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📄 shadowwalk.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    : ShadowWalk.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "ShadowWalk.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCStatusCurrentHP.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void ShadowWalk::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);		// NPC绰 傍拜且 荐啊 绝促.		// NoSuch力芭. by sigi. 2002.5.2		if (pTargetCreature==NULL			|| pTargetCreature->isNPC())		{			executeSkillFailException(pSlayer, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		// 公厘窍绊 乐绰 公扁啊 澄捞芭唱, 档啊 酒聪扼搁 荤侩且 荐 绝促.		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);		if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_BLADE)		{			executeSkillFailException(pSlayer, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		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() 							|| pSlayer->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)							|| pSlayer->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);		//if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK) // HitRoll 俊 角菩窍歹扼档 7%狼 单固瘤甫 霖促		if (bManaCheck && bTimeCheck && bRangeCheck && 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. (胶懦 单固瘤绰 绝促.)				Damage_t Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);				// HitRoll俊 角菩沁促搁 7%狼 单固瘤甫 霖促. - by bezz				if ( !bHitRoll )					Damage = (Damage_t)getPercentValue( Damage, 7 );				setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);				computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);				Exp_t Point = pSkillInfo->getPoint();				decreaseDurability(pSlayer, pTargetCreature, Point, &_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 (bIncreaseExp)					{						shareAttrExp(pSlayer, Damage, 8, 1, 1, _GCSkillToObjectOK1);						increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1);						increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);					}					increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1);				}				// 菩哦阑 霖厚窍绊 焊辰促.				_GCSkillToObjectOK1.setSkillType(SkillType);				_GCSkillToObjectOK1.setCEffectID(CEffectID);				_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);				_GCSkillToObjectOK1.setDuration(0);				pPlayer->sendPacket(&_GCSkillToObjectOK1);				if (pTargetCreature->isPC()) 				{					_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());					_GCSkillToObjectOK2.setSkillType(SkillType);					_GCSkillToObjectOK2.setDuration(0);					Player* pTargetPlayer = pTargetCreature->getPlayer();					Assert(pTargetPlayer != NULL);					pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);				}				else 				{					Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);					pMonster->addEnemy(pSlayer);				}				// set Next Run Time				pSkillSlot->setRunTime(output.Delay);			}			else			{				executeSkillFailException(pSlayer, getSkillType());			}		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), NULL);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}ShadowWalk g_ShadowWalk;

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