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📄 lightninghand.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    : LightningHand.cpp// Written by  : elca@ewestsoft.com// Description ://////////////////////////////////////////////////////////////////////////////#include "LightningHand.h"#include "Gpackets/GCSkillToObjectOK1.h"#include "Gpackets/GCSkillToObjectOK2.h"#include "Gpackets/GCSkillToObjectOK5.h"#include "CrossCounter.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void LightningHand::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, SWORD啊 酒聪扼搁 镜 荐 绝促.		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);		if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_SWORD)		{			executeSkillFailException(pSlayer, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}		bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);		GCSkillToObjectOK1 _GCSkillToObjectOK1;		GCSkillToObjectOK2 _GCSkillToObjectOK2;		GCSkillToObjectOK5 _GCSkillToObjectOK5;		SkillType_t       SkillType  = pSkillSlot->getSkillType();		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		SkillDomainType_t DomainType = pSkillInfo->getDomainType();		SkillLevel_t      SkillLevel = pSkillSlot->getExpLevel();		bool bCriticalHit = false;		// 扁夯 单固瘤俊 胶懦 单固瘤甫 歹茄促.		SkillInput input(pSlayer, pSkillSlot);		SkillOutput output;		computeOutput(input, output);		Damage_t Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);		Damage += output.Damage;		int  RequiredMP         = (int)pSkillInfo->getConsumeMP();		bool bManaCheck         = hasEnoughMana(pSlayer, RequiredMP);		bool bTimeCheck         = verifyRunTime(pSkillSlot);		bool bRangeCheck        = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());		bool bHitRoll           = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel / 2);		bool bCanHit            = canHit(pSlayer, pTargetCreature, SkillType);		bool bPK                = verifyPK(pSlayer, pTargetCreature);		// 付唱啊 乐绢具 窍绊, 矫埃苞 芭府 眉农俊 己傍窍绊,		// hitroll俊 己傍窍绊, 农肺胶 墨款磐啊 吧妨乐瘤 臼促搁, 己傍捞促.		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK)		{			CheckCrossCounter(pSlayer, pTargetCreature, Damage, pSkillInfo->getRange());			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);			Exp_t Point = pSkillInfo->getPoint();			// 单固瘤甫 林绊, 郴备档甫 冻绢哆赴促.			setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);			computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);			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());			}			// 鸥百捞 浇饭捞绢啊 酒囱 版快俊父 版氰摹甫 棵妨霖促.			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);					_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK2.setSkillType(SkillType);			_GCSkillToObjectOK2.setDuration(0);					_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());			_GCSkillToObjectOK5.setSkillType(SkillType);			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);			_GCSkillToObjectOK5.setDuration(0);					pPlayer->sendPacket(&_GCSkillToObjectOK1);					if (pTargetCreature->isPC()) 			{				Player* pTargetPlayer = pTargetCreature->getPlayer();				Assert(pTargetPlayer != NULL);				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);			} 			else 			{				Monster * pMonster = dynamic_cast<Monster*>(pTargetCreature);				pMonster->addEnemy(pSlayer);			}			list< Creature*> cList;			cList.push_back(pSlayer);			cList.push_back(pTargetCreature);			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToObjectOK5, cList);			pSkillSlot->setRunTime(output.Delay);		} 		else 		{			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pSlayer, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}LightningHand g_LightningHand;

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