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📄 eternity.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    : Eternity.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "Eternity.h"#include "EffectEternity.h"#include "Gpackets/GCSkillToSelfOK1.h"#include "Gpackets/GCSkillToSelfOK2.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇//////////////////////////////////////////////////////////////////////////////void Eternity::execute(Slayer * pSlayer, 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);		GCSkillToSelfOK1 _GCSkillToSelfOK1;		GCSkillToSelfOK2 _GCSkillToSelfOK2;		SkillType_t       SkillType  = pSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		SkillDomainType_t DomainType = pSkillInfo->getDomainType();		ZoneCoord_t X = pSlayer->getX();		ZoneCoord_t Y = pSlayer->getY();		Tile& rTile = pZone->getTile( pSlayer->getX(), pSlayer->getY() );		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);		bool bTimeCheck  = verifyRunTime(pSkillSlot);		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);		bool bHitRoll    = pSlayer->isFlag( Effect::EFFECT_CLASS_COMA ) && HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_ETERNITY) || rTile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION)!=NULL;		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)		{			Effect* pComa = pSlayer->findEffect( Effect::EFFECT_CLASS_COMA );			if ( pComa == NULL )			{				executeSkillFailException(pSlayer, getSkillType());				return;			}			SkillInput input(pSlayer, pSkillSlot);			SkillOutput output;			computeOutput(input, output);			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);			// 捞棋飘 努贰胶甫 父甸绢 嘿牢促.			EffectEternity* pEffect = new EffectEternity(pSlayer);			pEffect->setDeadline(output.Duration);			pEffect->setHPPenalty(output.Damage);			pEffect->setBroadcastingEffect(false);//			pSlayer->addEffect(pEffect);			pSlayer->setFlag(Effect::EFFECT_CLASS_ETERNITY);			pZone->registerObject( pEffect );			pZone->addEffect( pEffect );			pComa->setDeadline( output.Duration + 10 ); //11檬. 胶懦 惯悼 傈俊 何劝困摹肺 屁扁绰芭 规瘤			// 版氰摹甫 棵赴促.			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));			Exp_t ExpUp = 10*(Grade+1);			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToSelfOK1);			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);			increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);			// 菩哦阑 父甸绢 焊辰促.			_GCSkillToSelfOK1.setSkillType(SkillType);			_GCSkillToSelfOK1.setCEffectID(CEffectID);			_GCSkillToSelfOK1.setDuration(output.Duration);					_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToSelfOK2.setSkillType(SkillType);			_GCSkillToSelfOK2.setDuration(output.Duration);			// Send Packet			pPlayer->sendPacket(&_GCSkillToSelfOK1);			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), NULL);		}				pSkillSlot->setRunTime(20);	//2檬	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());		//cout << t.toString() << endl;	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}Eternity g_Eternity;

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