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📄 howl.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    : Howl.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "Howl.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"#include "Gpackets/GCDeleteObject.h"#include "Gpackets/GCAddEffect.h"#include "ZoneUtil.h"#include "EffectHowl.h"////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////void Howl::execute(Vampire* pVampire, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pVampire != NULL);	// 菩哦 勤甸矾俊辑 流立 荐青窍绰 扁贱 勤甸矾捞扁 锭巩俊	// 胶懦 勤甸矾啊 澄捞促.	//Assert(pSkillSlot != NULL);	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		SkillInput input( pVampire );		SkillOutput output;		computeOutput(input, output);		int  RequiredMP = 10;		bool bManaCheck = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);		bool bRangeCheck = checkZoneLevelToUseSkill(pVampire);		bool bHitRoll    = (rand()%100)<output.Range;		bool bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_HOWL);		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)		{			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);			ZoneCoord_t x = pVampire->getX();			ZoneCoord_t y = pVampire->getY();					ObjectID_t objectID = pVampire->getObjectID();			EffectHowl* pEffect = new EffectHowl( pVampire );			pEffect->setDeadline( output.Duration );			pVampire->setFlag(Effect::EFFECT_CLASS_HOWL);			pVampire->addEffect( pEffect );			VAMPIRE_RECORD prev;			pVampire->getVampireRecord( prev );			pVampire->initAllStat();			pVampire->sendModifyInfo( prev );						_GCSkillToSelfOK1.setSkillType(SKILL_HOWL);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(0);			_GCSkillToSelfOK2.setObjectID(objectID);			_GCSkillToSelfOK2.setSkillType(SKILL_HOWL);			_GCSkillToSelfOK2.setDuration(0);						pPlayer->sendPacket(&_GCSkillToSelfOK1);			pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2, pVampire);			GCAddEffect gcAddEffect;			gcAddEffect.setObjectID( pVampire->getObjectID() );			gcAddEffect.setEffectID( Effect::EFFECT_CLASS_HOWL );			gcAddEffect.setDuration( output.Duration );			pPlayer->sendPacket(&gcAddEffect);		}		else		{			executeSkillFailNormal(pVampire, getSkillType(), NULL);		}	} 	catch(Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}Howl g_Howl;

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