 八捞 酒聪扼搁 扁贱阑 荤侩且 荐 绝促.		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);		if (pItem == NULL)		{			executeSkillFailException(pSlayer, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK3 _GCSkillToObjectOK3;		GCSkillToObjectOK4 _GCSkillToObjectOK4;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		GCSkillToObjectOK6 _GCSkillToObjectOK6;		SkillType_t       SkillType  = pSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		SkillDomainType_t DomainType = pSkillInfo->getDomainType();		SkillLevel_t      SkillLevel = pSkillSlot->getExpLevel();		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);		bool bTimeCheck  = verifyRunTime(pSkillSlot);		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, computeSkillRange(pSkillSlot, pSkillInfo));		bool bHitRoll    = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel/2);		bool bCanHit     = canHit(pSlayer, pTargetCreature, SkillType);		bool bPK         = verifyPK(pSlayer, pTargetCreature);		bool bEffected	 = pSlayer->hasRelicItem();		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffected )		{			// 狐福霸 PC甫 框流咯霖促.			if (pZone->moveFastPC(pSlayer, pSlayer->getX(), pSlayer->getY(), pTargetCreature->getX(), pTargetCreature->getY(), getSkillType())) 			{				decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);				SkillInput input(pSlayer, pSkillSlot);				SkillOutput output;				computeOutput(input, output);				bool bCriticalHit = false;				// 单固瘤甫 霖促.				Damage_t BasicDamage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);				Damage_t Damage = BasicDamage + output.Damage;				setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);				computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);				decreaseDurability( pSlayer, pTargetCreature, pSkillInfo->getPoint(), &_GCSkillToObjectOK1, &_GCSkillToObjectOK2 );				// 农府萍拿 洒飘扼搁 惑措规阑 第肺 拱矾唱霸 茄促.				if (bCriticalHit)				{					knockbackCreature(pZone, pTargetCreature, pSlayer->getX(), pSlayer->getY());				}				if (!pTargetCreature->isSlayer())				{					if ( bIncreaseDomainExp )					{						shareAttrExp(pSlayer, Damage, 8, 1, 1, _GCSkillToObjectOK1);						increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1);						increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);					}					increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1);				}				int AttackNum = 0;				if ( input.SkillLevel < 50 ) AttackNum = 0;				else if ( input.SkillLevel < 100 ) AttackNum = 1;				else AttackNum = 2;				EffectBlazeWalk* pEffect = new EffectBlazeWalk( pTargetCreature );				pEffect->setPoint( 10 + input.SkillLevel/5 );				pEffect->setUserObjectID( pSlayer->getObjectID() );				pEffect->setAttackNum( AttackNum+1 );				pEffect->setNextTime(5);				pTargetCreature->setFlag( Effect::EFFECT_CLASS_BLAZE_WALK );				pTargetCreature->addEffect( pEffect );				// 菩哦阑 霖厚窍绊 焊辰促.				_GCSkillToObjectOK1.setSkillType(SkillType);				_GCSkillToObjectOK1.setCEffectID(CEffectID);				_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);				_GCSkillToObjectOK1.setDuration(0);				_GCSkillToObjectOK1.setGrade( AttackNum );				_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());				_GCSkillToObjectOK2.setSkillType(SkillType);				_GCSkillToObjectOK2.setDuration(0);				_GCSkillToObjectOK2.setGrade( AttackNum );				_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());				_GCSkillToObjectOK3.setSkillType(getSkillType());				_GCSkillToObjectOK3.setTargetXY(pTargetCreature->getX(), pTargetCreature->getY());				_GCSkillToObjectOK3.setGrade( AttackNum );							_GCSkillToObjectOK4.setSkillType(getSkillType());				_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);				_GCSkillToObjectOK4.setGrade( AttackNum );				_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());				_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);				_GCSkillToObjectOK5.setSkillType(getSkillType());				_GCSkillToObjectOK5.setDuration(0);				_GCSkillToObjectOK5.setGrade( AttackNum );								pPlayer->sendPacket(&_GCSkillToObjectOK1);				if (pTargetCreature->isPC()) 				{					Player* pTargetPlayer = pTargetCreature->getPlayer();					Assert(pTargetPlayer != NULL);					pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);				} 				else 				{					Monster * pMonster = dynamic_cast<Monster*>(pTargetCreature);					pMonster->addEnemy(pSlayer);				}				list<Creature*> cList;				cList.push_back(pSlayer);				cList.push_back(pTargetCreature);				cList = pZone->broadcastSkillPacket(pSlayer->getX(), pSlayer->getY(), pTargetCreature->getX(), pTargetCreature->getY(), &_GCSkillToObjectOK5, cList);								pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToObjectOK3 , cList);				pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(),  &_GCSkillToObjectOK4 , cList);				pSkillSlot->setRunTime(output.Delay);			} 			else 			{				executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);			}		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}BlazeWalk g_BlazeWalk;

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