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📄 willoflife.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    : 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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