Beispiel #1
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void RefusalEther::execute(Ousters* pOusters, ZoneCoord_t X, ZoneCoord_t Y, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;

	Assert(pOusters != NULL);
	Assert(pOustersSkillSlot != NULL);

	BYTE Grade = 0;
	if (pOustersSkillSlot->getExpLevel() < 15 ) Grade = 0;
	else if (pOustersSkillSlot->getExpLevel() < 30 ) Grade = 1;
	else Grade = 2;

	try 
	{
		Player* pPlayer = pOusters->getPlayer();
		Zone* pZone = pOusters->getZone();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
		if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_OUSTERS_WRISTLET || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND))
		{
			executeSkillFailException(pOusters, pOustersSkillSlot->getSkillType(), Grade);
			return;
		}

		GCSkillToTileOK1 _GCSkillToTileOK1;
		GCSkillToTileOK2 _GCSkillToTileOK2;
		GCSkillToTileOK3 _GCSkillToTileOK3;
		GCSkillToTileOK4 _GCSkillToTileOK4;
		GCSkillToTileOK5 _GCSkillToTileOK5;
		GCSkillToTileOK6 _GCSkillToTileOK6;

		SkillType_t SkillType  = pOustersSkillSlot->getSkillType();
		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

		ZoneCoord_t myX = pOusters->getX();
		ZoneCoord_t myY = pOusters->getY();

		// 이펙트의 지속시간을 계산한다.
		SkillInput input(pOusters, pOustersSkillSlot);
		SkillOutput output;
		computeOutput(input, output);

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/3;
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, X, Y, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);
		bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo);
		
		bool bTileCheck = false;
		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);
		if (rect.ptInRect(X, Y)) bTileCheck = true;

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck && bSatisfyRequire)
		{
			decreaseMana(pOusters, RequiredMP, _GCSkillToTileOK1);
			list<Creature*> cList;

			for (int ox = X-output.Range; ox <= X+output.Range; ++ox )
			for (int oy = Y-output.Range; oy <= Y+output.Range; ++oy )
			{
				if (!rect.ptInRect(ox,oy) ) continue;

				Tile& rTile = pZone->getTile(ox,oy);
				EffectDarkness* pEffect = dynamic_cast<EffectDarkness*>(rTile.getEffect(Effect::EFFECT_CLASS_DARKNESS));
				int ratio = 0;

				if (pEffect != NULL )
				{
					if (input.SkillLevel <= 15 )
					{
						ratio = (int)(pOusters->getLevel() + (input.SkillLevel * 8.0 / 3.0 ) - pEffect->getLevel());
					}
					else
					{
						ratio = (int)(pOusters->getLevel() + 20 + (input.SkillLevel * 4.0 / 3.0 ) - pEffect->getLevel());
						if (input.SkillLevel == 30 ) ratio = (int)(ratio * 1.1);
					}

					ratio = max(20, ratio);
				}
				else
				{
					continue;
				}

				bool bHitRoll2	= (rand()%100) < ratio;

				if (bHitRoll2)
				{
					pZone->deleteEffect(pEffect->getObjectID());
					
					Creature* pTargetCreature = NULL;
					if (rTile.hasCreature(Creature::MOVE_MODE_WALKING))
						pTargetCreature = rTile.getCreature(Creature::MOVE_MODE_WALKING);

					GCDeleteEffectFromTile gcDeleteEffectFromTile;
					gcDeleteEffectFromTile.setXY(ox, oy);
					gcDeleteEffectFromTile.setObjectID(pEffect->getObjectID());
					gcDeleteEffectFromTile.setEffectID(Effect::EFFECT_CLASS_DARKNESS);
					pZone->broadcastPacket(ox, oy, &gcDeleteEffectFromTile);

					if (pTargetCreature != NULL && pTargetCreature->isPC() && pTargetCreature->getObjectID() != pOusters->getObjectID() )
						cList.push_back(pTargetCreature);
				}
			}

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setRange(0);
			_GCSkillToTileOK1.setGrade(Grade);

			_GCSkillToTileOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(0);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, ICE_FIELD_SIGHT);
			_GCSkillToTileOK2.setGrade(Grade);

			_GCSkillToTileOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);
			_GCSkillToTileOK3.setGrade(Grade);

			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setRange(0);
			_GCSkillToTileOK4.setDuration(output.Duration);
			_GCSkillToTileOK4.setGrade(Grade);

			_GCSkillToTileOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(0);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setGrade(Grade);

			_GCSkillToTileOK6.setOrgXY(myX, myY);
			_GCSkillToTileOK6.setSkillType(SkillType);
			_GCSkillToTileOK6.setX(X);
			_GCSkillToTileOK6.setY(Y);
			_GCSkillToTileOK6.setDuration(output.Duration);
			_GCSkillToTileOK6.setRange(0);
			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, ICE_FIELD_SIGHT);
			_GCSkillToTileOK6.setGrade(Grade);

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			list<Creature*>::iterator itr = cList.begin();
			list<Creature*>::iterator endItr = cList.end();

			for (; itr != endItr ; ++itr )
			{
				if ((*itr)->isPC() )
				{
					(*itr)->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				}
			}

			cList.push_back(pOusters);

			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList, false);
			
			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);

			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

			pOustersSkillSlot->setRunTime(output.Delay);
		}
		else
		{
			executeSkillFailNormal(pOusters, getSkillType(), NULL, Grade);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType(), Grade);
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

	__END_CATCH
}
Beispiel #2
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void AirShield::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
throw(Error)
{
    __BEGIN_TRY

    //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayer)" << endl;

    Assert(pSlayer != NULL);
    Assert(pSkillSlot != NULL);

    try
    {
        Player* pPlayer = pSlayer->getPlayer();
        Zone* pZone = pSlayer->getZone();

        Assert(pPlayer != NULL);
        Assert(pZone != NULL);

        // 무장하고 있는 무기가 널이거나, 도가 아니라면 사용할 수 없다.
        Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
        if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_BLADE)
        {
            executeSkillFailException(pSlayer, getSkillType());
            return;
        }

        bool bIncreaseDomainExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);

        GCSkillToSelfOK1 _GCSkillToSelfOK1;
        GCSkillToSelfOK2 _GCSkillToSelfOK2;

        SkillType_t       SkillType  = pSkillSlot->getSkillType();
        SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
        SkillDomainType_t DomainType = pSkillInfo->getDomainType();
        SkillLevel_t      SkillLevel = pSkillSlot->getExpLevel();

        int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
        bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
        bool bTimeCheck  = verifyRunTime(pSkillSlot);
        bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
        bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
        bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_AIR_SHIELD_1);

        if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
        {
            decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

            // 지속 시간을 계산한다.
            SkillInput input(pSlayer, pSkillSlot);
            SkillOutput output;
            computeOutput(input, output);

            // 이팩트 클래스를 만들어 붙인다.
            EffectAirShield* pEffect = new EffectAirShield(pSlayer);
            pEffect->setDeadline(output.Duration);
            pEffect->setLevel(SkillLevel);
            pEffect->setDamage(output.Damage);
            pSlayer->addEffect(pEffect);
            pSlayer->setFlag(Effect::EFFECT_CLASS_AIR_SHIELD_1);

            // 경험치를 올린다.
            SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
            Exp_t ExpUp = 10* (Grade + 1);
            if (bIncreaseDomainExp )
            {
                shareAttrExp(pSlayer, ExpUp, 8, 1, 1, _GCSkillToSelfOK1);
                increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
//				increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);
            }

            _GCSkillToSelfOK1.setSkillType(SkillType);
            _GCSkillToSelfOK1.setCEffectID(CEffectID);
            _GCSkillToSelfOK1.setDuration(0);

            _GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
            _GCSkillToSelfOK2.setSkillType(SkillType);
            _GCSkillToSelfOK2.setDuration(0);

            pPlayer->sendPacket(&_GCSkillToSelfOK1);
            pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToSelfOK2, pSlayer);

            GCAddEffect gcAddEffect;
            gcAddEffect.setObjectID(pSlayer->getObjectID());
            gcAddEffect.setEffectID(pEffect->getClientEffectClass());
            gcAddEffect.setDuration(output.Duration);
            pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);

            pSkillSlot->setRunTime(output.Delay);
        }
        else
        {
            executeSkillFailNormal(pSlayer, getSkillType(), NULL);
        }
    }
    catch (Throwable & t)
    {
        executeSkillFailException(pSlayer, getSkillType());
    }

    //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayer)" << endl;

    __END_CATCH
}
Beispiel #3
0
void Howl::execute(Vampire* pVampire, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;

	Assert(pVampire != NULL);

	// 패킷 핸들러에서 직접 수행하는 기술 핸들러이기 때문에
	// 스킬 핸들러가 널이다.
	//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
}
Beispiel #4
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void DivineSpirits::execute(Ousters* pOusters, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayer)" << endl;

	Assert(pOusters != NULL);
	Assert(pOustersSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pOusters->getPlayer();
		Zone* pZone = pOusters->getZone();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

		SkillType_t       SkillType  = pOustersSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		//SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		//SkillLevel_t      SkillLevel = pOustersSkillSlot->getExpLevel();

		int  RequiredMP  = pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pOusters);
		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);
		bool bEffected   = pOusters->isFlag(Effect::EFFECT_CLASS_DIVINE_SPIRITS);
		bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && bSatisfyRequire)
		{
			decreaseMana(pOusters, RequiredMP, _GCSkillToSelfOK1);

			// 지속 시간을 계산한다.
			SkillInput input(pOusters, pOustersSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// 이팩트 클래스를 만들어 붙인다.
			EffectDivineSpirits* pEffect = new EffectDivineSpirits(pOusters);
			pEffect->setDeadline(output.Duration);
			pEffect->setBonus(output.Damage);
			pOusters->addEffect(pEffect);
			pOusters->setFlag(Effect::EFFECT_CLASS_DIVINE_SPIRITS);

//			OUSTERS_RECORD prev;
//			pOusters->getOustersRecord(prev);
		//	pOusters->initAllStat();
//			pOusters->addModifyInfo(prev, _GCSkillToSelfOK1);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(pOusters->getX(), pOusters->getY(),  &_GCSkillToSelfOK2, pOusters);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pOusters->getObjectID());
			gcAddEffect.setEffectID(pEffect->getEffectClass());
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &gcAddEffect, pOusters);

			pOustersSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayer)" << endl;

	__END_CATCH
}
Beispiel #5
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Sacrifice::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();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP(); 
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_SACRIFICE);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// 이펙트 클래스를 만들어 붙인다.
			EffectSacrifice* pEffect = new EffectSacrifice(pSlayer);
			pEffect->setDeadline(output.Duration);
			pSlayer->addEffect(pEffect);
			pSlayer->setFlag(Effect::EFFECT_CLASS_SACRIFICE);

			// 경험치를 올린다.
			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);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(0);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(0);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_SACRIFICE);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);

			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

	__END_CATCH
}
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void ProtectionFromAcid::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);

		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !pTargetCreature->isSlayer()
			)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_PROTECTION_FROM_ACID);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			// 마나를 줄인다.
			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);

			// 경험치를 올려준다.
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t      ExpUp = 10* (Grade + 1);
			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToObjectOK1);
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1);
			increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);
		
			// 이펙트의 효과와 지속시간을 계산한다.
			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			input.TargetType = SkillInput::TARGET_OTHER;
			computeOutput(input, output);

			// 이펙트를 생성해서 붙인다.
			EffectProtectionFromAcid* pEPFP = new EffectProtectionFromAcid (pTargetCreature);
			Assert(pEPFP != NULL);
			pEPFP->setDeadline(output.Duration);
			pEPFP->setResist(output.Damage); 
			pTargetCreature->addEffect(pEPFP);
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_PROTECTION_FROM_ACID);

			if (pTargetCreature->isSlayer())
			{
				Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature);

				SLAYER_RECORD prev;
				pTargetSlayer->getSlayerRecord(prev);
				pTargetSlayer->initAllStat();
				pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK1);
			}
			else
			{
				Assert(false);
			}

			// 패킷을 준비해서 보낸다.
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(output.Duration);

			_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration (output.Duration);

			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration (output.Duration);

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pSlayer != pTargetCreature && pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
			}

			list<Creature*> cList;
			cList.push_back(pSlayer);
			cList.push_back(pTargetCreature);
		
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToObjectOK5 , cList);

			// 이펙트가 붙었다고 알려준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pTargetCreature->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_PROTECTION_FROM_ACID);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcAddEffect);

			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;

	__END_CATCH
}
void SimpleMissileSkill::execute(
	Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, 
	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result,
	CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	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);


		// NPC는 공격할 수가 없다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pSlayer, pTargetCreature )
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pSlayer, param.SkillType);
			return;
		}

		result.pTargetCreature = pTargetCreature;

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;
		GCSkillToObjectOK4 _GCSkillToObjectOK4;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;

		SkillInfo*        pSkillInfo   = g_pSkillInfoManager->getSkillInfo(param.SkillType);
		SkillDomainType_t DomainType   = pSkillInfo->getDomainType();
		SkillLevel_t      SkillLevel   = pSkillSlot->getExpLevel();
		bool              bCriticalHit = false;
		Damage_t          Damage       = 0;

		if (param.bAdd)
		{
			// 파라미터로 전달된 데미지 값이 더해지는 데미지라면, 
			// 일반 데미지를 계산 후, 데미지를 더해야 한다.
			// 파라미터로 전달된 데미지 값이 직접적으로 쓰이는 데미지라면,
			// 이 부분까지 들어오지 않으므로, 밑의 부분까지 0으로 전달된다.
			Damage += computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);
		}

		if (param.bMagicDamage)
		{
			// 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다.
			Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType);
		}
		else
		{
			Damage += param.SkillDamage;
		}

		ZoneCoord_t myX     = pSlayer->getX();
		ZoneCoord_t myY     = pSlayer->getY();
		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();
		
		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = false;
		bool bPK         = verifyPK(pSlayer, pTargetCreature);

		if (param.bMagicHitRoll)
		{
			bHitRoll = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		}
		else
		{
			bHitRoll = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel/2);
		}

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bPK)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);

			// 데미지를 가하고, 내구도를 떨어뜨린다.
			setDamage(pTargetCreature, Damage, pSlayer, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			decreaseDurability(pSlayer, pTargetCreature, NULL, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);

			// 타겟이 슬레이어가 아닌 경우에만 경험치를 올려준다.
			if (!pTargetCreature->isSlayer())
			{
				shareAttrExp(pSlayer, Damage , param.STRMultiplier, param.DEXMultiplier, param.INTMultiplier, _GCSkillToObjectOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1, pTargetCreature->getLevel());
				increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);
				increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1);
			}

			_GCSkillToObjectOK1.setSkillType(param.SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);
			
			_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK2.setSkillType(param.SkillType);
			_GCSkillToObjectOK2.setDuration(0);
		
			_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK3.setSkillType(param.SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);
		
			_GCSkillToObjectOK4.setSkillType(param.SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);

			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(param.SkillType);
			_GCSkillToObjectOK5.setDuration(0);
			
			// Send Packet
			pPlayer->sendPacket(&_GCSkillToObjectOK1);
		
			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
			} 
			else if (pTargetCreature->isMonster())
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pSlayer);
			}

			list<Creature*> cList;
			cList.push_back(pSlayer);
			cList.push_back(pTargetCreature);

			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(myX, myY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pSkillSlot->setRunTime(param.Delay);

			result.bSuccess = true;
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, param.SkillType, pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, param.SkillType);
	}

	__END_CATCH
}
Beispiel #8
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void TurnUndead::execute(Slayer * pSlayer, SkillSlot * pSkillSlot, CEffectID_t CEffectID)
    throw(Error)
{
    __BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;

	// Slayer Object Assertion
	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

    try
    {
		Zone* pZone = pSlayer->getZone();
		Assert(pZone != NULL);

		Player* pPlayer = pSlayer->getPlayer();
		Assert(pPlayer != 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();

		int  RequiredMP		= (int)pSkillInfo->getConsumeMP();
		bool bManaCheck		= hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck		= verifyRunTime(pSkillSlot);
		bool bRangeCheck	= verifyDistance(pSlayer, X, Y, pSkillInfo->getRange()) && checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll		= HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);

		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

			// calculate damage and duration time
			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			bool bHit = false;

			Level_t maxEnemyLevel = 0;
			uint EnemyNum = 0;

			int oX, oY;

			for(oX = -2; oX <= 2; oX++)
			for(oY = -2; oY <= 2; oY++)
			{
				int tileX = X+oX;
				int tileY = Y+oY;

				if (oX == 0 && oY == 0 ) continue;
				if (!rect.ptInRect(tileX, tileY)) continue;

				Tile& tile = pZone->getTile(tileX, tileY);

				// 타일에 있는 크리처들을 리스트로 만든다.
				list<Creature*> targetList;
				if(tile.hasCreature(Creature::MOVE_MODE_WALKING))
				{
					Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);
					targetList.push_back(pCreature);
				}
				if(tile.hasCreature(Creature::MOVE_MODE_FLYING))
				{
					Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_FLYING);
					targetList.push_back(pCreature);
				}
				if(tile.hasCreature(Creature::MOVE_MODE_BURROWING))
				{
					Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_BURROWING);
					targetList.push_back(pCreature);
				}

				list<Creature*>::iterator itr = targetList.begin();
				for (; itr != targetList.end(); itr++ )
				{
					Creature* pTargetCreature = (*itr);
					Assert(pTargetCreature != NULL);

					if(checkZoneLevelToHitTarget(pTargetCreature ) && !pTargetCreature->isSlayer()
						   	&& !pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA)
						   	&& canAttack(pSlayer, pTargetCreature )
					)
					{
						if(pTargetCreature->isVampire() || pTargetCreature->isOusters())
						{
							Player* pTargetPlayer = pTargetCreature->getPlayer();

							bHit = true;

							// 데미지를 적용시킨다.
							GCModifyInformation gcMI;
							::setDamage(pTargetCreature, output.Damage, pSlayer, pSkillSlot->getSkillType(), &gcMI);

							// HP 가 변했다고 당사자에게 보낸다.
							pTargetPlayer->sendPacket(&gcMI);

							GCSkillToObjectOK2 gcSkillToObjectOK2;
							gcSkillToObjectOK2.setObjectID(1);    // 의미 없다.
							gcSkillToObjectOK2.setSkillType(SKILL_ATTACK_MELEE);
							gcSkillToObjectOK2.setDuration(0);
						}
						else if(pTargetCreature->isMonster())
						{
							Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
							bHit = true;

							::setDamage(pMonster, output.Damage, pSlayer, pSkillSlot->getSkillType());
							pMonster->addEnemy(pSlayer);
						}
						else
						{
							continue;
						}

						if (maxEnemyLevel < pTargetCreature->getLevel() ) maxEnemyLevel = pTargetCreature->getLevel();
						EnemyNum++;

						GCSkillToObjectOK4 gcSkillToObjectOK4;
						gcSkillToObjectOK4.setTargetObjectID(pTargetCreature->getObjectID());
						gcSkillToObjectOK4.setSkillType(SKILL_ATTACK_MELEE);
						gcSkillToObjectOK4.setDuration(0);
						pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcSkillToObjectOK4);

						// 성향을 올린다.
						increaseAlignment(pSlayer, pTargetCreature, _GCSkillToSelfOK1);
					}
				}
			}

			if(bHit)
			{
				//cout << "Skill Succesfully Attacked(" << output.Damage << ")" << endl;
				shareAttrExp(pSlayer, output.Damage, 1, 1, 8, _GCSkillToSelfOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1, maxEnemyLevel, EnemyNum);
				increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);
			}

            // 패킷을 만들어 보낸다.
			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(0);

			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(0);

			// 기술을 사용한 사람에게 packet 전달
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);

			// 기술 delay setting
			pSkillSlot->setRunTime(output.Delay);

		}
		else
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	}
	catch(Throwable& t)
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;

	__END_CATCH
}
Beispiel #9
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodyWall::execute(Vampire* pVampire, ZoneCoord_t X, ZoneCoord_t Y, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;

	Assert(pVampire != NULL);
	Assert(pVampireSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pVampire->getPlayer();
		Zone* pZone = pVampire->getZone();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		GCSkillToTileOK1 _GCSkillToTileOK1;
		GCSkillToTileOK2 _GCSkillToTileOK2;
		GCSkillToTileOK3 _GCSkillToTileOK3;
		GCSkillToTileOK4 _GCSkillToTileOK4;
		GCSkillToTileOK5 _GCSkillToTileOK5;
		GCSkillToTileOK6 _GCSkillToTileOK6;

		SkillType_t SkillType  = pVampireSkillSlot->getSkillType();
		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

		ZoneCoord_t myX = pVampire->getX();
		ZoneCoord_t myY = pVampire->getY();

		// Knowledge of Blood 가 있다면 hit bonus 10
		int HitBonus = 0;
		if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_BLOOD ) )
		{
			RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_BLOOD);
			Assert(pRankBonus != NULL);

			HitBonus = pRankBonus->getPoint();
		}

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, X, Y, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);
		
		bool bTileCheck = false;
		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);
		if (rect.ptInRect(X, Y)) bTileCheck = true;

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1);

			// 이펙트의 지속시간을 계산한다.
			SkillInput input(pVampire);
			SkillOutput output;
			computeOutput(input, output);

			Dir_t 	   Dir		= getDirectionToPosition(myX, myY, X, Y);

			list<Creature*> cList;	// denier list
			
			for (int i=0; i<5; i++)
			{
				POINT& pt = m_BloodyWallMask[Dir][i];

				int tileX = X+pt.x;
				int tileY = Y+pt.y;

				if (rect.ptInRect(tileX, tileY))
				{
					Tile& tile = pZone->getTile(tileX, tileY);
					if (tile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION )!=NULL ) continue;

					// 현재 타일에다 이펙트를 추가할 수 있다면...
					if (tile.canAddEffect())
					{
						// 같은 effect가 있으면 지운다.
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_BLOODY_WALL);
						if (pOldEffect != NULL)
						{
							ObjectID_t effectID = pOldEffect->getObjectID();
							pZone->deleteEffect(effectID);// fix me
						}
					
						// 이펙트 클래스를 생성한다.
						EffectBloodyWall* pEffect = new EffectBloodyWall(pZone , tileX, tileY);
						pEffect->setCasterName(pVampire->getName());
						pEffect->setCasterID(pVampire->getObjectID());
						pEffect->setClan(Creature::CREATURE_CLASS_VAMPIRE, pVampire->getClanType());
						pEffect->setDamage(output.Damage);
						pEffect->setDeadline(output.Duration);
						pEffect->setLevel(pVampire->getINT());
						pEffect->setNextTime(0);
						pEffect->setTick(output.Tick);

						// Tile에 붙이는 Effect는 ObjectID를 등록받아야 한다.
						ObjectRegistry & objectregister = pZone->getObjectRegistry();
						objectregister.registerObject(pEffect);
						pZone->addEffect(pEffect);
						tile.addEffect(pEffect);

						const list<Object*>& oList = tile.getObjectList();
						for(list<Object*>::const_iterator itr = oList.begin(); itr != oList.end(); itr++) 
						{
							Object* pTarget = *itr;
							Creature* pTargetCreature = NULL;
							if (pTarget->getObjectClass() == Object::OBJECT_CLASS_CREATURE 
								&& ((pTargetCreature = dynamic_cast<Creature*>(pTarget))->isSlayer() || pTargetCreature->isOusters() )
								&& !checkZoneLevelToHitTarget(pTargetCreature )
							) 
							{
								cList.push_back(pTargetCreature);
								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());

								pEffect->affect(pTargetCreature);
							}
//								pEffect->affect(pTarget);
						}
					}	
				}	
			}

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setRange(Dir);

			_GCSkillToTileOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(Dir);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, BLOODY_WALL_SIGHT);

			_GCSkillToTileOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);

			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setRange(Dir);
			_GCSkillToTileOK4.setDuration(output.Duration);

			_GCSkillToTileOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(Dir);
			_GCSkillToTileOK5.setDuration(output.Duration);

			_GCSkillToTileOK6.setOrgXY(myX, myY);
			_GCSkillToTileOK6.setSkillType(SkillType);
			_GCSkillToTileOK6.setX(X);
			_GCSkillToTileOK6.setY(Y);
			_GCSkillToTileOK6.setDuration(output.Duration);
			_GCSkillToTileOK6.setRange(Dir);
			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, BLOODY_WALL_SIGHT);

			for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)
			{
				Creature* pTargetCreature = *itr;
				if (canSee(pTargetCreature, pVampire)) pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				else pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK6);
			}

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pVampire);

			list<Creature*> watcherList = pZone->getWatcherList(myX, myY, pVampire);

			// watcherList에서 cList에 속하지 않고, caster(pVampire)를 볼 수 없는 경우는
			// OK4를 보내고.. cList에 추가한다.
			for(list<Creature*>::const_iterator itr = watcherList.begin(); itr != watcherList.end(); itr++)
			{
				bool bBelong = false;
				for(list<Creature*>::const_iterator tItr = cList.begin(); tItr != cList.end(); tItr++)
					if (*itr == *tItr)
						bBelong = true;

				Creature* pWatcher = (*itr);
				if (bBelong == false && canSee(pWatcher, pVampire) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (!pWatcher->isPC())
					{
						//cout << "BloodyWall : 왓처 리스트가 PC가 아닙니다." << endl;
						GCSkillFailed1 _GCSkillFailed1;
						_GCSkillFailed1.setSkillType(getSkillType());
						pVampire->getPlayer()->sendPacket(&_GCSkillFailed1);

						//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
						return;
					}
					pWatcher->getPlayer()->sendPacket(&_GCSkillToTileOK4);
					cList.push_back(*itr);
				}
			}
					
			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList, false);
			
			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			
			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

			pVampireSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pVampire, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

	__END_CATCH
}
Beispiel #10
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void SummonCasket::execute(Vampire* pVampire, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID)
throw(Error)
{
    __BEGIN_TRY

    //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;

    Assert(pVampire != NULL);
    Assert(pSkillSlot != NULL);

    //cout << "SummonCasket try.." << endl;

    try
    {
        Player* pPlayer = pVampire->getPlayer();
        Zone* pZone = pVampire->getZone();

        Assert(pPlayer != NULL);
        Assert(pZone != NULL);

        if (!pVampire->isVampire()
                && !pVampire->isMonster())
        {
            executeSkillFailNormal(pVampire, getSkillType(), NULL);
            return;
        }


        GCSkillToSelfOK1 _GCSkillToSelfOK1;
        GCSkillToSelfOK3 _GCSkillToSelfOK3;

        SkillType_t SkillType  = pSkillSlot->getSkillType();
        SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

        ZoneCoord_t x = pVampire->getX();
        ZoneCoord_t y = pVampire->getY();

        // Knowledge of Summon 이 있다면 hit bonus 10
        int HitBonus = 0;
        if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_SUMMON ) )
        {
            RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_SUMMON);
            Assert(pRankBonus != NULL);

            HitBonus = pRankBonus->getPoint();
        }

        int  RequiredMP     = decreaseConsumeMP(pVampire, pSkillInfo);
        bool bManaCheck     = hasEnoughMana(pVampire, RequiredMP);
        bool bTimeCheck     = verifyRunTime(pSkillSlot);
        bool bRangeCheck    = checkZoneLevelToUseSkill(pVampire);
        bool bHitRoll       = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus);
        bool bTileCheck     = canBurrow(pZone, x, y);
        bool bMoveModeCheck = pVampire->isWalking();
        bool bEffected      = pVampire->isFlag(Effect::EFFECT_CLASS_CASKET);

        if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck && bMoveModeCheck && !bEffected)
        {
            //cout << "SummonCasket Success" << endl;

            decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);

            SkillInput input(pVampire);
            SkillOutput output;
            computeOutput(input, output);


            // 뱀파이어를 땅 위에서 삭제하기 이전에 기술 패킷들을 날린다.
            _GCSkillToSelfOK1.setSkillType(SkillType);
            _GCSkillToSelfOK1.setCEffectID(CEffectID);
            _GCSkillToSelfOK1.setDuration(output.Duration);

            _GCSkillToSelfOK3.setXY(x, y);
            _GCSkillToSelfOK3.setSkillType(SkillType);
            _GCSkillToSelfOK3.setDuration(output.Duration);

            pPlayer->sendPacket(&_GCSkillToSelfOK1);
            pZone->broadcastPacket(x, y, &_GCSkillToSelfOK3, pVampire);

            //---------------------------------------------------------------
            // 기존의 지속 마법 효과를 제거한다.
            //---------------------------------------------------------------
            EffectManager* pEffectManager = pVampire->getEffectManager();
            Assert(pEffectManager!=NULL);

            Effect* pCheckEffect = NULL;

            // 사용자의 level을 구한다.
            int userLevel = pVampire->getLevel();

            Effect::EffectClass effectClass;

            // EFFECT_CLASS_FLARE
            effectClass = Effect::EFFECT_CLASS_FLARE;
            pCheckEffect = pEffectManager->findEffect(effectClass);
            if (pCheckEffect!=NULL)
            {
                int level =	(dynamic_cast<EffectFlare*>(pCheckEffect))->getLevel();

                if (level < userLevel)
                {
                    pEffectManager->deleteEffect(effectClass);
                    pVampire->removeFlag(effectClass);
                }
            }

            // EFFECT_CLASS_DOOM
            effectClass = Effect::EFFECT_CLASS_DOOM;
            pCheckEffect = pEffectManager->findEffect(effectClass);
            if (pCheckEffect!=NULL)
            {
                int level =	(dynamic_cast<EffectDoom*>(pCheckEffect))->getLevel();

                if (level < userLevel)
                {
                    pEffectManager->deleteEffect(effectClass);
                    pVampire->removeFlag(effectClass);
                }
            }

            // EFFECT_CLASS_SEDUCTION
            effectClass = Effect::EFFECT_CLASS_SEDUCTION;
            pCheckEffect = pEffectManager->findEffect(effectClass);
            if (pCheckEffect!=NULL)
            {
                int level =	(dynamic_cast<EffectSeduction*>(pCheckEffect))->getLevel();

                if (level < userLevel)
                    pEffectManager->deleteEffect(effectClass);
                pVampire->removeFlag(effectClass);
            }


            //---------------------------------------------------------------
            // 이펙트 오브젝트를 생성해 붙인다.
            //---------------------------------------------------------------
            EffectSummonCasket* pEffect = new EffectSummonCasket(pVampire);
            pEffect->setDeadline(99999999);
            pEffect->setType(0);
            pVampire->addEffect(pEffect);
            pVampire->setFlag(Effect::EFFECT_CLASS_CASKET);

            // SUMMON CASKET 에 의해 변하는 능력치가 변한다.. 2002.12.13  by bezz.
            VAMPIRE_RECORD prev;

            pVampire->getVampireRecord(prev);
            pVampire->initAllStat();
            pVampire->sendRealWearingInfo();
            pVampire->sendModifyInfo(prev);

            GCAddEffect gcAddEffect;
            gcAddEffect.setObjectID(pVampire->getObjectID());
            gcAddEffect.setEffectID(Effect::EFFECT_CLASS_CASKET);
            gcAddEffect.setDuration(output.Duration);
            pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcAddEffect, pVampire);

            pSkillSlot->setRunTime();
        }
        else
        {
            //cout << "SummonCasket Failed" << endl;
            executeSkillFailNormal(pVampire, getSkillType(), NULL);
        }
    }
    catch(Throwable & t)
    {
        //cout << "SummonCasket Failed2" << endl;
        executeSkillFailException(pVampire, getSkillType());
    }

    //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

    __END_CATCH

}
Beispiel #11
0
void InstallMine::execute(Slayer* pSlayer, ObjectID_t, CoordInven_t X, CoordInven_t Y, CoordInven_t TargetX, CoordInven_t TargetY, SkillSlot* pSkillSlot) 
	throw(Error)
{
	__BEGIN_TRY

	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

	try
	{
		Player* pPlayer = pSlayer->getPlayer();
		Zone* pZone = pSlayer->getZone();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		GCSkillToInventoryOK1 _GCSkillToInventoryOK1;
//		GCSkillToTileOK1 _GCSkillToTileOK1;
//		GCSkillToTileOK5 _GCSkillToTileOK5;

		SkillType_t SkillType = pSkillSlot->getSkillType();
		SkillInfo * pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillLevel_t SkillLevel = pSkillSlot->getExpLevel();

		// 명중률.
		//ToHit_t ToHit = pSlayer->getToHit();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		ZoneCoord_t slayerX = pSlayer->getX(), slayerY = pSlayer->getY();
		bool bInstallAction = false;

		Mine* pMine = NULL;

		Inventory * pInventory = pSlayer->getInventory();
		Assert(pInventory != NULL);

		if(bManaCheck && bTimeCheck &&bRangeCheck ) {
			// mine을 찾는다.
			Item* pItem = pInventory->getItem(X, Y);
			if(pItem != NULL && pItem->getItemClass() == Item::ITEM_CLASS_MINE)
			{
				bInstallAction = true;
				pMine = dynamic_cast<Mine*>(pItem);
			}
		}


		// 기술의 성패를 따진다.
		if (bInstallAction ) 
		{
			//Range_t Range = 1; 

			GCSkillToInventoryOK1 _GCSkillToInventoryOK1;
//			GCSkillToInventoryOK5 _GCSkillToInventoryOK5;
		
			ItemInfo*       pItemInfo = g_pItemInfoManager->getItemInfo(Item::ITEM_CLASS_MINE, pMine->getItemType());

			Damage_t MinDamage = pItemInfo->getMinDamage();
			Damage_t MaxDamage = pItemInfo->getMaxDamage();

			Damage_t RealDamage = MinDamage + (max (0, ((int)MaxDamage * (int)SkillLevel / 100 ) - MinDamage ));

			Mine * pInstallMine = new Mine();
			ObjectRegistry& OR = pZone->getObjectRegistry();
			OR.registerObject(pInstallMine);

			Assert(pInstallMine != NULL);
			pInstallMine->setItemType(pMine->getItemType()); 
			pInstallMine->setDir(TargetX); 
			pInstallMine->setDamage(RealDamage); 
			pInstallMine->setInstallerName(pSlayer->getName());
			pInstallMine->setInstallerPartyID(pSlayer->getPartyID());
			pInstallMine->setFlag(Effect::EFFECT_CLASS_INSTALL);

			// 아이템 사라지는게 3분인거 때문에 지뢰도 사라졌는데.. 
			// 10분으로 고정. by sigi. 2002.11.3
			TPOINT pt = pZone->addItem(pInstallMine, slayerX, slayerY, true, 6000);

			// EXP up
			Exp_t Point = pSkillInfo->getPoint();

			shareAttrExp(pSlayer, 100, 1, 8, 1, _GCSkillToInventoryOK1);
			increaseDomainExp(pSlayer, SKILL_DOMAIN_GUN, Point, _GCSkillToInventoryOK1);
			increaseSkillExp(pSlayer, SKILL_DOMAIN_GUN, pSkillSlot, pSkillInfo, _GCSkillToInventoryOK1);

			decreaseMana(pSlayer, RequiredMP, _GCSkillToInventoryOK1);
			decreaseItemNum(pMine, pInventory, pSlayer->getName(), STORAGE_INVENTORY, 0, X, Y);


			_GCSkillToInventoryOK1.setObjectID(pInstallMine->getObjectID());
			_GCSkillToInventoryOK1.setSkillType(SkillType);
			_GCSkillToInventoryOK1.setCEffectID(0);
			_GCSkillToInventoryOK1.setX(X);
			_GCSkillToInventoryOK1.setY(Y);
			_GCSkillToInventoryOK1.setDuration(0);

			/*
			_GCSkillToInventoryOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToInventoryOK5.setSkillType(SkillType);
			_GCSkillToInventoryOK5.setX(X);
			_GCSkillToInventoryOK5.setY(Y);
			_GCSkillToInventoryOK5.setRange(Range);
			_GCSkillToInventoryOK5.setDuration(0);
			*/

			pPlayer->sendPacket(&_GCSkillToInventoryOK1);

			// mine을 볼 수 없게 된 자들에게는 삭제 
			addInstalledMine(pZone, pInstallMine, pt.x, pt.y);

//			pZone->broadcastPacket(slayerX, slayerY, &_GCSkillToInventoryOK5, pSlayer);

	//        cout << "Run Skill : " << (int)SkillType << endl;
			// Set NextTime
			pSkillSlot->setRunTime();

		} 
		else 
		{
			GCSkillFailed1 _GCSkillFailed1;
			GCSkillFailed2 _GCSkillFailed2;

			executeSkillFailException(pSlayer, getSkillType());
		}

	}
	catch(Throwable & t)
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

	__END_CATCH
}
Beispiel #12
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void MindControl::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayerself)" << 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 myX = pSlayer->getX();
		ZoneCoord_t myY = pSlayer->getY();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_MIND_CONTROL);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// 이펙트를 만들어 붙인다.
			EffectMindControl* pEffect = new EffectMindControl(pSlayer);
			pEffect->setDeadline(output.Duration);
			pEffect->setDefenseBonus(output.Damage);
			pEffect->setToHitBonus(output.Damage);
			pSlayer->setFlag(Effect::EFFECT_CLASS_MIND_CONTROL);
			pSlayer->addEffect(pEffect);

			// 이펙트를 붙였으니, 능력치를 재계산한다.
			SLAYER_RECORD prev;
			pSlayer->getSlayerRecord(prev);
			pSlayer->initAllStat();
			pSlayer->sendRealWearingInfo();
			pSlayer->addModifyInfo(prev, _GCSkillToSelfOK1);

			// 경험치를 올려준다.
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10* (Grade + 1);
			shareAttrExp(pSlayer, ExpUp, 1, 8, 1, _GCSkillToSelfOK1);
        	increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(myX, myY, &_GCSkillToSelfOK2, pSlayer);
		
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_MIND_CONTROL);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(myX, myY, &gcAddEffect);
			
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerself)" << endl;

	__END_CATCH
}
Beispiel #13
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodyBreaker::execute(Vampire* pVampire, ZoneCoord_t X, ZoneCoord_t Y, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;
	SkillType_t SkillType = getSkillType();

	// Knowledge of Blood 가 있다면 hit bonus 10
	int HitBonus = 0;
	if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_BLOOD ) )
	{
		RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_BLOOD);
		Assert(pRankBonus != NULL);

		HitBonus = pRankBonus->getPoint();
	}

	try 
	{
		SkillInput input(pVampire);
		SkillOutput output;
		computeOutput(input, output);

		Dir_t	Dir		= getDirectionToPosition(pVampire->getX(), pVampire->getY(), X, Y);

		// 강제로 knockback시킬 확률
//		bool bForceKnockback = rand()%100 < output.ToHit;

		Player* pPlayer = pVampire->getPlayer();
		Zone* pZone = pVampire->getZone();
		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		VSRect rect(1, 1, pZone->getWidth()-2, pZone->getHeight()-2);
		if (!rect.ptInRect(X, Y ))
		{
			executeSkillFailException(pVampire, SkillType);
			return;
		}


		GCSkillToTileOK1 _GCSkillToTileOK1;
		GCSkillToTileOK2 _GCSkillToTileOK2;
//		GCSkillToTileOK3 _GCSkillToTileOK3;
//		GCSkillToTileOK4 _GCSkillToTileOK4;
		GCSkillToTileOK5 _GCSkillToTileOK5;
//		GCSkillToTileOK6 _GCSkillToTileOK6;

		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, X, Y, pSkillInfo->getRange());

		if (bManaCheck && bTimeCheck && bRangeCheck )
		{
			// 마나를 떨어뜨린다.
			decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1);

			// 좌표와 방향을 구한다.
			ZoneCoord_t myX          = pVampire->getX();
			ZoneCoord_t myY          = pVampire->getY();
			Dir_t       dir          = calcDirection(myX, myY, X, Y);

			list<Creature*> cList;

			// knockback 때문에 recursive 하게 데미지를 먹는 경우가 있다.
			// 그래서 제일 먼쪽에 있는 마스크부터 체크한다.
			for (int i = 21; i >= 0; i-- )
			{
				int tileX   = myX + m_pBloodyBreakerMask[Dir][i].x;
				int tileY   = myY + m_pBloodyBreakerMask[Dir][i].y;

				// 현재 타일이 존 내부이고, 안전지대가 아니라면 맞을 가능성이 있다.
				if (rect.ptInRect(tileX, tileY))
				{
					// 타일을 받아온다.
					Tile& tile = pZone->getTile(tileX, tileY);

					list<Creature*> targetList;
					if (tile.hasCreature(Creature::MOVE_MODE_WALKING))
					{
						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);
						targetList.push_back(pCreature);
					}
					if (tile.hasCreature(Creature::MOVE_MODE_FLYING))
					{
						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_FLYING);
						targetList.push_back(pCreature);
					}
					if (tile.hasCreature(Creature::MOVE_MODE_BURROWING))
					{
						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_BURROWING);
						targetList.push_back(pCreature);
					}

					list<Creature*>::iterator itr = targetList.begin();
					for(; itr != targetList.end(); itr++)
					{
						Creature* pTargetCreature = (*itr);
						Assert(pTargetCreature != NULL);

						if (!canAttack(pVampire, pTargetCreature )
							|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA) )
						{
							continue;
						}

						if (pTargetCreature != pVampire)
						{
							bool bPK             = verifyPK(pVampire, pTargetCreature);
							bool bRaceCheck      = pTargetCreature->isSlayer() || pTargetCreature->isMonster() || pTargetCreature->isOusters();
							bool bZoneLevelCheck = checkZoneLevelToHitTarget(pTargetCreature);
							bool bHitRoll        = false;//HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);

							int EnemyLevel = 0;

							if (pTargetCreature->isSlayer() )
							{
								Slayer* pSlayer = dynamic_cast<Slayer*>(pTargetCreature);
								EnemyLevel = pSlayer->getHighestSkillDomainLevel();
							}
							else if (pTargetCreature->isOusters() )
							{
								Ousters* pOusters = dynamic_cast<Ousters*>(pTargetCreature);
								EnemyLevel = pOusters->getLevel();
							}
							else if (pTargetCreature->isMonster() )
							{
								Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
								EnemyLevel = pMonster->getLevel();
							}

							// min : 20, max : 100
							int hitRatio = max(20, 50 + pVampire->getLevel() - EnemyLevel + HitBonus);
							bHitRoll = (rand()%100) < hitRatio;

							if (bPK && bRaceCheck && bZoneLevelCheck && bHitRoll)
							{
								Damage_t Damage = 0;
								bool bForceKnockback = rand() & 1;

								Damage += computeMagicDamage(pTargetCreature, output.Damage, SkillType, true, pVampire);

								ObjectID_t targetObjectID = pTargetCreature->getObjectID();
								cList.push_back(pTargetCreature);

								_GCSkillToTileOK1.addCListElement(targetObjectID);
								_GCSkillToTileOK2.addCListElement(targetObjectID);
								_GCSkillToTileOK5.addCListElement(targetObjectID);

								// 일단 맞는 놈이 받을 패킷은 널 상태로 한 채로, 데미지를 준다.
								setDamage(pTargetCreature, Damage, pVampire, SkillType, NULL, &_GCSkillToTileOK1);
								computeAlignmentChange(pTargetCreature, Damage, pVampire, NULL, &_GCSkillToTileOK1);

								increaseAlignment(pVampire, pTargetCreature, _GCSkillToTileOK1);

								// 크리티컬 히트라면 상대방을 뒤로 물러나게 한다.
								if (bForceKnockback)
								{
									knockbackCreature(pZone, pTargetCreature, pVampire->getX(), pVampire->getY());
								}

								if (pTargetCreature->isDead())
								{
									int exp = computeCreatureExp(pTargetCreature, KILL_EXP);
									shareVampExp(pVampire, exp, _GCSkillToTileOK1);
								}
							}
						}
					}
				}
			}


			// 공격자의 아이템 내구성을 떨어뜨린다.
			decreaseDurability(pVampire, NULL, pSkillInfo, &_GCSkillToTileOK1, NULL);

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(0);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setRange(dir);
			_GCSkillToTileOK1.setDuration(0);

			_GCSkillToTileOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setRange(dir);
			_GCSkillToTileOK2.setDuration(0);

			_GCSkillToTileOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(dir);
			_GCSkillToTileOK5.setDuration(0);

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			// 이 기술에 의해 영향을 받는 놈들에게 패킷을 보내줘야 한다.
			for (list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)
			{
				Creature * pTargetCreature = *itr;
				Assert(pTargetCreature != NULL);

				if (pTargetCreature->isPC())
				{
					_GCSkillToTileOK2.clearList();

					// HP의 변경사항을 패킷에다 기록한다.
					HP_t targetHP = 0;
					if (pTargetCreature->isSlayer())
					{
						targetHP = (dynamic_cast<Slayer*>(pTargetCreature))->getHP(ATTR_CURRENT);
					}
					else if (pTargetCreature->isVampire())
					{
						targetHP = (dynamic_cast<Vampire*>(pTargetCreature))->getHP(ATTR_CURRENT);
					}
					else if (pTargetCreature->isOusters())
					{
						targetHP = (dynamic_cast<Ousters*>(pTargetCreature))->getHP(ATTR_CURRENT);
					}

					_GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP);

					// 아이템의 내구력을 떨어뜨린다.
					decreaseDurability(NULL, pTargetCreature, pSkillInfo, NULL, &_GCSkillToTileOK2);

					// 패킷을 보내준다.
					pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				}
				else if (pTargetCreature->isMonster())
				{
					// 당근 적으로 인식한다.
					Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
					pMonster->addEnemy(pVampire);
				}
			}

			cList.push_back(pVampire);

			pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK5 , cList);

			// set Next Run Time
			pVampireSkillSlot->setRunTime(output.Delay);
		}
		else 
		{
			executeSkillFailNormal(pVampire, SkillType, NULL);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, SkillType);
	}

//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;

	__END_CATCH
}
Beispiel #14
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
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);

		// 스킬 레벨에 따라 데미지 보너스가 달라진다.
		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);

			// 이펙트 클래스를 만들어 붙인다.
			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);

			// 패킷을 만들어 보낸다.
			_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);

			// 이펙트가 붙었다고 알려준다.
			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
}
Beispiel #15
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 인벤토리 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodyTunnel::execute(Vampire* pVampire, ObjectID_t InvenObjectID, ObjectID_t InventoryItemObjectID, CoordInven_t X, CoordInven_t Y, CoordInven_t TargetX, CoordInven_t TargetY, VampireSkillSlot* pSkillSlot)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;

	Assert(pVampire != NULL);
	Assert(pSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pVampire->getPlayer();
		Zone* pZone = pVampire->getZone();
		Inventory* pInventory = pVampire->getInventory();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);
		Assert(pInventory!= NULL);

		// 전쟁 존이라면 BloodyTunnel를 사용할 수 없다.
		// 일단은 ZoneID로 가는데.. ZoneInfo에 넣도록 해야한다.
		///*
		//if (pZone->getZoneID()==1122 || pZone->getZoneID()==1123)
		// 이벤트 경기장/OX 막기. by sigi. 2002.8.31
		//int zoneID = pZone->getZoneID();
		//if (zoneID==1005 || zoneID==1006)
		if (pZone->isNoPortalZone()
			|| pZone->isMasterLair()
			|| pZone->isCastle()
			|| pZone->isHolyLand())
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}
		//*/

		SubInventory* pInventoryItem = NULL;
		int invenID = 0;

		if (InventoryItemObjectID != 0 )
		{
			//cout << "서브 인벤토리에서 사용 : " << InventoryItemObjectID << endl;
			CoordInven_t X, Y;
			pInventoryItem = dynamic_cast<SubInventory*>(pInventory->findItemOID(InventoryItemObjectID, X, Y ));

			TradeManager* pTradeManager = pZone->getTradeManager();
			Assert(pTradeManager != NULL);

			if (pInventoryItem == NULL || pTradeManager->hasTradeInfo(pVampire->getName()) )
			{
				//cout << "근데 서브 인벤토리가 없다." <<endl;
				executeSkillFailException(pVampire, getSkillType());
				return;
			}

			pInventory = pInventoryItem->getInventory();
			invenID = pInventoryItem->getItemID();
		}

		Item* pItem = pInventory->getItem(X, Y);
		// 아이템이 없거나, 뱀파이어 포탈 아이템이 아니거나, OID가 틀리다면 기술 사용 불가
		if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_VAMPIRE_PORTAL_ITEM || pItem->getObjectID() != InvenObjectID)
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		VampirePortalItem* pVampirePortalItem = dynamic_cast<VampirePortalItem*>(pItem);
		Assert(pVampirePortalItem != NULL);

		// 뱀파이어 포탈 아이템에 기록된 위치가 없을 경우에는 실패다.
		ZoneID_t    zoneid = pVampirePortalItem->getZoneID();
		ZoneCoord_t tx     = pVampirePortalItem->getX();
		ZoneCoord_t ty     = pVampirePortalItem->getY();
		if (zoneid == 0)
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		// 얻어온 목표 존과 좌표를 검증한다.
		Zone* pTargetZone = getZoneByZoneID(zoneid);

		// 아담의 성지와 다른 존과는 연결되지 않는다.
		if (pZone->isHolyLand() != pTargetZone->isHolyLand())
		{
			executeSkillFailException(pVampire, getSkillType());
			return;
		}

		//cout << "타겟 존 포인터 획득 성공" << endl;

		VSRect* pRect = pTargetZone->getOuterRect();

		if (!pRect->ptInRect(tx, ty))
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		//cout << "좌표 검증 성공" << endl;
		
		GCSkillToInventoryOK1 _GCSkillToInventoryOK1;

		SkillType_t SkillType  = pSkillSlot->getSkillType();
		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

		int  RequiredMP     = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck     = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck     = verifyRunTime(pSkillSlot);
		bool bRangeCheck    = checkZoneLevelToUseSkill(pVampire);
		//bool bHitRoll       = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot);
		bool bHitRoll       = true;

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToInventoryOK1);

			SkillInput input(pVampire);
			SkillOutput output;
			computeOutput(input, output);

			// 각각의 존에다가 포탈을 더한다.
			ZONE_COORD s_coord;
			ZONE_COORD t_coord;

			s_coord.id = pZone->getZoneID();
			s_coord.x  = pVampire->getX();
			s_coord.y  = pVampire->getY();

			t_coord.id = pTargetZone->getZoneID();
			t_coord.x  = tx;
			t_coord.y  = ty;

			pZone->addVampirePortal(s_coord.x, s_coord.y, pVampire, t_coord);
			pTargetZone->addVampirePortal(t_coord.x, t_coord.y, pVampire, s_coord);

			_GCSkillToInventoryOK1.setSkillType(SkillType);
			_GCSkillToInventoryOK1.setObjectID(InvenObjectID);
			_GCSkillToInventoryOK1.setCEffectID(0);
			_GCSkillToInventoryOK1.setDuration(0);
		
			pPlayer->sendPacket(&_GCSkillToInventoryOK1);

			// 차지 수를 줄인다.
			pVampirePortalItem->setCharge(pVampirePortalItem->getCharge()-1);

			if (pVampirePortalItem->getCharge() > 0)
			{
				// 아직 차지가 남았다면 살려둔다.
				pVampirePortalItem->save(pVampire->getName(), STORAGE_INVENTORY, invenID, X, Y);
			}
			else
			{
				// 포탈 아이템의 차지가 다 소모되었다면 삭제시킨다.
				pInventory->deleteItem(X, Y);
				pVampirePortalItem->destroy();

				// 아이템 포인터 자체가 지워지고, NULL이 되면,
				// 이펙트 내부에서의 아이템 포인터도 NULL이 되겠지...
				SAFE_DELETE(pVampirePortalItem);
			}

			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pVampire, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

	__END_CATCH
}
Beispiel #16
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void ChargingPower::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayerself)" << endl;

	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pSlayer->getPlayer();
		Zone* pZone = pSlayer->getZone();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		// 무장하고 있는 무기가 널이거나, 도가 아니라면 사용할 수 없다.
		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_BLADE)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerself)" << endl;
			return;
		}

		bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		// 버서커랑 동시에 사용할 수 없다.
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_CHARGING_POWER) || pSlayer->isFlag(Effect::EFFECT_CLASS_BERSERKER);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

			// 스킬 레벨에 따라 데미지 보너스가 달라진다.
			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// 이펙트 클래스를 만들어 붙인다.
			EffectChargingPower* pEffect = new EffectChargingPower(pSlayer);
			pEffect->setDeadline(output.Duration);
			pEffect->setDamageBonus(output.Damage);
			pSlayer->addEffect(pEffect);
			pSlayer->setFlag(Effect::EFFECT_CLASS_CHARGING_POWER);

			// 이로 인하여 바뀌는 능력치를 보낸다.
			SLAYER_RECORD prev;
			pSlayer->getSlayerRecord(prev);
			pSlayer->initAllStat();
			pSlayer->sendRealWearingInfo();
			pSlayer->sendModifyInfo(prev);

			// 경험치를 올린다.
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10*(Grade+1);
			if (bIncreaseExp )
			{
				shareAttrExp(pSlayer, ExpUp, 8, 1, 1, _GCSkillToSelfOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
//				increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);
			}

			// 패킷을 만들어 보낸다.
			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
		
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToSelfOK2, pSlayer);

			// 이펙트가 붙었다고 알려준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_CHARGING_POWER);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);

			// set Next Run Time
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayerself)" << endl;

	__END_CATCH
}
Beispiel #17
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프
//////////////////////////////////////////////////////////////////////////////
void HolyArmor::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);

		// 무장하고 있는 무기가 널이거나, 검이 아니라면 기술을 쓸 수 없다.
/*		Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_SWORD)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}*/

		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();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP) && pSlayer->getHP() > 100;
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_HOLY_ARMOR);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

			pSlayer->setHP(pSlayer->getHP()-100);
			_GCSkillToSelfOK1.addShortData(MODIFY_CURRENT_HP, pSlayer->getHP());

			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// 이펙트 클래스를 만들어 붙인다.
			EffectHolyArmor* pEffect = new EffectHolyArmor(pSlayer);
			pEffect->setDeadline(output.Duration);
			pEffect->setDefBonus(output.Damage);
			pSlayer->addEffect(pEffect);
			pSlayer->setFlag(Effect::EFFECT_CLASS_HOLY_ARMOR);

			// 이로 인하여 바뀌는 능력치를 보낸다.
			SLAYER_RECORD prev;
			pSlayer->getSlayerRecord(prev);
			pSlayer->initAllStat();
			pSlayer->sendRealWearingInfo();
			pSlayer->sendModifyInfo(prev);

			// 경험치를 올린다.
			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);

			// 패킷을 만들어 보낸다.
			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_HOLY_ARMOR);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(X, Y, &gcAddEffect);

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);
		
			pSkillSlot->setRunTime(output.Delay);

			uint PartyID = pSlayer->getPartyID();
			if (PartyID != 0)
			{
				LocalPartyManager* pLPM = pZone->getLocalPartyManager();
				pLPM->shareHolyArmor(PartyID, pSlayer, output.Damage, input.SkillLevel);
			}
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
		//cout << t.toString() << endl;
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

	__END_CATCH
}
Beispiel #18
0
void GroundBless::execute(Ousters* pOusters, ObjectID_t TargetObjectID,  OustersSkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error)
{
	__BEGIN_TRY
		
	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;

	Assert(pOusters != NULL);
	Assert(pSkillSlot != NULL);
	
	try 
	{
		Player* pPlayer = pOusters->getPlayer();
		Zone* pZone = pOusters->getZone();
		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
		if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_OUSTERS_WRISTLET || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND))
		{
			executeSkillFailException(pOusters, pSkillSlot->getSkillType());
			return;
		}

		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
		//Assert(pTargetCreature != NULL);

		// NPC는 공격할 수 없다.
		// 저주 면역. by sigi. 2002.9.13
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !pTargetCreature->isOusters()
			)
		{
			executeSkillFailException(pOusters, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;
		GCSkillToObjectOK4 _GCSkillToObjectOK4;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;
		GCSkillToObjectOK6 _GCSkillToObjectOK6;

		SkillType_t SkillType  = pSkillSlot->getSkillType();
		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

		SkillInput input(pOusters, pSkillSlot);
		SkillOutput output;
		computeOutput(input, output);

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pSkillSlot->getExpLevel()/2;
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll	 = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pSkillSlot);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_GROUND_BLESS);
		bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo);

		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();
		ZoneCoord_t myX     = pOusters->getX();
		ZoneCoord_t myY     = pOusters->getY();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && bSatisfyRequire)
		{
			decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);

        	bool bCanSeeCaster = canSee(pTargetCreature, pOusters);

			// 이펙트 오브젝트를 생성해 붙인다.
			EffectGroundBless* pEffect = new EffectGroundBless(pTargetCreature);
			pEffect->setDeadline(output.Duration);
			pEffect->setBonus(output.Damage);
			pTargetCreature->addEffect(pEffect);
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_GROUND_BLESS);

			Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature);
			if (pTargetOusters != NULL ) pTargetOusters->initAllStatAndSend();
							
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(output.Duration);
		
			_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(output.Duration);
		
			_GCSkillToObjectOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY (targetX, targetY);
			
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK4.setDuration(output.Duration);
			
			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration(output.Duration);
			
			_GCSkillToObjectOK6.setXY(myX, myY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(output.Duration);

			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pOusters);
			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);

			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);
			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			Player* pTargetPlayer = pTargetCreature->getPlayer();

			if (pTargetPlayer != NULL )
			{
				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			}

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(TargetObjectID);
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_GROUND_BLESS);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);
			
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;

	__END_CATCH
}
Beispiel #19
0
void SimpleMissileSkill::execute(
	Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, 
	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 
	CEffectID_t CEffectID, int HitBonus) 
	throw(Error)
{
	__BEGIN_TRY

	Assert(pVampire != NULL);
	Assert(pVampireSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pVampire->getPlayer();
		Zone* pZone = pVampire->getZone();
		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
		//Assert(pTargetCreature != NULL);

		// NPC는 공격할 수가 없다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pVampire, pTargetCreature )
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pVampire, param.SkillType);
			return;
		}

		result.pTargetCreature = pTargetCreature;

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;
		GCSkillToObjectOK4 _GCSkillToObjectOK4;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;
		GCSkillToObjectOK6 _GCSkillToObjectOK6;

		SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType);
		bool       bCriticalHit = false;
		Damage_t   Damage       = 0;

		if (param.bAdd)
		{
			// 파라미터로 전달된 데미지 값이 더해지는 데미지라면, 
			// 일반 데미지를 계산 후, 데미지를 더해야 한다.
			// 파라미터로 전달된 데미지 값이 직접적으로 쓰이는 데미지라면,
			// 이 부분까지 들어오지 않으므로, 밑의 부분까지 0으로 전달된다.
			Damage += computeDamage(pVampire, pTargetCreature, 0, bCriticalHit);
		}

		if (param.bMagicDamage)
		{
			// 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다.
			Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType, true, pVampire);
		}
		else
		{
			Damage += param.SkillDamage;
		}

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = false;
		bool bCanHit     = canHit(pVampire, pTargetCreature, param.SkillType);
		bool bPK         = verifyPK(pVampire, pTargetCreature);

		if (param.bMagicHitRoll)
		{
			bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);
		}
		else
		{
			bHitRoll = HitRoll::isSuccess(pVampire, pTargetCreature);
		}

		ZoneCoord_t vampX   = pVampire->getX();
		ZoneCoord_t vampY   = pVampire->getY();
		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

			bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

			// 데미지를 가하고, 아이템 내구도를 떨어뜨린다.
			if (bCanSeeCaster) 
			{
				setDamage(pTargetCreature, Damage, pVampire, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				decreaseDurability(pVampire, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);
			}
			else
			{
				setDamage(pTargetCreature, Damage, pVampire, param.SkillType, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				decreaseDurability(pVampire, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK6);
			}

			// 상대가 죽었다면 경험치를 좀 올려준다.
			if (pTargetCreature->isDead())
			{
				int exp = computeCreatureExp(pTargetCreature, KILL_EXP);
				shareVampExp(pVampire, exp, _GCSkillToObjectOK1);
			}

			increaseAlignment(pVampire, pTargetCreature, _GCSkillToObjectOK1);

			_GCSkillToObjectOK1.setSkillType(param.SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);
		
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(param.SkillType);
			_GCSkillToObjectOK2.setDuration(0);
			
			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK3.setSkillType(param.SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);
		
			_GCSkillToObjectOK4.setSkillType(param.SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);

			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(param.SkillType);
			
			_GCSkillToObjectOK6.setXY(vampX, vampY);
			_GCSkillToObjectOK6.setSkillType(param.SkillType);
			_GCSkillToObjectOK6.setDuration(0);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);
		
			Player* pTargetPlayer = NULL;
			if (pTargetCreature->isPC()) 
			{
				pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			} 
			else 
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pVampire);
			}

			list<Creature*> cList;
			cList.push_back(pVampire);
			cList.push_back(pTargetCreature);

			cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(vampX, vampY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pVampireSkillSlot->setRunTime(param.Delay);

			result.bSuccess = true;
		} 
		else 
		{
			executeSkillFailNormal(pVampire, param.SkillType, pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, param.SkillType);
	}

	__END_CATCH
}
Beispiel #20
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void GroundBless::execute(Ousters* pOusters, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayer)" << endl;

	Assert(pOusters != NULL);
	Assert(pOustersSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pOusters->getPlayer();
		Zone* pZone = pOusters->getZone();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
		if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_OUSTERS_WRISTLET || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND))
		{
			executeSkillFailException(pOusters, pOustersSkillSlot->getSkillType());
			return;
		}

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

		SkillType_t       SkillType  = pOustersSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		//SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		//SkillLevel_t      SkillLevel = pOustersSkillSlot->getExpLevel();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/2;
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pOusters);
		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);
		bool bEffected   = pOusters->isFlag(Effect::EFFECT_CLASS_GROUND_BLESS);
		bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && bSatisfyRequire)
		{
			decreaseMana(pOusters, RequiredMP, _GCSkillToSelfOK1);

			// 지속 시간을 계산한다.
			SkillInput input(pOusters, pOustersSkillSlot);
			SkillOutput output;

			input.STR = pOusters->getSTR(ATTR_BASIC);
			input.DEX = pOusters->getDEX(ATTR_BASIC);
			input.INTE = pOusters->getINT(ATTR_BASIC);

			computeOutput(input, output);

			// 이팩트 클래스를 만들어 붙인다.
			EffectGroundBless* pEffect = new EffectGroundBless(pOusters);
			pEffect->setDeadline(output.Duration);
			pEffect->setBonus(output.Damage);
			pOusters->addEffect(pEffect);
			pOusters->setFlag(Effect::EFFECT_CLASS_GROUND_BLESS);

			pOusters->initAllStatAndSend();

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(pOusters->getX(), pOusters->getY(),  &_GCSkillToSelfOK2, pOusters);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pOusters->getObjectID());
			gcAddEffect.setEffectID(pEffect->getEffectClass());
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &gcAddEffect);

			pOustersSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayer)" << endl;

	__END_CATCH
}
Beispiel #21
0
void SimpleMissileSkill::execute(
	Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, 
	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 
	CEffectID_t CEffectID, int HitBonus) 
	throw(Error)
{
	__BEGIN_TRY

	Assert(pOusters != NULL);
	Assert(pOustersSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pOusters->getPlayer();
		Zone* pZone = pOusters->getZone();
		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);

		// NPC는 공격할 수가 없다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pOusters, pTargetCreature )
			|| pTargetCreature->isNPC()
			)
		{
			executeSkillFailException(pOusters, param.SkillType, param.Grade);
			return;
		}

		result.pTargetCreature = pTargetCreature;

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;
		GCSkillToObjectOK4 _GCSkillToObjectOK4;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;
		GCSkillToObjectOK6 _GCSkillToObjectOK6;

		if (param.ItemClass != Item::ITEM_CLASS_MAX)
		{
			Item* pItem = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
			if (pItem == NULL || pItem->getItemClass() != param.ItemClass || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND))
			{
				executeSkillFailException(pOusters, param.SkillType, param.Grade);
				return;
			}
		}

		SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType);
		bool       bCriticalHit = false;
		Damage_t   Damage       = 0;

		if (param.bAdd)
		{
			// 파라미터로 전달된 데미지 값이 더해지는 데미지라면, 
			// 일반 데미지를 계산 후, 데미지를 더해야 한다.
			// 파라미터로 전달된 데미지 값이 직접적으로 쓰이는 데미지라면,
			// 이 부분까지 들어오지 않으므로, 밑의 부분까지 0으로 전달된다.
			Damage += computeDamage(pOusters, pTargetCreature, 0, bCriticalHit);
		}

		if (param.bMagicDamage)
		{
			// 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다.
//			Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType, true);
			Damage += computeOustersMagicDamage(pOusters, pTargetCreature, param.SkillDamage, param.SkillType);
		}
		else
		{
			Damage += param.SkillDamage;
		}

		computeCriticalBonus(pOusters, param.SkillType, Damage, bCriticalHit);

		int  RequiredMP         = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck         = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck         = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck        = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll           = false;
		bool bCanHit            = canHit(pOusters, pTargetCreature, param.SkillType);
		bool bPK                = verifyPK(pOusters, pTargetCreature);
		bool bSatisfyRequire	= pOusters->satisfySkillRequire(pSkillInfo);

		if (param.bMagicHitRoll)
		{
			bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot, HitBonus);
		}
		else 
		{
			bHitRoll = HitRoll::isSuccess(pOusters, pTargetCreature);
		}

		ZoneCoord_t X   = pOusters->getX();
		ZoneCoord_t Y   = pOusters->getY();
		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && bSatisfyRequire )
		{
            decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);

			bool bCanSeeCaster = canSee(pTargetCreature, pOusters);
			if (bCanSeeCaster) 
			{
				setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);
			}
			else
			{
				setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK6);
			}

			if (pTargetCreature->isDead())
			{
				int exp = computeCreatureExp(pTargetCreature, 100, pOusters);
				shareOustersExp(pOusters, exp, _GCSkillToObjectOK1);
			}

			increaseAlignment(pOusters, pTargetCreature, _GCSkillToObjectOK1);

			_GCSkillToObjectOK1.setSkillType(param.SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);
			_GCSkillToObjectOK1.setGrade(param.Grade);
		
			_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK2.setSkillType(param.SkillType);
			_GCSkillToObjectOK2.setDuration(0);
			_GCSkillToObjectOK2.setGrade(param.Grade);
			
			_GCSkillToObjectOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK3.setSkillType(param.SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);
			_GCSkillToObjectOK3.setGrade(param.Grade);
		
			_GCSkillToObjectOK4.setSkillType(param.SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK4.setGrade(param.Grade);

			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(param.SkillType);
			_GCSkillToObjectOK5.setGrade(param.Grade);
			
			_GCSkillToObjectOK6.setXY(X, Y);
			_GCSkillToObjectOK6.setSkillType(param.SkillType);
			_GCSkillToObjectOK6.setDuration(0);
			_GCSkillToObjectOK6.setGrade(param.Grade);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);
		
			Player* pTargetPlayer = NULL;
			if (pTargetCreature->isPC()) 
			{
				pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			} 
			else 
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pOusters);
			}

			list<Creature*> cList;
			cList.push_back(pOusters);
			cList.push_back(pTargetCreature);

			cList = pZone->broadcastSkillPacket(X, Y, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(X, Y,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pOustersSkillSlot->setRunTime(param.Delay);

			result.bSuccess = true;
		}
		else 
		{
			executeSkillFailNormal(pOusters, param.SkillType, pTargetCreature, param.Grade);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, param.SkillType, param.Grade);
	}


	__END_CATCH
}
Beispiel #22
0
//////////////////////////////////////////////////////////////////////////////
// 아우스터즈 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void ChargingAttack::execute(Ousters * pOusters, ObjectID_t TargetObjectID, OustersSkillSlot * pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;

	Assert(pOusters != NULL);
	Assert(pOustersSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pOusters->getPlayer();
		Zone* pZone = pOusters->getZone();
		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
		//Assert(pTargetCreature != NULL);

		// NoSuch제거. by sigi. 2002.5.2
		// NPC는 공격할 수가 없다.
		if (pTargetCreature==NULL
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pOusters, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		// 무장하고 있는 무기가 널이거나, 검이 아니라면 기술을 사용할 수 없다.
		Item* pItem = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
		if (pItem == NULL)
		{
			executeSkillFailException(pOusters, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;

		SkillType_t       SkillType  = pOustersSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillLevel_t      SkillLevel = pOustersSkillSlot->getExpLevel();

		SkillInput input(pOusters, pOustersSkillSlot);
		SkillOutput output;
		computeOutput(input, output);

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, output.Range);
		bool bHitRoll    = HitRoll::isSuccess(pOusters, pTargetCreature, SkillLevel/2);
		bool bCanHit     = canHit(pOusters, pTargetCreature, SkillType) && canAttack(pOusters, pTargetCreature);
		bool bPK         = verifyPK(pOusters, pTargetCreature);
		bool bEffected	 = pOusters->hasRelicItem() 
							|| pOusters->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)
							|| pOusters->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffected )
		{
			// 빠르게 PC를 움직여준다.
			if (pZone->moveFastPC(pOusters, pOusters->getX(), pOusters->getY(), pTargetCreature->getX(), pTargetCreature->getY(), getSkillType())) 
			{
				decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);

				bool bCriticalHit = false;

				// 데미지를 준다.
				Damage_t Damage = computeDamage(pOusters, pTargetCreature, 0, bCriticalHit) + output.Damage;
				setDamage(pTargetCreature, Damage, pOusters, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);

				// 크리티컬 히트라면 상대방을 뒤로 물러나게 한다.
				if (bCriticalHit)
				{
					knockbackCreature(pZone, pTargetCreature, pOusters->getX(), pOusters->getY());
				}

				if (pTargetCreature->isDead())
				{
					int exp = computeCreatureExp(pTargetCreature, 100, pOusters);
					shareOustersExp(pOusters, exp, _GCSkillToObjectOK1);
				}

				// 패킷을 준비하고 보낸다.
				_GCSkillToObjectOK1.setSkillType(SkillType);
				_GCSkillToObjectOK1.setCEffectID(CEffectID);
				_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
				_GCSkillToObjectOK1.setDuration(0);

				pPlayer->sendPacket(&_GCSkillToObjectOK1);
				_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());
				_GCSkillToObjectOK2.setSkillType(SkillType);
				_GCSkillToObjectOK2.setDuration(0);

				if (pTargetCreature->isPC()) 
				{
					Player* pTargetPlayer = pTargetCreature->getPlayer();
					Assert(pTargetPlayer != NULL);
					pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				} 
				else 
				{
					Monster * pMonster = dynamic_cast<Monster*>(pTargetCreature);
					pMonster->addEnemy(pOusters);
				}

				pOustersSkillSlot->setRunTime(output.Delay);

			} 
			else 
			{
				executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);
			}
		} 
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

	__END_CATCH
}
Beispiel #23
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프
//////////////////////////////////////////////////////////////////////////////
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);

            // 이펙트 클래스를 만들어 붙인다.
            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); //11초. 스킬 발동 전에 부활위치로 튕기는거 방지

            // 경험치를 올린다.
            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);

            // 패킷을 만들어 보낸다.
            _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);	//2초
    }
    catch (Throwable & t)
    {
        executeSkillFailException(pSlayer, getSkillType());
        //cout << t.toString() << endl;
    }

    //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

    __END_CATCH
}
Beispiel #24
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Death::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY
		
	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;

	Assert(pVampire != NULL);
	Assert(pSkillSlot != NULL);
	
	try 
	{
		Player* pPlayer = pVampire->getPlayer();
		Zone* pZone = pVampire->getZone();
		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
		//Assert(pTargetCreature != NULL);

		// NPC는 공격할 수 없다.
		// 저주 면역. by sigi. 2002.9.13
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_CURSE)
			|| !canAttack(pVampire, pTargetCreature )
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;
		GCSkillToObjectOK4 _GCSkillToObjectOK4;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;
		GCSkillToObjectOK6 _GCSkillToObjectOK6;

		SkillType_t SkillType  = pSkillSlot->getSkillType();
		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

		// Knowledge of Curse 가 있다면 hit bonus 10
		int HitBonus = 0;
		if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_CURSE ) )
		{
			RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_CURSE);
			Assert(pRankBonus != NULL);

			HitBonus = pRankBonus->getPoint();
		}

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessVampireCurse(pSkillInfo->getLevel(), pTargetCreature->getResist(MAGIC_DOMAIN_CURSE));
		bool bHitRoll2   = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus);
		bool bCanHit     = canHit(pVampire, pTargetCreature, SkillType);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_DEATH);
		bool bPK         = verifyPK(pVampire, pTargetCreature);

		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();
		ZoneCoord_t myX     = pVampire->getX();
		ZoneCoord_t myY     = pVampire->getY();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected && bPK)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

        	bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

			SkillInput input(pVampire);
			SkillOutput output;
			computeOutput(input, output);

			// pTargetCreature가 저주마법을 반사하는 경우
			if (CheckReflection(pVampire, pTargetCreature, getSkillType()))
			{
				pTargetCreature = (Creature*)pVampire;
				TargetObjectID = pVampire->getObjectID();
			}

			Resist_t resist = pTargetCreature->getResist(MAGIC_DOMAIN_CURSE);
			if ((resist*10/3) > output.Duration ) output.Duration=0;
			else output.Duration -= resist*10/3;

			if (output.Duration < 20 ) output.Duration = 20;

			// 이펙트 오브젝트를 생성해 붙인다.
			EffectDeath* pEffect = new EffectDeath(pTargetCreature);
			pEffect->setDeadline(output.Duration);
			pEffect->setLevel(pSkillInfo->getLevel()/2);
			pEffect->setResistPenalty(output.Damage);
			pTargetCreature->addEffect(pEffect);
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_DEATH);

			// 능력치를 계산해서 보내준다.
			if (pTargetCreature->isSlayer())
			{
				Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature);

				if (bCanSeeCaster) 
				{
					SLAYER_RECORD prev;
					pTargetSlayer->getSlayerRecord(prev);
					pTargetSlayer->initAllStat();
					pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK2);
				} 
				else 
				{
					SLAYER_RECORD prev;
					pTargetSlayer->getSlayerRecord(prev);
					pTargetSlayer->initAllStat();
					pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK6);
				}
			}
			else if (pTargetCreature->isVampire())
			{
				Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature);
				VAMPIRE_RECORD prev;

				pTargetVampire->getVampireRecord(prev);
				pTargetVampire->initAllStat();

				if (bCanSeeCaster)
				{
					pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK2);
				}
				else
				{
					pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK6);
				}
			}
			else if (pTargetCreature->isOusters())
			{
				Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature);
				OUSTERS_RECORD prev;

				pTargetOusters->getOustersRecord(prev);
				pTargetOusters->initAllStat();

				if (bCanSeeCaster)
				{
					pTargetOusters->addModifyInfo(prev, _GCSkillToObjectOK2);
				}
				else
				{
					pTargetOusters->addModifyInfo(prev, _GCSkillToObjectOK6);
				}
			}
			else if (pTargetCreature->isMonster())
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->initAllStat();
			}
			else Assert(false);
								
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(output.Duration);
		
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(output.Duration);
		
			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY (targetX, targetY);
			
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK4.setDuration(output.Duration);
			
			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration(output.Duration);
			
			_GCSkillToObjectOK6.setXY(myX, myY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(output.Duration);

			if (bCanSeeCaster) // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			}
			else // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
			}
								
			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pVampire);
			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);

			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);
			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				if (pTargetPlayer == NULL)
				{
					//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
					return;
				}

				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			}
			else if (pTargetCreature->isMonster())
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->addEnemy(pVampire);
			}

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(TargetObjectID);
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_DEATH);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);

			//cout << pTargetCreature->getName() << "에게 Death를 " << output.Duration << " duration 동안 건다." << endl;
			
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;

	__END_CATCH
}
Beispiel #25
0
//////////////////////////////////////////////////////////////////////
//
// Visible::execute()
//
//////////////////////////////////////////////////////////////////////
void Visible::execute(Slayer * pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot * pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;

	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

	try 
	{
		// Player를 받아온다.
		Player * pPlayer = pSlayer->getPlayer();

		// Zone을 받아온다.
		Zone * pZone = pSlayer->getZone();

		SkillType_t SkillType = pSkillSlot->getSkillType();

		SkillInfo * pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

		// 기술의 레벨을 받아온다.
		//SkillLevel_t SkillLevel = pSkillSlot->getExpLevel();

		//SkillDomainType_t DomainType = pSkillInfo->getDomainType();

        VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, X, Y, pSkillInfo->getRange());
		bool bHit       = false;

		// 기술성공률 검증.
		if (bManaCheck && bTimeCheck && bRangeCheck)
		{

			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			GCSkillToTileOK1 _GCSkillToTileOK1;
			GCSkillToTileOK2 _GCSkillToTileOK2;
			GCSkillToTileOK3 _GCSkillToTileOK3;
			GCSkillToTileOK4 _GCSkillToTileOK4;
			GCSkillToTileOK5 _GCSkillToTileOK5;

			Coord_t myX = pSlayer->getX(), myY = pSlayer->getY();
	        Dir_t       dir           = calcDirection(myX, myY, X, Y);

			list<Creature*> cList;
			int oX, oY;
			for(oX = -2; oX <= 2; oX++)
			for(oY = -2; oY <= 2; oY++)
			{
				int tileX = X+oX;
				int tileY = Y+oY;

				if (!rect.ptInRect(tileX, tileY)) continue;

				Tile& tile = pZone->getTile(tileX, tileY);
				Creature * pTargetCreature = NULL;
				if(tile.hasCreature(Creature::MOVE_MODE_WALKING)) pTargetCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);

				if(pTargetCreature != NULL)
				{
					if(pTargetCreature->isPC())
					{
						bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
						bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_INVISIBILITY);

						if(bHitRoll && bEffected ) {
							// 주위에 GCAddXXX를 보내고, effect manager에서 effect를 삭제하고, GCRemoveEffect를 보낸다.
							addVisibleCreature(pZone, pTargetCreature, true);

							_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());
							_GCSkillToTileOK2.setSkillType(SkillType);
							_GCSkillToTileOK2.setX(X);
							_GCSkillToTileOK2.setY(Y);
							_GCSkillToTileOK2.setRange(dir);
							_GCSkillToTileOK2.setDuration(0);

							Player * pTargetPlayer = pTargetCreature->getPlayer();
							Assert(pTargetPlayer != NULL);
							pTargetPlayer->sendPacket(&_GCSkillToTileOK2);

							cList.push_back(pTargetCreature);

							bHit = true;
						}

					}
				} // if(pTargetCreature!= NULL)
			}

			decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);

			SkillDomainType_t DomainType = pSkillInfo->getDomainType();
			// EXP UP!
			Exp_t Point = pSkillInfo->getPoint();

			if(bHit ) {
				shareAttrExp(pSlayer, Point, 1, 1, 8, _GCSkillToTileOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1);
				increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToTileOK1);
				
			}
			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setRange(dir);
			_GCSkillToTileOK1.setDuration(0);
		
			_GCSkillToTileOK3.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);

			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(0);
			_GCSkillToTileOK4.setRange(dir);
		
			_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(dir);
			_GCSkillToTileOK5.setDuration(0);
	
			// Send Packet
			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pSlayer);

			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);

			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			pZone->broadcastPacket(X , Y ,  &_GCSkillToTileOK4 , cList);

			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t)  
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

	__END_CATCH
}
Beispiel #26
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void RemoveCurse::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);

		// 슬레이어 외에는 치료할 수 없다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| pTargetCreature->isSlayer() == false)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;
		GCSkillToObjectOK4 _GCSkillToObjectOK4;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		// by sigi. 2002.12.3
		SkillLevel_t      SkillLevel = pSlayer->getINT()/2; //pSkillSlot->getExpLevel();

		bool bDoom      = false;
		bool bParalyze  = false;
		bool bSeduction = false;
		// by sigi. 2002.12.3
		//bool bHallucination = false;
		bool bDeath = false;
		bool bEffected  = false; // 아무 저주나 걸려 있으면 켠다.

		EffectDoom*      pEffectDoom     = NULL;
		EffectParalyze*  pEffectParalyze = NULL;
		EffectSeduction* pEffectSeduction = NULL;
		// by sigi. 2002.12.3
		//EffectHallucination* pEffectHallucination = NULL;
		EffectDeath* pEffectDeath = NULL;

		if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_DOOM)) 
		{
			pEffectDoom = (EffectDoom*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_DOOM);
			Assert(pEffectDoom != NULL);

			bDoom = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 20, pEffectDoom->getLevel()/4);
			bEffected = true;
		}
		if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_PARALYZE)) 
		{
			pEffectParalyze = (EffectParalyze*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_PARALYZE);
			Assert(pEffectParalyze != NULL);

			bParalyze = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 10, pEffectParalyze->getLevel()/4);
			bEffected = true;
		}
		if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_SEDUCTION)) 
		{
			pEffectSeduction = (EffectSeduction*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_SEDUCTION);
			Assert(pEffectSeduction != NULL);

			bSeduction = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 30, pEffectSeduction->getLevel()/4);
			bEffected = true;
		}
		// by sigi. 2002.12.3
//		if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_HALLUCINATION)) 
//		{
//			pEffectHallucination = (EffectHallucination*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_HALLUCINATION);
////			Assert(pEffectHallucination != NULL);
//
//			bHallucination = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 40, pEffectHallucination->getLevel()/4);
//			bEffected = true;
//		}
		if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_DEATH)) 
		{
			pEffectDeath = (EffectDeath*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_DEATH);
			Assert(pEffectDeath != NULL);

			bDeath = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 50, pEffectDeath->getLevel()/4);
			bEffected = true;
		}

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());

		// 마나가 있고, 시간이 됐고, 거리가 적당하며,
		// 저주가 하나라도 걸려있어야 한다.
		if (bManaCheck && bTimeCheck && bRangeCheck && bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);

			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);
		
			// 각각의 저주를 삭제하고,
			// 패킷에다 이펙트 삭제하라고 더한다.
			GCRemoveEffect gcRemoveEffect;
			gcRemoveEffect.setObjectID(pTargetCreature->getObjectID());

			if (bDoom)
			{
				pEffectDoom->setDeadline(0);
				pTargetCreature->removeFlag(Effect::EFFECT_CLASS_DOOM);
				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_DOOM);
			}
			if (bParalyze)
			{
				pEffectParalyze->setDeadline(0);
				pTargetCreature->removeFlag(Effect::EFFECT_CLASS_PARALYZE);
				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_PARALYZE);
			}
			if (bSeduction)
			{
				pEffectSeduction->setDeadline(0);
				pTargetCreature->removeFlag(Effect::EFFECT_CLASS_SEDUCTION);
				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_SEDUCTION);
			}
			// by sigi. 2002.12.3
//			if (bHallucination)
//			{
//				pEffectHallucination->setDeadline(0);
//				pTargetCreature->removeFlag(Effect::EFFECT_CLASS_HALLUCINATION);
//				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_HALLUCINATION);
//			}
			if (bDeath)
			{
				pEffectDeath->setDeadline(0);
				pTargetCreature->removeFlag(Effect::EFFECT_CLASS_DEATH);
				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_DEATH);
			}

			// 경험치를 올린다.
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10*(Grade+1);
			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToObjectOK1);
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1);
			increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);

			// 패킷을 만들어 보낸다.
			ZoneCoord_t myX     = pSlayer->getX();
			ZoneCoord_t myY     = pSlayer->getY();
			ZoneCoord_t targetX = pTargetCreature->getX();
			ZoneCoord_t targetY = pTargetCreature->getY();

			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);

			_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration (0);

			_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);

			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);

			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration (0);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
			}

			pZone->broadcastPacket(targetX, targetY, &gcRemoveEffect);

			list< Creature*> cList;
			cList.push_back(pSlayer);
			cList.push_back(pTargetCreature);

			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5 , cList);

			pZone->broadcastPacket(myX, myY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , 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
}
Beispiel #27
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void IceField::execute(Ousters* pOusters, ZoneCoord_t X, ZoneCoord_t Y, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;

	Assert(pOusters != NULL);
	Assert(pOustersSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pOusters->getPlayer();
		Zone* pZone = pOusters->getZone();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
		if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_OUSTERS_WRISTLET || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND))
		{
			executeSkillFailException(pOusters, pOustersSkillSlot->getSkillType());
			return;
		}

		GCSkillToTileOK1 _GCSkillToTileOK1;
		GCSkillToTileOK2 _GCSkillToTileOK2;
		GCSkillToTileOK3 _GCSkillToTileOK3;
		GCSkillToTileOK4 _GCSkillToTileOK4;
		GCSkillToTileOK5 _GCSkillToTileOK5;
		GCSkillToTileOK6 _GCSkillToTileOK6;

		SkillType_t SkillType  = pOustersSkillSlot->getSkillType();
		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

		ZoneCoord_t myX = pOusters->getX();
		ZoneCoord_t myY = pOusters->getY();

		// 이펙트의 지속시간을 계산한다.
		SkillInput input(pOusters, pOustersSkillSlot);
		SkillOutput output;
		computeOutput(input, output);

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel();
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, X, Y, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);
		bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo);
		
		bool bTileCheck = false;
		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);
		if (rect.ptInRect(X, Y)) bTileCheck = true;

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck && bSatisfyRequire)
		{
			decreaseMana(pOusters, RequiredMP, _GCSkillToTileOK1);

			int grade = 0;

			if (input.SkillLevel <= 10 ) grade = 0;
			else if (input.SkillLevel <= 20 ) grade = 1;
			else if (input.SkillLevel < 30 ) grade = 2;
			else grade = 3;

			list<Creature*> cList;	// denier list
			
			for (int i=0; i<m_MaskNum[grade]; i++)
			{
				POINT& pt = m_IceFieldMask[grade][i];

				int tileX = X+pt.x;
				int tileY = Y+pt.y;

				if (rect.ptInRect(tileX, tileY))
				{
					Tile& tile = pZone->getTile(tileX, tileY);
					if (tile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION) ) continue;

					// 현재 타일에다 이펙트를 추가할 수 있다면...
					if (tile.canAddEffect())
					{
						// 같은 effect가 있으면 지운다.
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_ICE_FIELD);
						if (pOldEffect != NULL)
						{
							ObjectID_t effectID = pOldEffect->getObjectID();
							pZone->deleteEffect(effectID);// fix me
						}

						// 이펙트 클래스를 생성한다.
						EffectIceField* pEffect = new EffectIceField(pZone , tileX, tileY);
						pEffect->setCasterName(pOusters->getName());
						pEffect->setCasterID(pOusters->getObjectID());
						pEffect->setDeadline(output.Duration);
						pEffect->setDuration(output.Range);
						pEffect->setNextTime(0);
						pEffect->setTick(output.Tick);

						// Tile에 붙이는 Effect는 ObjectID를 등록받아야 한다.
						ObjectRegistry & objectregister = pZone->getObjectRegistry();
						objectregister.registerObject(pEffect);
						pZone->addEffect(pEffect);
						tile.addEffect(pEffect);

						const list<Object*>& oList = tile.getObjectList();
						for(list<Object*>::const_iterator itr = oList.begin(); itr != oList.end(); itr++) 
						{
							Object* pTarget = *itr;
							Creature* pTargetCreature = NULL;
							if (pTarget->getObjectClass() == Object::OBJECT_CLASS_CREATURE 
								&& ((pTargetCreature = dynamic_cast<Creature*>(pTarget))->isSlayer() || pTargetCreature->isVampire() )
								&& !checkZoneLevelToHitTarget(pTargetCreature )
							) 
							{
								cList.push_back(pTargetCreature);
								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());

								pEffect->affect(pTargetCreature);
							}
//								pEffect->affect(pTarget);
						}
					}	
				}	
			}

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setRange(grade);

			_GCSkillToTileOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(grade);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, ICE_FIELD_SIGHT);

			_GCSkillToTileOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);

			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setRange(grade);
			_GCSkillToTileOK4.setDuration(output.Duration);

			_GCSkillToTileOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(grade);
			_GCSkillToTileOK5.setDuration(output.Duration);

			_GCSkillToTileOK6.setOrgXY(myX, myY);
			_GCSkillToTileOK6.setSkillType(SkillType);
			_GCSkillToTileOK6.setX(X);
			_GCSkillToTileOK6.setY(Y);
			_GCSkillToTileOK6.setDuration(output.Duration);
			_GCSkillToTileOK6.setRange(grade);
			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, ICE_FIELD_SIGHT);

			for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)
			{
				Creature* pTargetCreature = *itr;
				if (canSee(pTargetCreature, pOusters)) pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				else pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK6);
			}

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pOusters);

			list<Creature*> watcherList = pZone->getWatcherList(myX, myY, pOusters);

			// watcherList에서 cList에 속하지 않고, caster(pOusters)를 볼 수 없는 경우는
			// OK4를 보내고.. cList에 추가한다.
			for(list<Creature*>::const_iterator itr = watcherList.begin(); itr != watcherList.end(); itr++)
			{
				bool bBelong = false;
				for(list<Creature*>::const_iterator tItr = cList.begin(); tItr != cList.end(); tItr++)
					if (*itr == *tItr)
						bBelong = true;

				Creature* pWatcher = (*itr);
				if (bBelong == false && canSee(pWatcher, pOusters) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (!pWatcher->isPC())
					{
						//cout << "IceField : 왓처 리스트가 PC가 아닙니다." << endl;
//						GCSkillFailed1 _GCSkillFailed1;
//						_GCSkillFailed1.setSkillType(getSkillType());
//						pOusters->getPlayer()->sendPacket(&_GCSkillFailed1);

						//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
//						return;
						continue;
					}
					pWatcher->getPlayer()->sendPacket(&_GCSkillToTileOK4);
					cList.push_back(*itr);
				}
			}
					
			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList, false);
			
			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			
			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

			pOustersSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

	__END_CATCH
}
Beispiel #28
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프
//////////////////////////////////////////////////////////////////////////////
void InstallTurret::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);

		Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pWeapon == NULL || !isArmsWeapon(pWeapon) || pSlayer->hasRelicItem())
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		bool bIncreaseDomainExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);

		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(X,Y);

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_INSTALL_TURRET);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			EffectInstallTurret* pEffect = new EffectInstallTurret(pSlayer);
			pEffect->setDeadline(output.Duration);
			pEffect->setDamage(output.Damage);
			pEffect->setDefense(output.ToHit);

			//cout << "Turret Duration : " << output.Duration << endl;
			//cout << "Turret Delay : " << output.Delay << endl;

			pSlayer->setFlag(pEffect->getEffectClass());
			pSlayer->addEffect(pEffect);

			GCAddEffect gcAE;
			gcAE.setObjectID(pSlayer->getObjectID());
			gcAE.setDuration(output.Duration);
			gcAE.setEffectID(pEffect->getSendEffectClass());

			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAE);

			SLAYER_RECORD prev;
			pSlayer->getSlayerRecord(prev);
			pSlayer->initAllStat();
			pSlayer->sendRealWearingInfo();
			pSlayer->addModifyInfo(prev, _GCSkillToSelfOK1);

			// 패킷을 만들어 보낸다.
			_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);
		
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
		//cout << t.toString() << endl;
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

	__END_CATCH
}
Beispiel #29
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 셀프
//////////////////////////////////////////////////////////////////////////////
void Invisibility::execute(Vampire* pVampire, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;

	Assert(pVampire != NULL);
	Assert(pSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pVampire->getPlayer();
		Zone* pZone = pVampire->getZone();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

		SkillType_t SkillType  = pSkillSlot->getSkillType();
		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

		ZoneCoord_t x = pVampire->getX();
		ZoneCoord_t y = pVampire->getY();

		// Knowledge of Innate 가 있다면 hit bonus 10
		int HitBonus = 0;
		if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE ) )
		{
			RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE);
			Assert(pRankBonus != NULL);

			HitBonus = pRankBonus->getPoint();
		}

		Tile& rTile = pZone->getTile(pVampire->getX(), pVampire->getY());

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pVampire);
		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus);
		bool bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_INVISIBILITY) || 
				            pVampire->isFlag(Effect::EFFECT_CLASS_FADE_OUT) || 
							pVampire->hasRelicItem() ||
							pVampire->isFlag(Effect::EFFECT_CLASS_HAS_FLAG) ||
							pVampire->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER) ||
							rTile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION) != NULL;
		
		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);

			SkillInput input(pVampire);
			SkillOutput output;
			computeOutput(input, output);
		
			// 점점 사라지는 이펙트를 생성해서 붙인다.
			// 실제로 사라지는 것은 이 이펙트 내부에서다.
			// (한번에 '팍'하고 사라지는 게 아니라서 붙이는 이펙트다.)
			EffectFadeOut* pEffect= new EffectFadeOut(pVampire);
			pEffect->setDuration(output.Duration);
			pEffect->setDeadline(40);
			pEffect->setInvisibility();
			pVampire->addEffect(pEffect);
			pVampire->setFlag(Effect::EFFECT_CLASS_FADE_OUT);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(0);

			_GCSkillToSelfOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(0);
		
			// Send Packet
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
		
			pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2, pVampire);

			pSkillSlot->setRunTime(output.Delay);
		}
		else 
		{
			executeSkillFailNormal(pVampire, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

	__END_CATCH

}
Beispiel #30
0
//////////////////////////////////////////////////////////////////////
//
// ThunderFlash::execute()
//
//////////////////////////////////////////////////////////////////////
void ThunderFlash::execute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, 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);

		// 무장하고 있는 무기가 널이거나, SWORD가 아니라면 사용할 수 없다.
		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);

		GCSkillToTileOK1 _GCSkillToTileOK1;
		GCSkillToTileOK2 _GCSkillToTileOK2;
		GCSkillToTileOK5 _GCSkillToTileOK5;

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		SkillLevel_t      SkillLevel = pSkillSlot->getExpLevel();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, X, Y, pSkillInfo->getRange());

		// 마나가 있어야 하고, 시간과 거리 체크에 성공하고,
		if (bManaCheck && bTimeCheck && bRangeCheck)
		{
			// MP를 떨어뜨린다.
			decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);

			// 좌표와 방향을 구한다.
			ZoneCoord_t myX = pSlayer->getX();
			ZoneCoord_t myY = pSlayer->getY();	
			Dir_t       dir = calcDirection(myX, myY, X, Y);

			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			Damage_t SkillDamage = output.Damage;
			Damage_t Damage      = 0;
			bool     bHit        = false;

			Level_t maxEnemyLevel = 0;
			uint EnemyNum = 0;

			VSRect rect(1, 1, pZone->getWidth()-2, pZone->getHeight()-2);

			list<Creature*> cList;

			for (int count=0; count<4; count++)
			{
				int tileX = X + m_pThunderFlashMask[count].x;
				int tileY = Y + m_pThunderFlashMask[count].y;

				// 현재 타일이 존 내부이고, 안전지대가 아니라면, 맞을 확률이 있다.
				if (rect.ptInRect(tileX, tileY))
				{
					// 타일을 받아온다.
					Tile& tile = pZone->getTile(tileX, tileY);

					list<Creature*> targetList;
					if (tile.hasCreature(Creature::MOVE_MODE_WALKING))
					{
						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);
						targetList.push_back(pCreature);
					}

					list<Creature*>::iterator itr = targetList.begin();
					for(; itr != targetList.end(); itr++)
					{
						Creature* pTargetCreature = (*itr);
						Assert(pTargetCreature != NULL);

						bool bMoveModeCheck  = (pTargetCreature->getMoveMode() == Creature::MOVE_MODE_WALKING) ? true : false;
						bool bHitRoll        = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel/2);
						//bool bCanHit        = canHit(pSlayer, pTargetCreature, SkillType);
						bool bCanHit         = true;
						bool bPK             = verifyPK(pSlayer, pTargetCreature);
						bool bRaceCheck      = pTargetCreature->isSlayer() || pTargetCreature->isNPC();
						bool bZoneLevelCheck = checkZoneLevelToHitTarget(pTargetCreature);

						if (bMoveModeCheck && bHitRoll && bCanHit && bPK && !bRaceCheck && bZoneLevelCheck)
						{
							CheckCrossCounter(pSlayer, pTargetCreature, Damage, pSkillInfo->getRange());

							bool bCriticalHit = false;

							Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit) + SkillDamage;

							ObjectID_t targetObjectID = pTargetCreature->getObjectID();
							cList.push_back(pTargetCreature);

							_GCSkillToTileOK1.addCListElement(targetObjectID);
							_GCSkillToTileOK2.addCListElement(targetObjectID);
							_GCSkillToTileOK5.addCListElement(targetObjectID);

							// 일단 맞는 놈이 받을 패킷은 널 상태로 한 채로, 데미지를 준다.
							setDamage(pTargetCreature, Damage, pSlayer, SkillType, NULL, &_GCSkillToTileOK1);
							computeAlignmentChange(pTargetCreature, Damage, pSlayer, NULL, &_GCSkillToTileOK1);
							increaseAlignment(pSlayer, pTargetCreature, _GCSkillToTileOK1);

							// 크리티컬 히트라면 상대방을 뒤로 물러나게 한다.
							if (bCriticalHit)
							{
								knockbackCreature(pZone, pTargetCreature, pSlayer->getX(), pSlayer->getY());
							}

							// 슬레이어가 아닐 경우에만 맞은 것으로 간주한다.
							if (!pTargetCreature->isSlayer())
							{
								bHit = true;
								if (maxEnemyLevel < pTargetCreature->getLevel() ) maxEnemyLevel = pTargetCreature->getLevel();
								EnemyNum++;
							}
						}
					} //for (; itr != objectList.end(); itr++) 
				} // if (rect.ptInRect(tileX, tileY) && ...
			} // for (int count=0; count<3; count++)

			if (bHit)
			{
				if (bIncreaseExp)
				{
					shareAttrExp(pSlayer, Damage , 8, 1, 1, _GCSkillToTileOK1);
					increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1, maxEnemyLevel, EnemyNum);
					increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToTileOK1);
				}
			}

			// 공격자 아이템 내구성 떨어트림.
			decreaseDurability(pSlayer, NULL, pSkillInfo, &_GCSkillToTileOK1, NULL);

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setRange(dir);
			_GCSkillToTileOK1.setDuration(0);
		
			_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setRange(dir);
			_GCSkillToTileOK2.setDuration(0);
		
			_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(dir);
			_GCSkillToTileOK5.setDuration(0);
		
			pPlayer->sendPacket(&_GCSkillToTileOK1);
		
			// 이 기술에 의해 영향을 받는 놈들에게 패킷을 보내줘야 한다.
			for (list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)
			{
				Creature * pTargetCreature = *itr;
				Assert(pTargetCreature != NULL);

				if (pTargetCreature->isPC())
				{
					_GCSkillToTileOK2.clearList();

					// HP의 변경사항을 패킷에다 기록한다.
					HP_t targetHP = 0;
					if (pTargetCreature->isSlayer()) targetHP = (dynamic_cast<Slayer*>(pTargetCreature))->getHP(ATTR_CURRENT);
					else if (pTargetCreature->isVampire()) targetHP = (dynamic_cast<Vampire*>(pTargetCreature))->getHP(ATTR_CURRENT);
					_GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP);

					// 아이템의 내구력을 떨어뜨린다.
					decreaseDurability(NULL, pTargetCreature, pSkillInfo, NULL, &_GCSkillToTileOK2);

					// 패킷을 보내준다.
					pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				}
				else if (pTargetCreature->isMonster())
				{
					// 당근 적으로 인식한다.
					Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
					pMonster->addEnemy(pSlayer);
				}
			}

			cList.push_back(pSlayer);

			pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK5 , cList);

			// set Next Run Time
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end" << endl;

	__END_CATCH
}