📄 willoflife.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : WillOfLife.cpp// Written by : // Description : //////////////////////////////////////////////////////////////////////////////#include "WillOfLife.h"#include "EffectWillOfLife.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 "Gpackets/GCStatusCurrentHP.h"#include "HitRoll.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void WillOfLife::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); // 胶懦 饭骇俊 蝶扼 单固瘤 焊呈胶啊 崔扼柳促. SkillInput input( pVampire ); SkillOutput output; computeOutput(input, output); int RequiredMP = output.Damage; bool bManaCheck = hasEnoughMana(pVampire, RequiredMP); bool bTimeCheck = verifyRunTime(pVampireSkillSlot); bool bRangeCheck = checkZoneLevelToUseSkill(pVampire); bool bHitRoll = HitRoll::isSuccessWillOfLife(pVampire); bool bEffected = pVampire->isFlag(Effect::EFFECT_CLASS_WILL_OF_LIFE); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected) { decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1); // 捞棋飘 努贰胶甫 父甸绢 嘿牢促. EffectWillOfLife* pEffect = new EffectWillOfLife(pVampire); pEffect->setDeadline(output.Duration); pEffect->setBonus(output.Damage); pEffect->setNextTime(0); pVampire->addEffect(pEffect); pVampire->setFlag(Effect::EFFECT_CLASS_WILL_OF_LIFE); // 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); GCStatusCurrentHP gcStatusCurrentHP; gcStatusCurrentHP.setObjectID( pVampire->getObjectID() ); gcStatusCurrentHP.setCurrentHP( pVampire->getHP() ); pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &_GCSkillToSelfOK2, pVampire); pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcStatusCurrentHP); // 捞棋飘啊 嘿菌促绊 舅妨霖促. GCAddEffect gcAddEffect; gcAddEffect.setObjectID(pVampire->getObjectID()); gcAddEffect.setEffectID(Effect::EFFECT_CLASS_WILL_OF_LIFE); gcAddEffect.setDuration(output.Duration); pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcAddEffect); } else { executeSkillFailNormal(pVampire, getSkillType(), NULL); } // set Next Run Time if ( bTimeCheck ) pVampireSkillSlot->setRunTime(output.Delay); } catch (Throwable & t) { executeSkillFailException(pVampire, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerself)" << endl; __END_CATCH}WillOfLife g_WillOfLife;
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