Beispiel #1
0
bool BloodDrain::executeMonster(Monster* pMonster, Creature* pEnemy)
	throw(Error)
{
	__BEGIN_TRY

	bool isMaster    = pMonster->isMaster()
#ifdef __UNDERWORLD__
	|| pMonster->isUnderworld() || pMonster->getMonsterType() == 599
#endif
	;

	// 죽었으면 흡혈 못하고..
	// 마스터는 아무나 다 빤다 - -;
	// 대상이 죽었으면 못 빤다.
	if (pMonster->isDead()
		|| pMonster->isFlag(Effect::EFFECT_CLASS_COMA)
		|| !pMonster->isEnemyToAttack(pEnemy) && !isMaster
		|| pEnemy->isDead() || pEnemy->isFlag(Effect::EFFECT_CLASS_COMA))
	{
		return false;
	}

	Zone* pZone = pMonster->getZone();
	Assert(pZone != NULL);

	GCBloodDrainOK1 _GCBloodDrainOK1;
	GCBloodDrainOK2 _GCBloodDrainOK2;
	GCBloodDrainOK3 _GCBloodDrainOK3;

	// 마스터는 체력 100% 라도 문다.
	int HPMultiplier = (isMaster? 1 : 3);	// 현재 HP가 1/1,  1/3
	bool bHitRoll    = HitRoll::isSuccessBloodDrain(pMonster, pEnemy, HPMultiplier);
	bool bCanHit     = canHit(pMonster, pEnemy, SKILL_BLOOD_DRAIN);
	// 마스터는 거리에 관계없이 문다~
	bool bRangeCheck = isMaster || verifyDistance(pMonster, pEnemy, 1);

	// 흡혈 면역 상태. by sigi. 2002.9.13
	bool bEffected = pEnemy->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_BLOOD_DRAIN);

	if (bHitRoll && bCanHit && bRangeCheck && !bEffected)
	{
		if (pEnemy->isSlayer())
		{
			// Set EffectBloodDrain
			// 마스터면 안건다.
			if (!isMaster)
			{
				EffectBloodDrain* pEffectBloodDrain = new EffectBloodDrain(pEnemy);
				pEffectBloodDrain->setLevel(pMonster->getLevel());
				pEffectBloodDrain->setDeadline(BLOODDRAIN_DURATION);	// 게임시간으로 3일 정도
				pEnemy->addEffect(pEffectBloodDrain);
				pEffectBloodDrain->create(pEnemy->getName());
				_GCBloodDrainOK2.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_BLOOD_DRAIN);

				pEnemy->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN);

				Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pEnemy);
				SLAYER_RECORD prev;
				pTargetSlayer->getSlayerRecord(prev);
				pTargetSlayer->initAllStat();
				pTargetSlayer->sendRealWearingInfo();
				pTargetSlayer->addModifyInfo(prev, _GCBloodDrainOK2);
			}

			// 로그를 남긴다.
			//log(LOG_BLOODDRAINED, pEnemy->getName(), "게임 내의 몬스터");
		}
		// 아우스터즈의 경우엔..... -_-; 제한시간 없는 이펙트를 생성한다. 엄밀히 말해 제한시간이 없는 건 아니지만..
//		else if (pEnemy->isOusters() && !isMaster )
//		{
//			EffectBloodDrain* pEffectBloodDrain = new EffectBloodDrain(pEnemy);
//			pEffectBloodDrain->setLevel(pMonster->getLevel());
//			pEnemy->addEffect(pEffectBloodDrain);
//			pEffectBloodDrain->create(pEnemy->getName());
//			_GCBloodDrainOK2.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_BLOOD_DRAIN);
//
//			pEnemy->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN);
//
//			Sight_t oldSight = pEnemy->getSight();
//			Sight_t newSight = pEnemy->getEffectedSight();
//
//			if (oldSight != newSight )
//			{
//				pEnemy->setSight(newSight);
//				pZone->updateScan(pEnemy, oldSight, pEnemy->getSight());
//				_GCBloodDrainOK2.addShortData(MODIFY_VISION, pEnemy->getSight());
//
//				GCChangeDarkLight gcChangeDarkLight;
//				gcChangeDarkLight.setDarkLevel(15);
//				gcChangeDarkLight.setLightLevel(newSight);
//				pEnemy->getPlayer()->sendPacket(&gcChangeDarkLight);
//			}
//		}


		_GCBloodDrainOK3.setObjectID(pMonster->getObjectID());
		_GCBloodDrainOK3.setTargetObjectID (pEnemy->getObjectID());

		// 타겟이 뭐든 플래그는 건다.
		// 마스터면 안건다.
		if (!isMaster)
		{
			pEnemy->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN);
		}

		if (pEnemy != NULL && pEnemy->isPC()) 
		{
			Player* pTargetPlayer = pEnemy->getPlayer();
			if (pTargetPlayer != NULL) 
			{ 
				_GCBloodDrainOK2.setObjectID(pMonster->getObjectID());
	
				if (!isMaster)
				{
					// _GCBloodDrainOK2.addLongData(MODIFY_DURATION, BLOODDRAIN_DURATION);
				}
				pTargetPlayer->sendPacket(&_GCBloodDrainOK2);
			}
		}

		// target
		int targetLevel = 0;
		int targetMaxHP = 0;

		if (pEnemy->isSlayer()) 
		{
			Slayer* pTargetSlayer  = dynamic_cast<Slayer*>(pEnemy);
			targetLevel = pTargetSlayer->getHighestSkillDomainLevel();
			targetMaxHP = pTargetSlayer->getHP(ATTR_MAX);
		}
		else if (pEnemy->isVampire()) 
		{
			Vampire* pTargetVampire  = dynamic_cast<Vampire*>(pEnemy);
			targetLevel = pTargetVampire->getLevel();
			targetMaxHP = pTargetVampire->getHP(ATTR_MAX);
		}
		else if (pEnemy->isOusters()) 
		{
			Ousters* pTargetOusters  = dynamic_cast<Ousters*>(pEnemy);
			targetLevel = pTargetOusters->getLevel();
			targetMaxHP = pTargetOusters->getHP(ATTR_MAX);
		}
		else if (pEnemy->isMonster())
		{
			Monster* pEnemyMonster = dynamic_cast<Monster*>(pEnemy);

			// 흡혈당하는 몬스터한테 딜레이 걸어준다.
			Timeval DelayTurn;
			DelayTurn.tv_sec = 4;
			DelayTurn.tv_usec = 500000;
			pEnemyMonster->addAccuDelay(DelayTurn);

			if ((pMonster->isMaster()
#ifdef __UNDERWORLD__
				|| pMonster->isUnderworld() || pMonster->getMonsterType() == 599 
#endif
			)
				&& pMonster->getClanType()==pEnemyMonster->getClanType())
			{
				// 같은 clan의 마스터이면 피 상납이라고 볼 수 있을까 -_-;
			}
			else
			{
				pEnemyMonster->addEnemy(pMonster);
			}

			targetLevel = pEnemyMonster->getLevel();
			targetMaxHP = pEnemyMonster->getHP(ATTR_MAX);
		}

		// 자신이나 상대방 중.. HP가 많은 쪽의 15~25%
		HP_t maxHP = max((int)pMonster->getHP(ATTR_MAX), targetMaxHP);
		HP_t drainHP = maxHP*(rand()%11+15)/100; // 15~25%

		// 한번에 1000이상 안 찬다.
		if (pMonster->getMonsterType() >= 717 )
			drainHP = min((int)drainHP, 2000);
		else
			drainHP = min((int)drainHP, 1000);

		// 몬스터의 HP를 올려준다.
		HP_t CurrentHP = pMonster->getHP();
		HP_t MaxHP	   = pMonster->getHP(ATTR_MAX);
		HP_t NewHP     = min((int)MaxHP , (int)CurrentHP + (int)drainHP);

		// 뱀파이어의 HP를 세팅한다.
		pMonster->setHP(NewHP);

		GCStatusCurrentHP gcStatusCurrentHP;
		gcStatusCurrentHP.setObjectID(pMonster->getObjectID());
		gcStatusCurrentHP.setCurrentHP(NewHP);
		pZone->broadcastPacket(pMonster->getX(), pMonster->getY(), &gcStatusCurrentHP);

		// 흡혈 당한 애의 HP를 줄인다.
		// 대상이 내 레벨보다 높다면.. MaxHP의 10~15% damage
		// by sigi. 2002.9.14
		int drainDamage = 0;
		int myLevel = pMonster->getLevel();

		if (targetLevel > myLevel)
		{
			drainDamage = targetMaxHP * (rand()%6+10) / 100;
		}
		else
		{
			// 레벨 5차이마다 1%씩 더~
			int damagePercent = min(30, (rand()%6+10+(myLevel-targetLevel)));
			drainDamage = targetMaxHP * damagePercent / 100;
		}
		
		if (drainDamage > 0)
		{
			//decreaseHP(pZone, pEnemy, drainDamage);
			EffectDecreaseHP* pEffect = new EffectDecreaseHP(pEnemy);
			pEffect->setPoint(drainDamage);
			pEffect->setDeadline(20);	// 2초 후
			pEffect->setUserObjectID(pMonster->getObjectID());
			pEnemy->addEffect(pEffect);
			pEnemy->setFlag(Effect::EFFECT_CLASS_DECREASE_HP);
		}

		// 흡혈 모습 보이게..
		list<Creature *> cList;
		cList.push_back(pEnemy);
		cList.push_back(pMonster);
		pZone->broadcastPacket(pMonster->getX(), pMonster->getY(), &_GCBloodDrainOK3 , cList);

		// 흡혈 성공
		return true;
	}

	__END_CATCH

	return false;
}
Beispiel #2
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodDrain::execute(Vampire* pVampire, ObjectID_t TargetObjectID)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pVampire != 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.
		// 면역 상태. by sigi. 2002.9.13
		// 무적상태 체크. by sigi.2002.9.5
		// 죽은 애는 피 빨 수 없다. by Sequoia.2003. 3. 20
		if (pTargetCreature==NULL		// NoSuch 제거. by sigi. 2002.5.2
			|| pTargetCreature->isNPC()
			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_BLOOD_DRAIN)
			|| !canAttack(pVampire, pTargetCreature )
			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA)
			|| pTargetCreature->isDead()
		)
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(vampire)" << endl;
			return;
		}

		GCBloodDrainOK1 _GCBloodDrainOK1;
		GCBloodDrainOK2 _GCBloodDrainOK2;
		GCBloodDrainOK3 _GCBloodDrainOK3;

		Timeval CurrentTime;
		getCurrentTime(CurrentTime);

		bool bHitRoll    = HitRoll::isSuccessBloodDrain(pVampire, pTargetCreature);
		bool bCanHit     = canHit(pVampire, pTargetCreature, SKILL_BLOOD_DRAIN);
		bool bTimeCheck  = CurrentTime.tv_sec > 1 ? true : false;
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, 2);
		bool bPK         = verifyPK(pVampire, pTargetCreature);

		if (bHitRoll && bCanHit && bTimeCheck && bRangeCheck && bPK)
		{
			// 슬레이어일 경우에만 이펙트 오브젝트를 생성한다.
			if (pTargetCreature->isSlayer())
			{
				EffectBloodDrain* pEffectBloodDrain = new EffectBloodDrain(pTargetCreature);
				pEffectBloodDrain->setLevel(pVampire->getLevel());
				pEffectBloodDrain->setDeadline(BLOODDRAIN_DURATION);	// 3일??
				pTargetCreature->addEffect(pEffectBloodDrain);
				pEffectBloodDrain->create(pTargetCreature->getName());
				_GCBloodDrainOK2.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_BLOOD_DRAIN);

				// 타겟이 뭐든 플래그는 건다.
				pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN);

				Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature);
				SLAYER_RECORD prev;
				pTargetSlayer->getSlayerRecord(prev);
				pTargetSlayer->initAllStat();
				pTargetSlayer->sendRealWearingInfo();
				pTargetSlayer->addModifyInfo(prev, _GCBloodDrainOK2);

				// 로그를 남긴다.
				//log(LOG_BLOODDRAINED, pTargetCreature->getName(), pVampire->getName());
			}
			// 아우스터즈의 경우엔..... -_-; 제한시간 없는 이펙트를 생성한다. 엄밀히 말해 제한시간이 없는 건 아니지만..
//			else if (pTargetCreature->isOusters() )
//			{
//				EffectBloodDrain* pEffectBloodDrain = new EffectBloodDrain(pTargetCreature);
//				pEffectBloodDrain->setLevel(pVampire->getLevel());
//				pTargetCreature->addEffect(pEffectBloodDrain);
//				pEffectBloodDrain->create(pTargetCreature->getName());
//				_GCBloodDrainOK2.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_BLOOD_DRAIN);
//
//				// 타겟이 뭐든 플래그는 건다.
//				pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN);
//
//				Sight_t oldSight = pTargetCreature->getSight();
//				Sight_t newSight = pTargetCreature->getEffectedSight();
//
//				if (oldSight != newSight )
//				{
//					pTargetCreature->setSight(newSight);
//					pZone->updateScan(pTargetCreature, oldSight, pTargetCreature->getSight());
//					_GCBloodDrainOK2.addShortData(MODIFY_VISION, pTargetCreature->getSight());
//
//					GCChangeDarkLight gcChangeDarkLight;
//					gcChangeDarkLight.setDarkLevel(15);
//					gcChangeDarkLight.setLightLevel(newSight);
//					pTargetCreature->getPlayer()->sendPacket(&gcChangeDarkLight);
//				}
//			}

			// 타겟이 뭐든 플래그는 건다.
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN);
			
			// 올릴 경험치량을 계산한다.
			Exp_t Exp = computeCreatureExp(pTargetCreature, BLOODDRAIN_EXP);

			int targetLevel = 0;
			int targetMaxHP = 0;
			// 페임을 올려준다.
			if (pTargetCreature->isSlayer()) 
			{
				//increaseFame(pVampire, Exp);
				Slayer* pTargetSlayer  = dynamic_cast<Slayer*>(pTargetCreature);
				targetLevel = pTargetSlayer->getHighestSkillDomainLevel();
				targetMaxHP = pTargetSlayer->getHP(ATTR_MAX);
			}
			else if (pTargetCreature->isVampire()) 
			{
				//increaseFame(pVampire, Exp);
				Vampire* pTargetVampire  = dynamic_cast<Vampire*>(pTargetCreature);
				targetLevel = pTargetVampire->getLevel();
				targetMaxHP = pTargetVampire->getHP(ATTR_MAX);
			}
			else if (pTargetCreature->isOusters()) 
			{
				//increaseFame(pOusters, Exp);
				Ousters* pTargetOusters  = dynamic_cast<Ousters*>(pTargetCreature);
				targetLevel = pTargetOusters->getLevel();
				targetMaxHP = pTargetOusters->getHP(ATTR_MAX);
			}
			else if (pTargetCreature->isMonster())
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);

				Timeval NextTurn = pMonster->getNextTurn();
				Timeval DelayTurn;
				DelayTurn.tv_sec = 4;
				DelayTurn.tv_usec = 500000;
				pMonster->addAccuDelay(DelayTurn);
				pMonster->addEnemy(pVampire);

				targetLevel = pMonster->getLevel();
				targetMaxHP = pMonster->getHP(ATTR_MAX);
			}

			shareVampExp(pVampire, Exp, _GCBloodDrainOK1);

			// 흡혈을 하게 되면 흡혈한 사람의 체력이 올라간다.
			// Mephisto이펙트가 걸려있으면 HP는 안 올라간다.
			if (!pVampire->isFlag(Effect::EFFECT_CLASS_MEPHISTO))
			{
				HP_t HealPoint = (Exp==0? computeBloodDrainHealPoint(pTargetCreature, BLOODDRAIN_EXP) : Exp);
				HP_t CurrentHP = pVampire->getHP();
				HP_t MaxHP	   = pVampire->getHP(ATTR_MAX);
				HP_t NewHP     = min((int)MaxHP , (int)CurrentHP + (int)HealPoint);

				// 은 데미지 관련 처리를 해 준다.
				Silver_t newSilverDamage = max(0, (int)pVampire->getSilverDamage()-(int)HealPoint);
				pVampire->saveSilverDamage(newSilverDamage);
				_GCBloodDrainOK1.addShortData(MODIFY_SILVER_DAMAGE, newSilverDamage);

				// 뱀파이어의 HP를 세팅한다.
				pVampire->setHP(NewHP);

				GCStatusCurrentHP gcStatusCurrentHP;
				gcStatusCurrentHP.setObjectID(pVampire->getObjectID());
				gcStatusCurrentHP.setCurrentHP(NewHP);
				pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcStatusCurrentHP, pVampire);

				_GCBloodDrainOK1.addShortData(MODIFY_CURRENT_HP, NewHP);
			}

			// 흡혈을 당한 애는 HP가 줄어든다.
			// 대상이 내 레벨보다 높다면.. MaxHP의 10~15% damage
			// by sigi. 2002.9.14
			int drainDamage = 0;
			int myLevel = pVampire->getLevel();

			if (targetLevel > myLevel)
			{
				drainDamage = targetMaxHP * (rand()%6+10) / 100;
			}
			else
			{
				// 레벨 5차이마다 1%씩 더~
				int damagePercent = min(30, (rand()%6+10+(myLevel-targetLevel)));
				drainDamage = targetMaxHP * damagePercent / 100;
			}
			
			if (drainDamage > 0)
			{
				//decreaseHP(pZone, pTargetCreature, drainDamage, pVampire->getObjectID()); 
				EffectDecreaseHP* pEffect = new EffectDecreaseHP(pTargetCreature);
				pEffect->setPoint(drainDamage);
				pEffect->setDeadline(20);	// 2초 후
				pEffect->setUserObjectID(pVampire->getObjectID());
				pTargetCreature->addEffect(pEffect);
				pTargetCreature->setFlag(Effect::EFFECT_CLASS_DECREASE_HP);
			}

			pVampire->getGQuestManager()->blooddrain();

			// 흡혈시에도 성향 바뀜
			// by sigi. 2002.12.16
			// EffectDecreaseHP에서 HP가 닳아서 0이 되어야하는 경우가 있어서 
			// EffectDecreaseHP::unaffect()로 옮긴다.
			//computeAlignmentChange(pTargetCreature, drainDamage, pVampire, NULL, &_GCBloodDrainOK1);

			_GCBloodDrainOK1.setObjectID(TargetObjectID);

			_GCBloodDrainOK3.setObjectID(pVampire->getObjectID());
			_GCBloodDrainOK3.setTargetObjectID (TargetObjectID);

			pPlayer->sendPacket(&_GCBloodDrainOK1);

			if (pTargetCreature != NULL && pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();

				if (pTargetPlayer != NULL) 
				{ 
					_GCBloodDrainOK2.setObjectID(pVampire->getObjectID());
//					_GCBloodDrainOK2.addLongData(MODIFY_DURATION, BLOODDRAIN_DURATION);
					pTargetPlayer->sendPacket(&_GCBloodDrainOK2);
				}
			}

			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pVampire);
			pZone->broadcastPacket(pVampire->getX(), pVampire->getY(),  &_GCBloodDrainOK3 , cList);
		}
		else 
		{
			executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

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

	__END_CATCH

}
Beispiel #3
0
void EffectDecreaseHP::unaffect(Creature* pCreature)
	throw(Error)
{
	__BEGIN_TRY
	__BEGIN_DEBUG

	Assert(pCreature != NULL);

	Zone* pZone = pCreature->getZone();
	Assert(pZone != NULL);

	pCreature->removeFlag(Effect::EFFECT_CLASS_DECREASE_HP);

	Damage_t decreaseHP = m_Point;

	if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE)
		&& !pCreature->isDead()
		&& !pCreature->isFlag(Effect::EFFECT_CLASS_COMA)
		// 무적상태 체크. by sigi. 2002.9.5
		&& canAttack(NULL, pCreature )
	   )
	{
		if (pCreature->isSlayer())
		{
			Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature);

			HP_t CurrentHP = pSlayer->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pSlayer->setHP(RemainHP, ATTR_CURRENT);

				GCModifyInformation gcMI;
				gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
				pSlayer->getPlayer()->sendPacket(&gcMI);

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pSlayer->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &pkt);
			}
		}
		else if (pCreature->isVampire())
		{
			Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);

			HP_t CurrentHP = pVampire->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pVampire->setHP(RemainHP, ATTR_CURRENT);

				GCModifyInformation gcMI;
				gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
				pVampire->getPlayer()->sendPacket(&gcMI);

				// 공격(흡혈) 당하는 경우에는 공격자의 성향이 바뀜 by sigi. 2002.12.27
				Creature* pAttacker = pZone->getCreature(m_UserObjectID);
				if (pAttacker!=NULL && pAttacker->isVampire())
				{
					Vampire* pAttackVampire = dynamic_cast<Vampire*>(pAttacker);

					GCModifyInformation gcAttackerMI;
					computeAlignmentChange(pVampire, decreaseHP, pAttackVampire, NULL, &gcAttackerMI);

					// 뭔가 변한 정보가 있다면 보내준다.
					if (gcAttackerMI.getShortCount()+gcAttackerMI.getLongCount() > 0)
					{
						pAttackVampire->getPlayer()->sendPacket(&gcAttackerMI);
					}
				}

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pVampire->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &pkt);
			}
		}
		else if (pCreature->isOusters())
		{
			Ousters* pOusters = dynamic_cast<Ousters*>(pCreature);

			HP_t CurrentHP = pOusters->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pOusters->setHP(RemainHP, ATTR_CURRENT);

				GCModifyInformation gcMI;
				gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
				pOusters->getPlayer()->sendPacket(&gcMI);

				// 공격(흡혈) 당하는 경우에는 공격자의 성향이 바뀜 by sigi. 2002.12.27
				Creature* pAttacker = pZone->getCreature(m_UserObjectID);
				if (pAttacker!=NULL && pAttacker->isOusters())
				{
					Ousters* pAttackOusters = dynamic_cast<Ousters*>(pAttacker);

					GCModifyInformation gcAttackerMI;
					computeAlignmentChange(pOusters, decreaseHP, pAttackOusters, NULL, &gcAttackerMI);

					// 뭔가 변한 정보가 있다면 보내준다.
					if (gcAttackerMI.getShortCount()+gcAttackerMI.getLongCount() > 0)
					{
						pAttackOusters->getPlayer()->sendPacket(&gcAttackerMI);
					}
				}

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pOusters->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &pkt);
			}
		}
		else if (pCreature->isMonster())
		{
			Monster* pMonster = dynamic_cast<Monster*>(pCreature);

			HP_t CurrentHP = pMonster->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pMonster->setHP(RemainHP, ATTR_CURRENT);

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pMonster->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pMonster->getX(), pMonster->getY(), &pkt);

				if (RemainHP == 0 )
				{
					Creature* pAttacker = pZone->getCreature(m_UserObjectID);
					if (pAttacker != NULL && pAttacker->isVampire() )
					{
						Vampire* pAttackVampire = dynamic_cast<Vampire*>(pAttacker);

						GCModifyInformation gcMI;
						increaseAlignment(pAttackVampire, pCreature, gcMI);

						if (gcMI.getShortCount() > 0 || gcMI.getLongCount() > 0 )
							pAttackVampire->getPlayer()->sendPacket(&gcMI);
					}
				}
			}
		}


		// m_CasterName이 pCreature를 죽인 경우의 KillCount 처리
		// by sigi. 2002.9.9
		if (pCreature->isDead())
		{
			Creature* pAttacker = pZone->getCreature(m_UserObjectID);

			if (pAttacker!=NULL)
			{ 
				if (pAttacker->isVampire())
				{
					Vampire* pVampire = dynamic_cast<Vampire*>(pAttacker);
					// 죽일때 경험치를 준다.
					GCModifyInformation mi;

					int exp = computeCreatureExp(pCreature, KILL_EXP);
					shareVampExp(pVampire, exp, mi);

					if (pCreature->isMonster() )
					{
						increaseFame(pVampire, decreaseHP);
						mi.addLongData(MODIFY_FAME, pVampire->getFame());
					}

					pAttacker->getPlayer()->sendPacket(&mi);
				}
				else if (pAttacker->isOusters() )
				{
					Ousters* pOusters = dynamic_cast<Ousters*>(pAttacker);
					GCModifyInformation mi;
					int exp = computeCreatureExp(pCreature, 100);
					shareOustersExp(pOusters, exp, mi);

					if (pCreature->isMonster() )
					{
						increaseFame(pOusters, decreaseHP);
						mi.addLongData(MODIFY_FAME, pOusters->getFame());
					}
				}

				affectKillCount(pAttacker, pCreature);
			}
		}
	}

	__END_DEBUG
	__END_CATCH
}
void EffectBloodyWallBlocked::affect()
	throw(Error)
{
	__BEGIN_TRY

	//cout << "EffectBloodyWallBlocked" << "affect BEGIN" << endl;
	
	Assert(m_pZone != NULL);

	// 현재 이펙트가 붙어있는 타일을 받아온다.
    Tile& tile = m_pZone->getTile(m_X, m_Y);

	HP_t CurrentHP = 0;
	HP_t RemainHP  = 0;

	// 타일 안에 존재하는 오브젝트들을 검색한다.
    const list<Object*>& oList = tile.getObjectList();
	list<Object*>::const_iterator itr = oList.begin();
    for (; itr != oList.end(); itr++) 
	{
		Assert(*itr != NULL);

		Object* pObject = *itr;
		Assert(pObject != NULL);

    	if (pObject->getObjectClass() == Object::OBJECT_CLASS_CREATURE)
		{
			Creature* pCreature = dynamic_cast<Creature*>(pObject);
			Assert(pCreature != NULL);

			// 무적상태 체크. by sigi. 2002.9.5
			// 산 면역. by sigi. 2002.9.13
			if (!canAttack(NULL, pCreature )
				|| pCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_BLOOD_DRAIN)
				|| pCreature->isFlag(Effect::EFFECT_CLASS_COMA)
				|| pCreature->isDead())
			{
				continue;
			}

			int AcidDamage = computeMagicDamage(pCreature, m_Damage, SKILL_BLOODY_WALL);

			if (pCreature->getMoveMode() != Creature::MOVE_MODE_FLYING)
			{
				if (pCreature->isSlayer()) 
				{
					Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature);

					CurrentHP = pSlayer->getHP(ATTR_CURRENT);
					RemainHP  = max(0, CurrentHP -(int)AcidDamage);

					pSlayer->setHP(RemainHP, ATTR_CURRENT);

					GCModifyInformation gcMI;
					gcMI.addShortData(MODIFY_CURRENT_HP, pSlayer->getHP(ATTR_CURRENT));

					Player* pPlayer = pSlayer->getPlayer();
					Assert(pPlayer != NULL);
					pPlayer->sendPacket(&gcMI);

					// 변한 HP를 브로드캐스팅해준다.
					GCStatusCurrentHP pkt;
					pkt.setObjectID(pSlayer->getObjectID());
					pkt.setCurrentHP(RemainHP);
					m_pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &pkt);
				} 
/*				else if (pCreature->isVampire())
				{
					Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);

					CurrentHP = pVampire->getHP(ATTR_CURRENT);
					RemainHP  = max(0, CurrentHP -(int)AcidDamage);

					pVampire->setHP(RemainHP, ATTR_CURRENT);

					GCModifyInformation gcMI;
					gcMI.addShortData(MODIFY_CURRENT_HP, pVampire->getHP(ATTR_CURRENT));

					Player* pPlayer = pVampire->getPlayer();
					Assert(pPlayer != NULL);
					pPlayer->sendPacket(&gcMI);

					// 변한 HP를 브로드캐스팅해준다.
					GCStatusCurrentHP pkt;
					pkt.setObjectID(pVampire->getObjectID());
					pkt.setCurrentHP(RemainHP);
					m_pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &pkt);
				}
				*/
				else if (pCreature->isOusters())
				{
					Ousters* pOusters = dynamic_cast<Ousters*>(pCreature);

					CurrentHP = pOusters->getHP(ATTR_CURRENT);
					RemainHP  = max(0, CurrentHP -(int)AcidDamage);

					pOusters->setHP(RemainHP, ATTR_CURRENT);

					GCModifyInformation gcMI;
					gcMI.addShortData(MODIFY_CURRENT_HP, pOusters->getHP(ATTR_CURRENT));

					Player* pPlayer = pOusters->getPlayer();
					Assert(pPlayer != NULL);
					pPlayer->sendPacket(&gcMI);

					// 변한 HP를 브로드캐스팅해준다.
					GCStatusCurrentHP pkt;
					pkt.setObjectID(pOusters->getObjectID());
					pkt.setCurrentHP(RemainHP);
					m_pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &pkt);
				}
				else if (pCreature->isMonster())
				{
					Monster* pMonster = dynamic_cast<Monster*>(pCreature);

					CurrentHP = pMonster->getHP(ATTR_CURRENT);
					RemainHP  = max(0, CurrentHP -(int)AcidDamage);

					pMonster->setHP(RemainHP, ATTR_CURRENT);

					if(m_CasterName != "" ) {
						// 시전자의 데미지를 추가해 준다.
						// 맞는 놈이 몬스터이고, 공격자가 사람이라면,
						// 데미지에 따라서 변하는 우선권 테이블을 갱신해 주어야 한다.
						pMonster->addPrecedence(m_CasterName, m_PartyID, AcidDamage);
						pMonster->setLastHitCreatureClass(Creature::CREATURE_CLASS_VAMPIRE);
					}

					// 변한 HP를 브로드캐스팅해준다.
					GCStatusCurrentHP pkt;
					pkt.setObjectID(pMonster->getObjectID());
					pkt.setCurrentHP(RemainHP);
					m_pZone->broadcastPacket(pMonster->getX(), pMonster->getY(), &pkt);
				}


				// m_CasterName이 pCreature를 죽인 경우의 KillCount 처리
				// by sigi. 2002.8.31
				if (pCreature->isDead())
				{
					Creature* pAttacker = m_pZone->getCreature(m_CasterName);

					if (pAttacker!=NULL)
					{ 
						affectKillCount(pAttacker, pCreature);
					}
				}
			}
		}
	}
	
	// 한번만..
	//setNextTime(m_Tick);

	//cout << "EffectBloodyWallBlocked" << "affect END" << endl;

	__END_CATCH 
}
Beispiel #5
0
void ActionHeal::execute (Creature * pCreature1 , Creature * pCreature2) 
	throw(Error)
{
	__BEGIN_TRY

	Assert(pCreature1 != NULL);
	Assert(pCreature2 != NULL);
	Assert(pCreature1->isNPC());
	Assert(pCreature2->isPC());

	Player* pPlayer = pCreature2->getPlayer();
	Zone*   pZone   = pCreature2->getZone();
	
	Assert(pPlayer != NULL);

	// 일단 클라이언트를 위해서 OK 패킷을 함 날린다.
	GCNPCResponse okpkt;
	okpkt.setCode(NPC_RESPONSE_HEAL);
	pPlayer->sendPacket(&okpkt);

	// 죽었거나 코마 걸려있으면 안 치료해준다.
	if (pCreature2->isDead() || pCreature2->isFlag(Effect::EFFECT_CLASS_COMA ) )
	{
		return;
	}

	// 슬레이어라면...
	if (pCreature2->isSlayer())
	{
		Slayer*             pSlayer        = dynamic_cast<Slayer*>(pCreature2);
		EffectManager*      pEffectManager = pSlayer->getEffectManager();
		GCModifyInformation modifyPkt;
		GCRemoveEffect      removePkt;
		GCStatusCurrentHP   hpPkt;

		// 먼저 HP랑 MP를 풀로 채워준다.
		if (pSlayer->getHP(ATTR_CURRENT) < pSlayer->getHP(ATTR_MAX))
		{
			pSlayer->setHP(pSlayer->getHP(ATTR_MAX), ATTR_CURRENT);
			modifyPkt.addShortData(MODIFY_CURRENT_HP, pSlayer->getHP(ATTR_CURRENT));

			hpPkt.setObjectID(pSlayer->getObjectID());
			hpPkt.setCurrentHP(pSlayer->getHP(ATTR_CURRENT));
		}
		if (pSlayer->getMP(ATTR_CURRENT) < pSlayer->getMP(ATTR_MAX))
		{
			pSlayer->setMP(pSlayer->getMP(ATTR_MAX), ATTR_CURRENT);
			modifyPkt.addShortData(MODIFY_CURRENT_MP, pSlayer->getMP(ATTR_CURRENT));
		}

		// 흡혈 이펙트를 삭제한다.
		Effect* pBloodDrainEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_BLOOD_DRAIN);
		if (pBloodDrainEffect != NULL)
		{
			// DB에서 삭제하고, 이펙트 매니저에서 삭제한다.
			pBloodDrainEffect->destroy(pSlayer->getName());
			pEffectManager->deleteEffect(pSlayer, Effect::EFFECT_CLASS_BLOOD_DRAIN);

			// 흡혈 아르바이트를 방지하기 위한 후유증 이펙트를 붙여준다.
			if (pSlayer->isFlag(Effect::EFFECT_CLASS_AFTERMATH))
			{
				Effect* pEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_AFTERMATH);
				EffectAftermath* pEffectAftermath = dynamic_cast<EffectAftermath*>(pEffect);
				pEffectAftermath->setDeadline(5*600); // 5분 동안 지속된다.
			}
			else
			{
				EffectAftermath* pEffectAftermath = new EffectAftermath(pSlayer);
				pEffectAftermath->setDeadline(5*600); // 5분 동안 지속된다.
				pEffectManager->addEffect(pEffectAftermath);
				pSlayer->setFlag(Effect::EFFECT_CLASS_AFTERMATH);
				pEffectAftermath->create(pSlayer->getName());
			}

			// 패킷에다 정보를 더한다.
			removePkt.addEffectList((EffectID_t)Effect::EFFECT_CLASS_BLOOD_DRAIN);

			// 흡혈을 치료하면 능력치가 변화하게 된다.
			SLAYER_RECORD prev;
			pSlayer->getSlayerRecord(prev);
			pSlayer->initAllStat();
			pSlayer->sendModifyInfo(prev);
			pSlayer->sendRealWearingInfo();
		}

		// 독 이펙트를 삭제한다.
		Effect* pEffectPoison = pEffectManager->findEffect(Effect::EFFECT_CLASS_POISON);
		if (pEffectPoison != NULL)
		{
			// 이펙트 매니저에서 삭제한다.
			pEffectManager->deleteEffect(pSlayer, Effect::EFFECT_CLASS_POISON);

			// 패킷에다 정보를 더한다.
			removePkt.addEffectList((EffectID_t)Effect::EFFECT_CLASS_POISON);
		}

		// 다크블루 포이즌 이펙트를 삭제한다.
		Effect* pEffectDarkBluePoison = pEffectManager->findEffect(Effect::EFFECT_CLASS_DARKBLUE_POISON);
		if (pEffectDarkBluePoison != NULL)
		{
			// 이펙트 매니저에서 삭제한다.
			pEffectManager->deleteEffect(pSlayer, Effect::EFFECT_CLASS_DARKBLUE_POISON);

			// 패킷에다 정보를 더한다.
			removePkt.addEffectList((EffectID_t)Effect::EFFECT_CLASS_DARKBLUE_POISON);
		}

		// 패킷 날려준다.
		removePkt.setObjectID(pSlayer->getObjectID());
		pPlayer->sendPacket(&modifyPkt);
		pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &removePkt);
		pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &hpPkt, pSlayer);

		//log(LOG_HEAL, pSlayer->getName(), "");
	}
	else if (pCreature2->isVampire())
	{
		Vampire*            pVampire = dynamic_cast<Vampire*>(pCreature2);
		//EffectManager*      pEffectManager = pVampire->getEffectManager();
		GCModifyInformation modifyPkt;
		GCRemoveEffect      removePkt;
		GCStatusCurrentHP   hpPkt;

		// HP 채워주고...
		if (pVampire->getHP(ATTR_CURRENT) < pVampire->getHP(ATTR_MAX))
		{
			pVampire->setHP(pVampire->getHP(ATTR_MAX), ATTR_CURRENT);
			modifyPkt.addShortData(MODIFY_CURRENT_HP, pVampire->getHP(ATTR_CURRENT));

			hpPkt.setObjectID(pVampire->getObjectID());
			hpPkt.setCurrentHP(pVampire->getHP(ATTR_CURRENT));
		}

		// 패킷 날려준다.
		removePkt.setObjectID(pVampire->getObjectID());
		pPlayer->sendPacket(&modifyPkt);
		pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &removePkt);
		pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &hpPkt, pVampire);

		//log(LOG_HEAL, pVampire->getName(), "");
	}
	else if (pCreature2->isOusters())
	{
		Ousters*             pOusters        = dynamic_cast<Ousters*>(pCreature2);
		EffectManager*      pEffectManager = pOusters->getEffectManager();
		GCModifyInformation modifyPkt;
		GCRemoveEffect      removePkt;
		GCStatusCurrentHP   hpPkt;

		// 먼저 HP랑 MP를 풀로 채워준다.
		if (pOusters->getHP(ATTR_CURRENT) < pOusters->getHP(ATTR_MAX) || pOusters->getSilverDamage() != 0 )
		{
			Silver_t prev = pOusters->getSilverDamage();

			if (prev != 0 )
			{
				pOusters->setSilverDamage(0);
				modifyPkt.addShortData(MODIFY_SILVER_DAMAGE, pOusters->getSilverDamage());
			}

			pOusters->setHP(pOusters->getHP(ATTR_MAX), ATTR_CURRENT);
			modifyPkt.addShortData(MODIFY_CURRENT_HP, pOusters->getHP(ATTR_CURRENT));

			hpPkt.setObjectID(pOusters->getObjectID());
			hpPkt.setCurrentHP(pOusters->getHP(ATTR_CURRENT));
		}
		if (pOusters->getMP(ATTR_CURRENT) < pOusters->getMP(ATTR_MAX))
		{
			pOusters->setMP(pOusters->getMP(ATTR_MAX), ATTR_CURRENT);
			modifyPkt.addShortData(MODIFY_CURRENT_MP, pOusters->getMP(ATTR_CURRENT));
		}

		// 독 이펙트를 삭제한다.
		Effect* pEffectPoison = pEffectManager->findEffect(Effect::EFFECT_CLASS_POISON);
		if (pEffectPoison != NULL)
		{
			// 이펙트 매니저에서 삭제한다.
			pEffectManager->deleteEffect(pOusters, Effect::EFFECT_CLASS_POISON);

			// 패킷에다 정보를 더한다.
			removePkt.addEffectList((EffectID_t)Effect::EFFECT_CLASS_POISON);
		}

		// 다크블루 포이즌 이펙트를 삭제한다.
		Effect* pEffectDarkBluePoison = pEffectManager->findEffect(Effect::EFFECT_CLASS_DARKBLUE_POISON);
		if (pEffectDarkBluePoison != NULL)
		{
			// 이펙트 매니저에서 삭제한다.
			pEffectManager->deleteEffect(pOusters, Effect::EFFECT_CLASS_DARKBLUE_POISON);

			// 패킷에다 정보를 더한다.
			removePkt.addEffectList((EffectID_t)Effect::EFFECT_CLASS_DARKBLUE_POISON);
		}

		// 흡혈 이펙트를 삭제한다.
		Effect* pBloodDrainEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_BLOOD_DRAIN);
		if (pBloodDrainEffect != NULL)
		{
			pBloodDrainEffect->setDeadline(0);

			// 흡혈 아르바이트를 방지하기 위한 후유증 이펙트를 붙여준다.
			if (pOusters->isFlag(Effect::EFFECT_CLASS_AFTERMATH))
			{
				Effect* pEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_AFTERMATH);
				EffectAftermath* pEffectAftermath = dynamic_cast<EffectAftermath*>(pEffect);
				pEffectAftermath->setDeadline(5*600); // 5분 동안 지속된다.
			}
			else
			{
				EffectAftermath* pEffectAftermath = new EffectAftermath(pOusters);
				pEffectAftermath->setDeadline(5*600); // 5분 동안 지속된다.
				pEffectManager->addEffect(pEffectAftermath);
				pOusters->setFlag(Effect::EFFECT_CLASS_AFTERMATH);
				pEffectAftermath->create(pOusters->getName());
			}

			// 패킷에다 정보를 더한다.
			removePkt.addEffectList((EffectID_t)Effect::EFFECT_CLASS_BLOOD_DRAIN);
		}


		// 패킷 날려준다.
		removePkt.setObjectID(pOusters->getObjectID());
		pPlayer->sendPacket(&modifyPkt);
		pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &removePkt);
		pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &hpPkt, pOusters);

		//log(LOG_HEAL, pOusters->getName(), "");

	}
	__END_CATCH
}
Beispiel #6
0
void EventResurrect::activate () 
	throw(Error)
{
	__BEGIN_TRY
	__BEGIN_DEBUG

	Assert(m_pGamePlayer != NULL);

	Creature * pDeadPC = m_pGamePlayer->getCreature();

	Assert(pDeadPC != NULL);

	// 하이드한 상태에서 죽었다면, 하이드를 풀어준다.
	pDeadPC->removeFlag(Effect::EFFECT_CLASS_HIDE);

	// 무브모드를 바꿔준다.
	if (pDeadPC->isVampire() && pDeadPC->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_BAT))
	{
		pDeadPC->setMoveMode(Creature::MOVE_MODE_FLYING);
	}
	else
	{
		pDeadPC->setMoveMode(Creature::MOVE_MODE_WALKING);
	}

	// HP를 채워준다.
	if (pDeadPC->isSlayer())
	{
		Slayer* pSlayer = dynamic_cast<Slayer*>(pDeadPC);
		pSlayer->setHP(pSlayer->getHP(ATTR_MAX), ATTR_CURRENT);
	}
	else if (pDeadPC->isVampire())
	{
		Vampire* pVampire = dynamic_cast<Vampire*>(pDeadPC);
		pVampire->setHP(pVampire->getHP(ATTR_MAX), ATTR_CURRENT);
	}
	else if (pDeadPC->isOusters())
	{
		Ousters* pOusters = dynamic_cast<Ousters*>(pDeadPC);
		pOusters->setHP(pOusters->getHP(ATTR_MAX), ATTR_CURRENT);
	}

	// 새 zone을 설정하지 않는다. by sigi. 2002.5.11
	Zone* pOldZone = pDeadPC->getZone();
	Assert(pOldZone != NULL);

	try 
	{
		// 존그룹의 ZPM에서 플레이어를 삭제한다.
		pOldZone->getZoneGroup()->getZonePlayerManager()->deletePlayer(m_pGamePlayer->getSocket()->getSOCKET());

		// 여기서 설정해줘야지만 Save 이벤트가 IPM에서 동작하지 않는다.
		m_pGamePlayer->setPlayerStatus(GPS_WAITING_FOR_CG_READY);

		// IPM으로 플레이어를 옮긴다.
		//g_pIncomingPlayerManager->pushPlayer(m_pGamePlayer);
		pOldZone->getZoneGroup()->getZonePlayerManager()->pushOutPlayer(m_pGamePlayer);

	} 
	catch (NoSuchElementException& t) 
	{
		filelog("eventRessurect.txt", "%s-%s", t.toString().c_str(), pDeadPC->getName().c_str());
		cerr << "EventResurrect::activate() : NoSuchElementException" << endl;
		//throw Error("존에 플레이어가 존재하지 않습니다.");
		// 어떻게 없어졌겠지.. -_-;
		// 무시하고.. 그냥 진행한다.
		// by sigi. 2002.11.25
	}

	// 죽었을 당시 killCreature에서 존을 셋팅 하기 때문에 그냥 할당 받으면 된다.

	// 이거는 ZonePlayerManager의 heartbeat에서 처리한다.
	// 주석처리 by sigi. 2002.5.14
	//pDeadPC->registerObject();

	/*
	// GCUpdateInfo 패킷을 만들어둔다.
	GCUpdateInfo gcUpdateInfo;

	makeGCUpdateInfo(&gcUpdateInfo, pDeadPC);
	
	m_pGamePlayer->sendPacket(&gcUpdateInfo);
	*/

	__END_DEBUG
	__END_CATCH
}