Vector3 DestroyMissionObjectiveImplementation::getEndPosition() {
	ManagedReference<MissionObject* > mission = this->mission.get();

	Vector3 missionEndPoint;

	missionEndPoint.setX(mission->getStartPositionX());
	missionEndPoint.setY(mission->getStartPositionY());

	Zone* zone = getPlayerOwner().get()->getZone();

	if (zone != NULL) {
		missionEndPoint.setZ(zone->getHeight(missionEndPoint.getX(), missionEndPoint.getY()));
	}

	return missionEndPoint;
}
Beispiel #2
0
void Start::findAreaUnits() {
    areaUnits.clear();
    Area* area = player->getArea();
    for (unsigned int i = 0; i < area->getNumZones(); i++) {
        Zone* zone = area->getZone(i);
        if (zone->isFilled()) {
            for (int k = 0; k < zone->getHeight(); k++) {
                for (int j = 0; j < zone->getWidth(); j++) {
                    Location* loc = zone->getLocationAt(Coord(j, k));
                    if (loc->hasUnit()) {
                        areaUnits.insert(std::pair<Unit*, Zone*>(loc->unit, zone));
                    }
                }
            }
        }
    }
}
Beispiel #3
0
void ZoneComponent::switchZone(SceneObject* sceneObject, const String& newTerrainName, float newPostionX, float newPositionZ, float newPositionY, uint64 parentID) {
	Zone* zone = sceneObject->getZone();
	ManagedReference<SceneObject*> thisLocker = sceneObject;

	/*if (zone == NULL)
		return;*/

	Zone* newZone = sceneObject->getZoneServer()->getZone(newTerrainName);

	if (newZone == NULL) {
		sceneObject->error("attempting to switch to unkown/disabled zone " + newTerrainName);
		return;
	}

	ManagedReference<SceneObject*> newParent = sceneObject->getZoneServer()->getObject(parentID);

	if (newParent != NULL && newParent->getZone() == NULL)
		return;

	if (newParent != NULL && !newParent->isCellObject())
		newParent = NULL;

	if (newParent != NULL)
		sceneObject->sendMessage(new GameSceneChangedMessage());

	if (newPositionZ == 0) {
		newPositionZ = newZone->getHeight(newPostionX, newPositionY);
	}

	sceneObject->destroyObjectFromWorld(false);

	Locker locker(newZone);

	sceneObject->initializePosition(newPostionX, newPositionZ, newPositionY);

	if (newParent != NULL) {
		if (newParent->transferObject(sceneObject, -1, false)) {
			sceneObject->sendToOwner(true);
		}
	} else {
		newZone->transferObject(sceneObject, -1, true);
	}
}
Beispiel #4
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 #5
0
//////////////////////////////////////////////////////////////////////////////
// 몬스터 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Darkness::execute(Monster* pMonster, ZoneCoord_t X, ZoneCoord_t Y)
throw(Error)
{
    __BEGIN_TRY

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

    Assert(pMonster != NULL);

    try
    {
        Zone* pZone = pMonster->getZone();

        Assert(pZone != NULL);

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

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

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

        bool bRangeCheck = verifyDistance(pMonster, X, Y, pSkillInfo->getRange());
        bool bHitRoll    = HitRoll::isSuccessMagic(pMonster, pSkillInfo);

        bool bTileCheck = false;
        VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);
        if (rect.ptInRect(X, Y)) bTileCheck = true;

        if (bRangeCheck && bHitRoll && bTileCheck)
        {
            // 이펙트의 지속시간을 계산한다.
            SkillInput input(pMonster);
            SkillOutput output;
            computeOutput(input, output);

            Range_t    Range    = 3;

            int oX, oY;

            list<Creature*> cList;	// denier list

            for(oY = -1; oY <= 1; oY++)
                for(oX = -1; oX <= 1; oX++)
                {
                    int tileX = X+oX;
                    int tileY = Y+oY;
                    if (rect.ptInRect(tileX, tileY))
                    {
                        Tile& tile = pZone->getTile(tileX, tileY);

                        if (tile.hasItem() )
                        {
                            Item* pItem = tile.getItem();
                            if (pItem != NULL && pItem->getItemClass() == Item::ITEM_CLASS_CORPSE && pItem->getItemType() == MONSTER_CORPSE )
                            {
                                MonsterCorpse* pMonsterCorpse = dynamic_cast<MonsterCorpse*>(pItem);
                                if (g_pFlagManager->isFlagPole(pMonsterCorpse ) ) continue;
                            }
                        }

                        // 현재 타일에다 이펙트를 추가할 수 있다면...
                        if (tile.canAddEffect())
                        {
                            // 머시 그라운드 있음 추가 못한당.
                            if (tile.getEffect(Effect::EFFECT_CLASS_MERCY_GROUND) != NULL ) continue;

                            // 같은 effect가 있으면 지운다.
                            Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_DARKNESS);
                            if (pOldEffect != NULL)
                            {
                                ObjectID_t effectID = pOldEffect->getObjectID();
                                pZone->deleteEffect(effectID);// fix me
                            }

                            // 이펙트 클래스를 생성한다.
                            EffectDarkness* pEffect = new EffectDarkness(pZone , tileX, tileY);
                            pEffect->setDeadline(output.Duration);
                            pEffect->setLevel(pMonster->getINT());
                            pEffect->setDuration(output.Duration);
                            pEffect->setStartTime();

                            // 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() )
                                   )
                                {
                                    cList.push_back(pTargetCreature);
                                    _GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());
                                    _GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
                                    _GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());
                                }

                                pEffect->affectObject(pTarget, false);
                            }
                        }
                    }
                }

            _GCSkillToTileOK2.setObjectID(pMonster->getObjectID());
            _GCSkillToTileOK2.setSkillType(SkillType);
            _GCSkillToTileOK2.setX(X);
            _GCSkillToTileOK2.setY(Y);
            _GCSkillToTileOK2.setDuration(output.Duration);
            _GCSkillToTileOK2.setRange(Range);
            //_GCSkillToTileOK2.addShortData(MODIFY_VISION, DARKNESS_SIGHT);

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

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

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

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

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

            cList.push_back(pMonster);

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

            // watcherList에서 cList에 속하지 않고, caster(pMonster)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, pMonster) == false)
                {
                    //Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
                    if (!pWatcher->isPC())
                    {
                        //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);
        }
        else
        {
            executeSkillFailNormal(pMonster, getSkillType(), NULL);
        }
    }
    catch (Throwable & t)
    {
        executeSkillFailException(pMonster, getSkillType());
    }

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

    __END_CATCH
}
Beispiel #6
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
}
void EffectPlasmaRocketLauncher::affect(Creature* pCreature)
	throw(Error)
{
	__BEGIN_TRY
	__BEGIN_DEBUG

	Assert(pCreature != NULL);

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

	Creature* pAttacker = pZone->getCreature(m_UserObjectID);

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

	int cX = pCreature->getX();
	int cY = pCreature->getY();
	
	for(int x = -1; x <= 1; x++)
	{
		for(int y= -1; y <= 1; y++)
		{
			int X = cX + x;
			int Y = cY + y;

			if(!rect.ptInRect(X, Y)) continue;
			Tile& tile = pZone->getTile(X, Y);
			
			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* pCreature2 = dynamic_cast<Creature*>(pObject);
					Assert(pCreature2 != NULL);

					if (pCreature2 != pCreature && pCreature2->isSlayer() ) continue;
	
					if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE)
						&& !pCreature2->isDead()
						&& !pCreature2->isFlag(Effect::EFFECT_CLASS_COMA)
						// 무적상태 체크. by sigi. 2002.9.5
						&& canAttack(pAttacker, pCreature2 )
					   )
					{
						GCModifyInformation gcMI, gcAttackerMI;
						setDamage(pCreature2, m_Point, pAttacker, SKILL_PLASMA_ROCKET_LAUNCHER, &gcMI, &gcAttackerMI);
						if (pCreature2->isPC() ) pCreature2->getPlayer()->sendPacket(&gcMI);

						if (pAttacker!=NULL) 
						{
							computeAlignmentChange(pCreature2, m_Point, pAttacker, &gcMI, &gcAttackerMI);
							if (pAttacker->isPC() )
							{ 
								if (pAttacker->isSlayer() && !pCreature2->isSlayer() )
								{
									Slayer* pSlayer = dynamic_cast<Slayer*>(pAttacker);

									if (pSlayer != NULL )
									{
										GCModifyInformation gcMI;
										shareAttrExp(pSlayer, m_Point, 1, 8, 1, gcAttackerMI);
									}
								}

								if (pAttacker->isPC() ) pAttacker->getPlayer()->sendPacket(&gcAttackerMI);
							}
						}
					}

				}
				
			}
		}
	}

	setDeadline(0);

	__END_DEBUG
	__END_CATCH
}
Beispiel #8
0
//////////////////////////////////////////////////////////////////////////////
// 몬스터 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void DuplicateSelf::execute(Monster* pMonster)
	throw(Error)
{
	__BEGIN_TRY

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

	//cout << "DuplicateSelf" << endl;
	MonsterType_t MType = pMonster->getMonsterType();

	map<MonsterType_t, MonsterType_t>::const_iterator itr = m_DuplicateMonsterTypes.find(MType);

	// 분신할 MonsterType이 없으면 분신 모하지..
	if (itr==m_DuplicateMonsterTypes.end())
	{
		//cout <<"DuplicateSelf::noMonsterType: " << (int)MType << endl;
		return;
	}

	MonsterType_t DuplicateMType = itr->second;

	Assert(pMonster != NULL);

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

		if (pMonster->isFlag(Effect::EFFECT_CLASS_HIDE))
		{
			//cout << "DuplicateSelf: hide" << endl;
			return;
		}
		if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))
		{
			addVisibleCreature(pZone, pMonster, true);
		}

		//GCSkillToSelfOK2 _GCSkillToSelfOK2;

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

		bool bRangeCheck    = checkZoneLevelToUseSkill(pMonster);
		//bool bMoveModeCheck = pMonster->isWalking();

		if (bRangeCheck)// && bMoveModeCheck)
		{
			//cout << "DuplicateSelf OK" << endl;
			GCSkillToTileOK5 _GCSkillToTileOK5;

			_GCSkillToTileOK5.setObjectID(pMonster->getObjectID());
			_GCSkillToTileOK5.setSkillType(getSkillType());
			_GCSkillToTileOK5.setX(x);
			_GCSkillToTileOK5.setY(y);
			_GCSkillToTileOK5.setDuration( 0);

			pZone->broadcastPacket(x, y,  &_GCSkillToTileOK5);

			//--------------------------------------------------------
			// 주위에 knockback되는맞는 애들을 체크해준다.
			//--------------------------------------------------------
			//SkillInput input(pMonster);
			//SkillOutput output;
			//computeOutput(input, output);
			// 몬스터를 존에 추가한다.
			SUMMON_INFO		summonInfo;
			summonInfo.scanEnemy = true;
			summonInfo.hasItem = false;
			summonInfo.initHPPercent = pMonster->getHP(ATTR_CURRENT)*100/pMonster->getHP(ATTR_MAX);
			
			int numFake = min((1+rand()%3), pMonster->getINT()/100);

			//cout << "numDuplicate =  " << numFake<< endl;
			MonsterManager* pMonsterManager = pZone->getMonsterManager();
			Assert(pMonsterManager != NULL);

			list<Monster*> summonedMonsters;

			for (int i=0; i<numFake; i++)
			{
				int X = max(0, min((int)pZone->getWidth()-1, (x - 5 + rand()%11)));
				int Y = max(0, min((int)pZone->getHeight()-1, (y - 5 + rand()%11)));

				try
				{
					pMonsterManager->addMonsters(X, Y, DuplicateMType, 1, summonInfo, &summonedMonsters);
				}
				catch (Throwable& t)
				{
					cerr << t.toString() << endl;
				}
			}

			// 잔상을 보여준다.
			list<Monster*>::const_iterator iMonster = summonedMonsters.begin();

			for (; iMonster!=summonedMonsters.end(); iMonster++)
			{
				Monster* pFakeMonster = *iMonster;

				GCFakeMove gcFakeMove;
				gcFakeMove.setObjectID(pMonster->getObjectID());
				gcFakeMove.setXY(pFakeMonster->getX(), pFakeMonster->getY());
				
				pZone->broadcastPacket(x, y,  &gcFakeMove);
			}

			// 괜히 몬스터도 어딘가로 이동해본다.
			// 50번 시도..
			for (int i=0; i<50; i++)
			{
				int X = max(0, min((int)pZone->getWidth()-1, (x - 8 + rand()%11)));
				int Y = max(0, min((int)pZone->getHeight()-1, (y - 8 + rand()%11)));

				if (pZone->moveFastMonster(pMonster, x,y, X,Y, getSkillType()))
				{
					break;
				}
			}
		}
		else 
		{
			//cout << "RangeCheckFailed" << endl;
			executeSkillFailNormal(pMonster, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pMonster, getSkillType());
	}

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

	__END_CATCH

}
Beispiel #9
0
//////////////////////////////////////////////////////////////////////////////
// 몬스터 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void IceWave::execute(Monster* pMonster, ZoneCoord_t X, ZoneCoord_t Y)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pMonster != NULL);

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

		if (pMonster->isFlag(Effect::EFFECT_CLASS_HIDE))
		{
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}
		if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))
		{
			addVisibleCreature(pZone, pMonster, true);
		}

		int dx = (rand()%7)-3;
		int dy = (rand()%7)-3;

		X -= min((int)X, dx);
		Y -= min((int)Y, dy);

		if (X > pZone->getWidth() ) X = pZone->getWidth()-1;
		if (Y > pZone->getHeight() ) Y = pZone->getHeight()-1;

		pZone->moveFastMonster(pMonster, pMonster->getX(), pMonster->getY(), X, Y, getSkillType());

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

		bool bRangeCheck    = checkZoneLevelToUseSkill(pMonster);
		bool bMoveModeCheck = pMonster->isWalking();

		if (bRangeCheck && bMoveModeCheck)
		{

			//--------------------------------------------------------
			// 주위에 knockback되는맞는 애들을 체크해준다.
			//--------------------------------------------------------
			SkillInput input(pMonster);
			SkillOutput output;
			computeOutput(input, output);

			SIMPLE_SKILL_INPUT param;
			param.SkillType     = getSkillType();
			param.SkillDamage   = output.Damage;
			param.Delay         = output.Delay;
			param.ItemClass     = Item::ITEM_CLASS_MAX;
			param.STRMultiplier = 0;
			param.DEXMultiplier = 0;
			param.INTMultiplier = 0;
			param.bMagicHitRoll = true;
			param.bMagicDamage  = true;
			param.bAdd          = false;

			SIMPLE_SKILL_OUTPUT result;

			for (int i=0; i<8; ++i )
			{
				for (int j=0; j<3; ++j )
				{
					int ox = pMonster->getX() + dirMoveMask[i].x * j * 3 + dirMoveMask[i].x * 2;
					int oy = pMonster->getY() + dirMoveMask[i].y * j * 3 + dirMoveMask[i].y * 2;

					GCAddEffectToTile gcAE;
					gcAE.setXY(ox, oy);
					gcAE.setEffectID(Effect::EFFECT_CLASS_ICICLE_AUGER_LARGE);
					gcAE.setDuration(15);
					pMonster->getZone()->broadcastPacket(ox, oy, &gcAE);
				}
			}

			for (int i=0; i<193; i++)
			{
				if ((abs((int)x - (int)m_pIceWaveMask[i].x) <= 2) && (abs((int)y - (int)m_pIceWaveMask[i].y) <= 2))
					param.addMask(m_pIceWaveMask[i].x, m_pIceWaveMask[i].y, 80);
				else
					param.addMask(m_pIceWaveMask[i].x, m_pIceWaveMask[i].y, 100);
			}

			// 강제로 맞는 애들을 knockback 시킨다.
			bool bForceKnockback = false;
			g_SimpleTileMeleeSkill.execute(pMonster, x, y,
											param, result, 
											0, 
											bForceKnockback);
		} 
		else 
		{
			executeSkillFailNormal(pMonster, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pMonster, getSkillType());
	}

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

	__END_CATCH
}
Beispiel #10
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//  뱀파이어가 Energy Drop Skill을 Tile에 사용했을때 사용하는 Handler
//////////////////////////////////////////////////////////////////////////////
void EnergyDrop::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;

	EffectEnergyDrop * pEffect = NULL;
	EffectEnergyDrop * pEffect2 = NULL;

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

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

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

		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 = verifyDistance(pSlayer, X, Y, pSkillInfo->getRange());
		bool bHitRoll = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);


		bool bTileCheck = false;

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

		if(rect.ptInRect(X, Y))
		{
			Tile& tile = pZone->getTile(X, Y);
			if (tile.canAddEffect()) bTileCheck = true;
		}


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

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

			// Holy Smashing 이 있다면 데미지 10% 증가
			if (pSlayer->hasRankBonus(RankBonus::RANK_BONUS_HOLY_SMASHING ) )
			{
				RankBonus* pRankBonus = pSlayer->getRankBonus(RankBonus::RANK_BONUS_HOLY_SMASHING);
				Assert(pRankBonus != NULL);

				output.Damage += pRankBonus->getPoint();
			}

			Range_t Range = 3;

			// 기존에 같은 이펙트가 타일에 있다면 지우고 새로 설정한다.
			Tile& tile = pZone->getTile(X, Y);
			Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_ENERGY_DROP);
			if(pOldEffect != NULL)
			{
				ObjectID_t effectID = pOldEffect->getObjectID();
				pZone->deleteEffect(effectID);
			}

			// 이펙트 오브젝트를 생성해서 타일에 붙인다. 
			//cout << "make EffectObject to Tile" << X << " " << Y << endl;
			pEffect = new EffectEnergyDrop(pZone, X, Y);

			pEffect->setUserObjectID(pSlayer->getObjectID());
//			pEffect->setCasterName(pSlayer->getName());
//			pEffect->setPartyID(pSlayer->getPartyID());
			pEffect->setDeadline(output.Duration);
			pEffect->setNextTime(0);
			pEffect->setTick(output.Tick);
			pEffect->setDamage(output.Damage);
			pEffect->setLevel(pSkillInfo->getLevel()/2);

			//
			//ObjectRegistry& objectregister = pZone->getObjectRegistry();
			//objectregister.registerObject(pEffect);

			//
			//
			//pZone->addEffect(pEffect);
			//tile.addEffect(pEffect);
			// 이펙트 오브젝트를 생성해서 타일에 붙인다. 
			pEffect2 = new EffectEnergyDrop(pZone, X, Y);
			pEffect2->setUserObjectID(pSlayer->getObjectID());
			pEffect2->setDeadline(output.Duration);
			pEffect2->setNextTime(0);
			pEffect2->setTick(output.Tick);
			pEffect2->setDamage(output.Damage * 30 / 100);
			pEffect2->setLevel(pSkillInfo->getLevel()/2);

			// 이펙트 범위내의 모든 Creature에게 effect를 붙여준다.
			// Slayer가 기술을 사용한 경우 같은 Slayer에게는
			// 해당하지 않는다.
			bool bEffected = false;
			bool bHit = false;

			Creature* pTargetCreature;

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

			int oX, oY;

			Level_t maxEnemyLevel = 0;
			uint EnemyNum = 0;

			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);
		    	if (!tile.canAddEffect()) continue; 

				pTargetCreature = NULL;
				if(tile.hasCreature(Creature::MOVE_MODE_WALKING))
					pTargetCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);

				EffectEnergyDrop * pTempEffect = NULL;

				if(oX == 2 || oX == -2 || oY == 2 || oY == -2 ) pTempEffect = pEffect2;
				else pTempEffect = pEffect;

				if(pTargetCreature != NULL && canAttack(pSlayer, pTargetCreature ))
				{
					if(pTargetCreature->isVampire()||pTargetCreature->isOusters())
					{
						if(pTempEffect->affectCreature(pTargetCreature, false) == true)
						{
							//cout << "EnergyDrop to Slayer Success" << endl;
							Player* pTargetPlayer = pTargetCreature->getPlayer();
							bEffected = true;

							bHit = true;

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

							bool bCanSee = canSee(pTargetCreature, pSlayer);

							_GCSkillToTileOK1.addCListElement(pTargetCreature->getObjectID());
							_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
							_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());

							cList.push_back(pTargetCreature);

							if (bCanSee)
							{
								// 공격을 당한 사람에게 
								_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());
								_GCSkillToTileOK2.setSkillType(SkillType);
								_GCSkillToTileOK2.setX(X);
								_GCSkillToTileOK2.setY(Y);
								_GCSkillToTileOK2.setDuration(output.Duration);
								_GCSkillToTileOK2.setRange(Range);
								pTargetPlayer->sendPacket(&_GCSkillToTileOK2);
							}
						}
						else
						{
							//cout << "EnergyDrop to Vampire fail" << endl;
						}
					}
					else if(pTargetCreature->isMonster())
					{
						if(pTempEffect->affectCreature(pTargetCreature, false) == true)
						{
							//cout << "EnergyDrop to Monster Success" << endl;
							bHit = true;

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

							Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
							pMonster->addEnemy(pSlayer);

							// 마지막 때린 애가 슬레이어라고 설정한다. by sigi. 2002.6.21
							pMonster->setLastHitCreatureClass(Creature::CREATURE_CLASS_SLAYER);
						}
						else
						{
							//cout << "EnergyDrop to Monster Falis" << endl;
						}

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

			if(bHit)
			{
				//cout << "Skill Succesfully Attacked(" << output.Damage << ")" << endl;
				shareAttrExp(pSlayer, output.Damage, 1, 1, 8, _GCSkillToTileOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1, maxEnemyLevel, EnemyNum);
				increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToTileOK1);
			}

			// 기술을 사용한 사람들에게
			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setRange(Range);
		
			// 기술을 쓴 사람만 볼 수 있는 사람들에게
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);
			//_GCSkillToTileOK3.setDuration(output.Duration);
			//_GCSkillToTileOK3.setRange(Range);

			// 기술을 당한 사람만 볼 수 있는 사람들에게
			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(output.Duration);
			_GCSkillToTileOK4.setRange(Range);

			//기술을 쓴 사람과 당한 사람을 모두 볼 수 있는 사람들에게
			_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setRange(Range);
	
			// 기술을 사용한 사람에게 packet 전달
			pPlayer->sendPacket(&_GCSkillToTileOK1);

			// 기술을 쓸 사람과 당한 사람을 모두 볼 수 있는 사람들에게 broadcasing
			// broadcasting후 5번OK를 받은 사람을 기록한다.
			// 여기에 기록된 사람은 차후 broadcasting에서 제외된다.
			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);
			
			// 기술을 쓴 사람을 볼 수 있는 사람들에게 broadcasting
			pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK3, cList);

			// 기술을 당한 사람을 볼 수 있는 사람들에게 broadcasting
			pZone->broadcastPacket(X, Y, &_GCSkillToTileOK4, cList);

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

		}
		else
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}

		SAFE_DELETE(pEffect);
		SAFE_DELETE(pEffect2);
	}
	catch(Throwable& t)
	{
		SAFE_DELETE(pEffect);
		SAFE_DELETE(pEffect2);
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
Beispiel #11
0
//////////////////////////////////////////////////////////////////////////////
// 몬스터 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void EnergyDrop::execute(Monster* pMonster, ZoneCoord_t X, ZoneCoord_t Y)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;
	EffectEnergyDrop * pEffect = NULL;
	EffectEnergyDrop * pEffect2 = NULL;

	try
	{
		Zone* pZone = pMonster->getZone();

		Assert(pZone != NULL);

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

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

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

		bool bRangeCheck = verifyDistance(pMonster, X, Y, pSkillInfo->getRange());
		bool bHitRoll = HitRoll::isSuccessMagic(pMonster, pSkillInfo);


		bool bTileCheck = false;

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

		if(rect.ptInRect(X, Y))
		{
			Tile& tile = pZone->getTile(X, Y);
			if (tile.canAddEffect()) bTileCheck = true;
		}

		if (bRangeCheck && bHitRoll && bTileCheck)
		{
			// calculate damage and duration time
			SkillInput input(pMonster);
			SkillOutput output;
			computeOutput(input, output);

			Range_t Range = 3;

			// 기존에 같은 이펙트가 타일에 있다면 지우고 새로 설정한다.
			Tile& tile = pZone->getTile(X, Y);
			Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_ENERGY_DROP);
			if(pOldEffect != NULL)
			{
				ObjectID_t effectID = pOldEffect->getObjectID();
				pZone->deleteEffect(effectID);
			}

			// 이펙트 오브젝트를 생성해서 타일에 붙인다. 
			pEffect = new EffectEnergyDrop(pZone, X, Y);
			pEffect->setDeadline(output.Duration);
			pEffect->setNextTime(0);
			pEffect->setTick(output.Tick);
			pEffect->setDamage(output.Damage);
			pEffect->setLevel(pSkillInfo->getLevel()/2);

			//
			//ObjectRegistry& objectregister = pZone->getObjectRegistry();
			//objectregister.registerObject(pEffect);

			//
			//
			//pZone->addEffect(pEffect);
			//tile.addEffect(pEffect);

			// 이펙트 오브젝트를 생성해서 타일에 붙인다. 
			pEffect2 = new EffectEnergyDrop(pZone, X, Y);
			pEffect2->setDeadline(output.Duration);
			pEffect2->setNextTime(0);
			pEffect2->setTick(output.Tick);
			pEffect2->setDamage(output.Damage * 30 / 100);
			pEffect2->setLevel(pSkillInfo->getLevel()/2);


			// 이펙트 범위내의 모든 Creature에게 effect를 붙여준다.
			// Slayer가 기술을 사용한 경우 같은 Slayer에게는
			// 해당하지 않는다.
			bool bEffected = false;
			Creature* pTargetCreature;


			list<Creature*> cList;
			cList.push_back(pMonster);

			int oX, oY;

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

				EffectEnergyDrop * pTempEffect = NULL;

				if(oX == 2 || oX == -2 || oY == 2 || oY == -2 ) pTempEffect = pEffect2;
				else pTempEffect = pEffect;

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

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

				if (!tile.canAddEffect()) continue;

				pTargetCreature = NULL;
				if(tile.hasCreature(Creature::MOVE_MODE_WALKING))
					pTargetCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);

				if(pTargetCreature != NULL)
				{
					if(pTargetCreature->isPC())
					{
						if(pTempEffect->affectCreature(pTargetCreature, false) == true)
						{
							Player* pTargetPlayer = pTargetCreature->getPlayer();
							bEffected = true;

							bool bCanSee = canSee(pTargetCreature, pMonster);

							_GCSkillToTileOK1.addCListElement(pTargetCreature->getObjectID());
							_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
							_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());

							cList.push_back(pTargetCreature);

							if (bCanSee)
							{
								// 공격을 당한 사람에게 
								_GCSkillToTileOK2.setObjectID(pMonster->getObjectID());
								_GCSkillToTileOK2.setSkillType(SkillType);
								_GCSkillToTileOK2.setX(X);
								_GCSkillToTileOK2.setY(Y);
								_GCSkillToTileOK2.setDuration(output.Duration);
								_GCSkillToTileOK2.setRange(Range);
								pTargetPlayer->sendPacket(&_GCSkillToTileOK2);
							}
						}
					}
				} // if(pTargetCreature!= NULL)
			}

			// 기술을 쓴 사람만 볼 수 있는 사람들에게
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(myX);
			_GCSkillToTileOK3.setY(myY);
			//_GCSkillToTileOK3.setDuration(output.Duration);
			//_GCSkillToTileOK3.setRange(Range);

			// 기술을 당한 사람만 볼 수 있는 사람들에게
			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(output.Duration);
			_GCSkillToTileOK4.setRange(Range);

			//기술을 쓴 사람과 당한 사람을 모두 볼 수 있는 사람들에게
			_GCSkillToTileOK5.setObjectID(pMonster->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setRange(Range);
	
			// 기술을 쓸 사람과 당한 사람을 모두 볼 수 있는 사람들에게 broadcasing
			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);
			
			// 기술을 쓴 사람을 볼 수 있는 사람들에게 broadcasting
			pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK3, cList);

			// 기술을 당한 사람을 볼 수 있는 사람들에게 broadcasting
			pZone->broadcastPacket(X, Y, &_GCSkillToTileOK4, cList);


		}
		else
		{
			executeSkillFailNormal(pMonster, getSkillType(), NULL);
		}
		SAFE_DELETE(pEffect);
		SAFE_DELETE(pEffect2);
	}
	catch(Throwable& t)
	{
		SAFE_DELETE(pEffect);
		SAFE_DELETE(pEffect2);
		executeSkillFailException(pMonster, getSkillType());
	}


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

	__END_CATCH
}
Beispiel #12
0
//////////////////////////////////////////////////////////////////////////////
// 아우스터즈 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void Prominence::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);

		// 데미지와 지속 시간을 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, output.Range);
		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))
		{
			Tile& tile = pZone->getTile(X, Y);
			if (tile.canAddEffect()) bTileCheck = true;
		}

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

			int oX, oY;

			for (oX = X - 1 ; oX <= X + 1 ; ++oX )
			for (oY = Y - 1 ; oY <= Y + 1 ; ++oY )
			{
				if (!rect.ptInRect(oX, oY)) continue;

				Tile&   tile  = pZone->getTile(oX, oY);
				if (!tile.canAddEffect()) continue;

				// 머시 그라운드 있음 추가 못한당.
				if (tile.getEffect(Effect::EFFECT_CLASS_MERCY_GROUND) != NULL ) continue;
				if (tile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION) ) continue;
				
				// 같은 이펙트가 이미 존재한다면 삭제한다.
				Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_PROMINENCE);
				if (pOldEffect != NULL)
				{
					ObjectID_t effectID = pOldEffect->getObjectID();
					pZone->deleteEffect(effectID);
				}

				checkMine(pZone, oX, oY);
				
				// 이펙트 오브젝트를 생성한다.
				EffectProminence* pEffect = new EffectProminence(pZone, oX, oY);
				pEffect->setUserObjectID(pOusters->getObjectID());
				pEffect->setDeadline(output.Duration);
				pEffect->setNextTime(0);
				pEffect->setTick(output.Tick);

				pEffect->setDamage(output.Damage);
				pEffect->setLevel(pOustersSkillSlot->getExpLevel());

				if (Grade > 0 )
				{
					if (Grade == 1 ) pEffect->setSendEffectClass(Effect::EFFECT_CLASS_PROMINENCE_2);
					else pEffect->setSendEffectClass(Effect::EFFECT_CLASS_PROMINENCE_3);
				}

				// 타일에 붙은 이펙트는 OID를 받아야 한다.
				ObjectRegistry & objectregister = pZone->getObjectRegistry();
				objectregister.registerObject(pEffect);
			
				// 존 및 타일에다가 이펙트를 추가한다.
				pZone->addEffect(pEffect);	
				tile.addEffect(pEffect);

				GCAddEffectToTile gcAddEffect;
				gcAddEffect.setXY(oX, oY);
				gcAddEffect.setEffectID(pEffect->getSendEffectClass());
				gcAddEffect.setObjectID(pEffect->getObjectID());
				gcAddEffect.setDuration(output.Duration);

				pZone->broadcastPacket(oX, oY, &gcAddEffect, pOusters);
			}

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

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.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.setDuration(output.Duration);
			_GCSkillToTileOK4.setGrade(Grade);
		
			_GCSkillToTileOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setGrade(Grade);

			pPlayer->sendPacket(&_GCSkillToTileOK1);
		
			list<Creature*> cList;
			cList.push_back(pOusters);

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

			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 << t.toString() << endl;
	}

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

	__END_CATCH
}
Beispiel #13
0
void Mephisto::execute(Vampire* pVampire)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pVampire != NULL);

	if(!pVampire->hasSkill(SKILL_MEPHISTO) ) return;

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


		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;

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

		int oX, oY;

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

		for(oX = -4; oX <= 4; oX++)
		for(oY = -4; oY <= 4; oY++)
		{
			int tileX = myX+oX;
			int tileY = myY+oY;
			if (!rect.ptInRect(tileX, tileY)) continue;

			// 타일 위에! 뱀파이어가 있는지 본다!
			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 && pTargetCreature != pVampire && pTargetCreature->isVampire() ) {

				bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_MEPHISTO);

				if(bEffected ) continue;

				Vampire* pTargetVampire= dynamic_cast<Vampire*>(pTargetCreature);

				// 스킬 레벨에 따라 데미지 보너스가 달라진다.
				SkillInput input(pVampire);
				SkillOutput output;
				input.SkillLevel = pVampire->getSTR()+pVampire->getDEX()+pVampire->getINT();
				input.DomainLevel = pVampire->getLevel();
				computeOutput(input, output);

				// 이펙트 클래스를 만들어 붙인다.
				EffectMephisto* pEffect = new EffectMephisto(pTargetVampire);
				pEffect->setDeadline(output.Duration);
				pEffect->setBonus(output.Damage);
				pTargetVampire->addEffect(pEffect);
				pTargetVampire->setFlag(Effect::EFFECT_CLASS_MEPHISTO);

				// 이로 인하여 바뀌는 능력치를 보낸다.
				VAMPIRE_RECORD prev;
				pTargetVampire->getVampireRecord(prev);
				pTargetVampire->initAllStat();
				pTargetVampire->sendRealWearingInfo();
				pTargetVampire->sendModifyInfo(prev);

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

					pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				}
				else
				{
					Assert(false);
				}

				// 이펙트가 붙었다고 알려준다.
				GCAddEffect gcAddEffect;
				gcAddEffect.setObjectID(pTargetVampire->getObjectID());
				gcAddEffect.setEffectID(Effect::EFFECT_CLASS_MEPHISTO);
				gcAddEffect.setDuration(output.Duration);
				pZone->broadcastPacket(pTargetVampire->getX(), pTargetVampire->getY(), &gcAddEffect);
			}
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

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

	__END_CATCH
}
Beispiel #14
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void Sanctuary::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);

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

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

		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 = verifyDistance(pSlayer, X, Y, pSkillInfo->getRange()) && checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		
		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)
		{
			// 이펙트의 지속시간을 계산한다.
			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			Range_t    Range    = 3;

			int oX, oY;
			
			list<Creature*> cList;	// denier list
			
			ObjectRegistry & objectregister = pZone->getObjectRegistry();

			// 일단 이미 sanctuary가 있는지 검색한다.
			for(oY = -1; oY <= 1; oY++)
			for(oX = -1; oX <= 1; oX++)
			{
				int tileX = X+oX;
				int tileY = Y+oY;
				if (rect.ptInRect(tileX, tileY))
				{
					Tile& tile = pZone->getTile(tileX, tileY);

					if (tile.canAddEffect())
					{
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_SANCTUARY);

						// 이미 있다면
						// 기술 실패다.
						if (pOldEffect != NULL)
						{
							executeSkillFailNormal(pSlayer, getSkillType(), NULL);

							return;
						}
					}
					else
					{
						executeSkillFailNormal(pSlayer, getSkillType(), NULL);
						return;
					}
				}
			}

			// 실패하면 마나가 줄면 안 되므로 여기서 줄여준다.
			decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);

			for(oY = -1; oY <= 1; oY++)
			for(oX = -1; oX <= 1; oX++)
			{
				int tileX = X+oX;
				int tileY = Y+oY;
				if (rect.ptInRect(tileX, tileY))
				{
					Tile& tile = pZone->getTile(tileX, tileY);

					// 현재 타일에다 이펙트를 추가할 수 있다면...
					//if (tile.canAddEffect())	// 위에서 체크했다.
					{
						// 같은 effect가 있으면 지운다.
						// 위에서 체크했다.
						/*
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_SANCTUARY);
						if (pOldEffect != NULL)
						{
							ObjectID_t effectID = pOldEffect->getObjectID();
							pZone->deleteEffect(effectID);// fix me
						}
						*/
					
						// 이펙트 클래스를 생성한다.
						EffectSanctuary* pEffect = new EffectSanctuary(pZone , tileX, tileY, X, Y);
						pEffect->setDeadline(output.Duration);
						pEffect->setLevel(pSlayer->getINT());
						pEffect->setDuration(output.Duration);
						pEffect->setStartTime();

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

						if (oX==0 && oY==0)
						{
							GCAddEffectToTile gcAddEffectToTile;
							gcAddEffectToTile.setEffectID(pEffect->getEffectClass());
							gcAddEffectToTile.setObjectID(pEffect->getObjectID());
							gcAddEffectToTile.setXY(X, Y);
							gcAddEffectToTile.setDuration(output.Duration);

							pZone->broadcastPacket(X, Y, &gcAddEffectToTile, pSlayer);
						}

						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);

								// 이펙트 클래스를 생성한다.
								/*
								EffectSanctuary* pEffect = new EffectSanctuary(pZone , tileX, tileY, X, Y);
								pEffect->setDeadline(output.Duration);
								pEffect->setLevel(pSlayer->getINT());
								pEffect->setDuration(output.Duration);
								pEffect->setStartTime();

								// 캐릭터에 붙는다. 못 움직이게 할려고..
								objectregister.registerObject(pEffect);
								pTargetCreature->getEffectManager()->addEffect(pEffect);
								pZone->addEffect(pEffect);
								*/

							}
								/*
								&& (pTargetCreature = dynamic_cast<Creature*>(pTarget))->isSlayer()) 
							{
								cList.push_back(pTargetCreature);
								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());
							}
							*/

							pEffect->affectObject(pTarget, false);
						}
					}	
				}	
			}

			// client에서는 effect생성되는 시간이 있어서 
			// 타이밍 맞출려면.. 시간을 좀 빼줘야 한다. -_-;
			output.Duration -= 20;	// 2초 뺀다.

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

			_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(Range);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, SANCTUARY_SIGHT);

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

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

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

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

			// EXP UP!
			SkillDomainType_t DomainType = pSkillInfo->getDomainType();
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10* (Grade + 1);

			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToTileOK1);
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1);
			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToTileOK1);



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

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pSlayer);

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

			// watcherList에서 cList에 속하지 않고, caster(pSlayer)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, pSlayer) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (!pWatcher->isPC())
					{
						//cout << "Sanctuary : 왓처 리스트가 PC가 아닙니다." << endl;
						GCSkillFailed1 _GCSkillFailed1;
						_GCSkillFailed1.setSkillType(getSkillType());
						pSlayer->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);

			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 #15
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void Darkness::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 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();
        }

        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 bSlayerSafeZone = pZone->getZoneLevel(X, Y ) & SLAYER_SAFE_ZONE;

        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 && !bSlayerSafeZone)
        {
            decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1);

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

            // Wisdom of Darkness 이 있다면 지속시간 30% 증가
            if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_WISDOM_OF_DARKNESS ) )
            {
                RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_WISDOM_OF_DARKNESS);
                Assert(pRankBonus != NULL);

                output.Duration += getPercentValue(output.Duration, pRankBonus->getPoint());
            }

            Range_t    Range    = 3;

            int oX, oY;

            list<Creature*> cList;	// denier list

            int edge = 1;

            // Wide Darkness 이 있다면 범위가 5*5 로 수정. skill type 을 수정한다.
            if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_WIDE_DARKNESS ) )
            {
                RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_WIDE_DARKNESS);
                Assert(pRankBonus != NULL);

                Range = pRankBonus->getPoint();
                edge = (pRankBonus->getPoint() - 1 ) / 2;

                SkillType = SKILL_DARKNESS_WIDE;
            }

//			map<int, uint> canAddMap;

            for(oY = -edge; oY <= edge; oY++)
                for(oX = -edge; oX <= edge; oX++)
                {
                    int tileX = X+oX;
                    int tileY = Y+oY;
                    if (rect.ptInRect(tileX, tileY))
                    {
                        Tile& tile = pZone->getTile(tileX, tileY);

//					if (canAddMap[normalizeCoord_DARKNESS(oX, oY, edge )] == 1 ) continue;

                        if (tile.hasItem() )
                        {
                            Item* pItem = tile.getItem();
                            if (pItem != NULL && pItem->getItemClass() == Item::ITEM_CLASS_CORPSE && pItem->getItemType() == MONSTER_CORPSE )
                            {
                                MonsterCorpse* pMonsterCorpse = dynamic_cast<MonsterCorpse*>(pItem);
                                if (g_pFlagManager->isFlagPole(pMonsterCorpse ) )
                                {
//								canAddMap[normalizeCoord_DARKNESS(oX+1, oY, edge )] = 1;
//								canAddMap[normalizeCoord_DARKNESS(oX+1, oY+1, edge )] = 1;
//								canAddMap[normalizeCoord_DARKNESS(oX, oY+1, edge )] = 1;
                                    continue;
                                }
                            }
                        }

                        if (tile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION ) != NULL ) continue;

                        // 현재 타일에다 이펙트를 추가할 수 있다면...
                        if (tile.canAddEffect())
                        {
                            // 머시 그라운드 있음 추가 못한당.
                            if (tile.getEffect(Effect::EFFECT_CLASS_MERCY_GROUND) != NULL ) continue;
                            if (tile.getEffect(Effect::EFFECT_CLASS_DARKNESS_FORBIDDEN) != NULL ) continue;

                            // 같은 effect가 있으면 지운다.
                            Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_DARKNESS);
                            if (pOldEffect != NULL)
                            {
                                ObjectID_t effectID = pOldEffect->getObjectID();
                                pZone->deleteEffect(effectID);// fix me
                            }

                            // 이펙트 클래스를 생성한다.
                            EffectDarkness* pEffect = new EffectDarkness(pZone , tileX, tileY);
                            pEffect->setDeadline(output.Duration);
                            pEffect->setLevel(pVampire->getINT());
                            pEffect->setDuration(output.Duration);
                            pEffect->setStartTime();

                            // 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() )
                                   )
                                {
                                    cList.push_back(pTargetCreature);
                                    _GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());
                                    _GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
                                    _GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());
                                }

                                pEffect->affectObject(pTarget, false);
                            }
                        }
                    }
                }

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

            _GCSkillToTileOK2.setObjectID(pVampire->getObjectID());
            _GCSkillToTileOK2.setSkillType(SkillType);
            _GCSkillToTileOK2.setX(X);
            _GCSkillToTileOK2.setY(Y);
            _GCSkillToTileOK2.setDuration(output.Duration);
            _GCSkillToTileOK2.setRange(Range);
            //_GCSkillToTileOK2.addShortData(MODIFY_VISION, DARKNESS_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(Range);
            _GCSkillToTileOK4.setDuration(output.Duration);

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

            _GCSkillToTileOK6.setOrgXY(myX, myY);
            _GCSkillToTileOK6.setSkillType(SkillType);
            _GCSkillToTileOK6.setX(X);
            _GCSkillToTileOK6.setY(Y);
            _GCSkillToTileOK6.setDuration(output.Duration);
            _GCSkillToTileOK6.setRange(Range);
            //_GCSkillToTileOK6.addShortData(MODIFY_VISION, DARKNESS_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 << "Darkness : 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 #16
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 #17
0
//////////////////////////////////////////////////////////////////////////////
// 몬스터 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodyWall::execute(Monster* pMonster, ZoneCoord_t X, ZoneCoord_t Y)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pMonster != NULL);

	try 
	{
		Zone* pZone = pMonster->getZone();

		Assert(pZone != NULL);

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

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

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

		// 마스터는 무조건~~
		bool bRangeCheck = pMonster->isMaster()
#ifdef __UNDERWORLD__
			|| pMonster->isUnderworld() || pMonster->getMonsterType() == 599
#endif
							|| verifyDistance(pMonster, X, Y, pSkillInfo->getRange());

		bool bHitRoll    = pMonster->isMaster() 
#ifdef __UNDERWORLD__
			|| pMonster->isUnderworld() || pMonster->getMonsterType() == 599
#endif
							|| HitRoll::isSuccessMagic(pMonster, pSkillInfo);
		
		bool bTileCheck = false;
		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);
		if (rect.ptInRect(X, Y)) bTileCheck = true;

		if (bRangeCheck && bHitRoll && bTileCheck)
		{
			// 이펙트의 지속시간을 계산한다.
			SkillInput input(pMonster);
			SkillOutput output;
			computeOutput(input, output);

			//Range_t    Range    = 3;
			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);

					// 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(pMonster->getName());
						pEffect->setCasterID(pMonster->getObjectID());
						pEffect->setClan(Creature::CREATURE_CLASS_MONSTER, pMonster->getClanType());
						pEffect->setDamage(output.Damage);
						pEffect->setDeadline(output.Duration);
						pEffect->setLevel(pMonster->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);

						GCAddEffectToTile gcAE;
						gcAE.setObjectID(pEffect->getObjectID());
						gcAE.setEffectID(pEffect->getSendEffectClass());
						gcAE.setDuration(output.Duration);
						gcAE.setXY(tileX, tileY);
						pZone->broadcastPacket(tileX, tileY, &gcAE);

						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() )
							) 
							{
								cList.push_back(pTargetCreature);
								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());
								
								pEffect->affect(pTargetCreature);
							}

							//pEffect->affectObject(pTarget, false);
						}
					}	
				}	
			}

			_GCSkillToTileOK2.setObjectID(pMonster->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(pMonster->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(pMonster->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, pMonster)) pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				else pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK6);
			}

			cList.push_back(pMonster);

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

			// watcherList에서 cList에 속하지 않고, caster(pMonster)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, pMonster) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (!pWatcher->isPC())
					{
						//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);
		} 
		else 
		{
			executeSkillFailNormal(pMonster, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pMonster, getSkillType());
	}

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

	__END_CATCH
}
//////////////////////////////////////////////////////////////////////////////
// 아우스터즈 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void SummonGroundElemental::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);

		// 데미지와 지속 시간을 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))
//		{
//			Tile& tile = pZone->getTile(X, Y);
//			if (tile.canAddEffect()) bTileCheck = true;
//		}

		TPOINT pt = findSuitablePosition(pZone, X, Y, Creature::MOVE_MODE_WALKING);

		if (pt.x == -1 )
		{
			bTileCheck = false;
		}
		else
		{
			bTileCheck = true;

			for (int oX = pt.x - 2 ; oX <= pt.x + 2 ; ++oX )
			for (int oY = pt.y - 2 ; oY <= pt.y + 2 ; ++oY )
			{
				if (!rect.ptInRect(oX, oY ) ) continue;
				if (pZone->getTile(oX, oY).getEffect(Effect::EFFECT_CLASS_GROUND_ELEMENTAL_AURA ) != NULL )
				{
					bTileCheck = false;
					break;
				}
			}
		}


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

			int oX, oY;
/*
HP = 200 + (S_level * 10)
Defense = 50 + (S_level * 2)
Protection = 20 + (S_level * 2)
Poison Resistance = 70% 
Acid Resistance = 60% 
Curse Resistance = 100% 
Blood Resistance = 50% 
Regen = 1 HP per 1 sec
*/
			Monster* pGroundElemental = new Monster(GROUND_ELEMENTAL_TYPE);
			pGroundElemental->setName("대지 정령");
			pGroundElemental->setHP(1000 + input.SkillLevel * 100);
			pGroundElemental->setHP(1000 + input.SkillLevel * 100, ATTR_MAX);
			pGroundElemental->setDefense(0);
			pGroundElemental->setProtection(0);
			pGroundElemental->setResist(MAGIC_DOMAIN_POISON, 0);
			pGroundElemental->setResist(MAGIC_DOMAIN_ACID, 0);
			pGroundElemental->setResist(MAGIC_DOMAIN_CURSE, 0);
			pGroundElemental->setResist(MAGIC_DOMAIN_BLOOD, 0);
			pGroundElemental->setFlag(Effect::EFFECT_CLASS_IMMUNE_TO_CURSE);
			pGroundElemental->removeFlag(Effect::EFFECT_CLASS_HIDE);
			pGroundElemental->setMoveMode(Creature::MOVE_MODE_WALKING);

			// 무뇌정령
			pGroundElemental->setBrain(NULL);

			pZone->addCreature(pGroundElemental, X, Y, 2);
			X = pGroundElemental->getX();
			Y = pGroundElemental->getY();

			//cout << pGroundElemental->toString() << " 을 " << X << ", " << Y << " 에 불러냈습니다." << endl;

			EffectGroundElemental* pCreatureEffect = new EffectGroundElemental(pGroundElemental);
			pCreatureEffect->setDeadline(output.Duration);

			pGroundElemental->setFlag(pCreatureEffect->getEffectClass());
			pGroundElemental->addEffect(pCreatureEffect);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pGroundElemental->getObjectID());
			gcAddEffect.setEffectID(pCreatureEffect->getSendEffectClass());
			pZone->broadcastPacket(X, Y, &gcAddEffect);

//			addSimpleCreatureEffect(pGroundElemental, Effect::EFFECT_CLASS_GROUND_ELEMENTAL_CENTER);

//			for (int i = 0; i < m_MaskIndex[Grade]; ++i )
			for (oX = X - 2 ; oX <= X + 2 ; ++oX )
			for (oY = Y - 2 ; oY <= Y + 2 ; ++oY )
			{
//				oX = m_ElementalMask[Grade][i].x;
//				oY = m_ElementalMask[Grade][i].y;

				if (!rect.ptInRect(oX, oY)) continue;
				if (oX == X && oY == Y ) continue;

				Tile&   tile  = pZone->getTile(oX, oY);
				if (!tile.canAddEffect()) continue;

				if (tile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION) ) continue;
				
				// 같은 이펙트가 이미 존재한다면 삭제한다.
				Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_GROUND_ELEMENTAL_AURA);
				if (pOldEffect != NULL)
				{
					ObjectID_t effectID = pOldEffect->getObjectID();
					pZone->deleteEffect(effectID);
				}

				// 이펙트 오브젝트를 생성한다.
				EffectSummonGroundElemental* pEffect = new EffectSummonGroundElemental(pZone, oX, oY);
				pEffect->setDeadline(output.Duration);

				// 타일에 붙은 이펙트는 OID를 받아야 한다.
				ObjectRegistry & objectregister = pZone->getObjectRegistry();
				objectregister.registerObject(pEffect);
			
				// 존 및 타일에다가 이펙트를 추가한다.
				pZone->addEffect(pEffect);	
				tile.addEffect(pEffect);

				GCAddEffectToTile gcAddEffect;
				gcAddEffect.setXY(oX, oY);
				gcAddEffect.setEffectID(pEffect->getSendEffectClass());
				gcAddEffect.setObjectID(pEffect->getObjectID());
				gcAddEffect.setDuration(output.Duration);

				pZone->broadcastPacket(oX, oY, &gcAddEffect);
			}

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

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.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.setDuration(output.Duration);
			_GCSkillToTileOK4.setGrade(Grade);
		
			_GCSkillToTileOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setGrade(Grade);

			pPlayer->sendPacket(&_GCSkillToTileOK1);
		
			list<Creature*> cList;
			cList.push_back(pOusters);

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

			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 << t.toString() << endl;
	}

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

	__END_CATCH
}
bool DestroyMissionLairObserverImplementation::checkForNewSpawns(TangibleObject* lair, TangibleObject* attacker, bool forceSpawn) {
	Zone* zone = lair->getZone();

	if (zone == NULL)
		return false;

	int spawnLimitAdjustment = 0;

	if (difficulty == 0) {
		spawnLimitAdjustment = -3;
	} else if (difficulty == 4) {
		spawnLimitAdjustment = 3;
	}

	int spawnLimit = lairTemplate->getSpawnLimit() + spawnLimitAdjustment;

	if (forceSpawn) {
		spawnNumber.increment();
	} else if (getMobType() == LairTemplate::NPC) {
		return false;
	} else {
		if (spawnedCreatures.size() >= spawnLimit && !lairTemplate->hasBossMobs())
			return true;

		int conditionDamage = lair->getConditionDamage();
		int maxCondition = lair->getMaxCondition();

		switch (spawnNumber) {
		case 0:
			spawnNumber.increment();
			break;
		case 1:
			if (conditionDamage > (maxCondition / 10)) {
				spawnNumber.increment();
			} else {
				return false;
			}
			break;
		case 2:
			if (conditionDamage > (maxCondition / 2)) {
				spawnNumber.increment();
			} else {
				return false;
			}
			break;
		case 3:
			if (lairTemplate->hasBossMobs() && conditionDamage > ((maxCondition * 9) / 10)) {
				spawnNumber.increment();
			} else {
				return false;
			}
			break;
		default:
			return false;
			break;
		}
	}

	VectorMap<String, int> objectsToSpawn; // String mobileTemplate, int number to spawn

	if (spawnNumber == 4) {
		if (System::random(100) > 4)
			return false;

		VectorMap<String, int>* mobs = lairTemplate->getBossMobiles();

		for (int i = 0; i < mobs->size(); i++) {
			objectsToSpawn.put(mobs->elementAt(i).getKey(), mobs->elementAt(i).getValue());
		}

	} else {
		Vector<String>* mobiles = lairTemplate->getWeightedMobiles();
		int amountToSpawn = 0;

		if (getMobType() == LairTemplate::CREATURE) {
			amountToSpawn = spawnLimit / 3;
		} else {
			amountToSpawn = System::random(2) + (spawnLimit / 3);
		}

		if (amountToSpawn < 1)
			amountToSpawn = 1;

		for (int i = 0; i < amountToSpawn; i++) {
			int num = System::random(mobiles->size() - 1);
			String mob = mobiles->get(num);

			if (objectsToSpawn.contains(mob)) {
				int value = objectsToSpawn.get(mob);
				objectsToSpawn.drop(mob);
				objectsToSpawn.put(mob, value + 1);
			} else {
				objectsToSpawn.put(mob, 1);
			}
		}
	}

	for(int i = 0; i < objectsToSpawn.size(); ++i) {

		if (spawnNumber != 4 && spawnedCreatures.size() >= spawnLimit)
			return true;

		String templateToSpawn = objectsToSpawn.elementAt(i).getKey();
		int numberToSpawn = objectsToSpawn.get(templateToSpawn);

		CreatureTemplate* creatureTemplate = CreatureTemplateManager::instance()->getTemplate(templateToSpawn);

		if (creatureTemplate == NULL)
			continue;

		float tamingChance = creatureTemplate->getTame();

		CreatureManager* creatureManager = zone->getCreatureManager();

		for (int j = 0; j < numberToSpawn; j++) {
			if (lair->getZone() == NULL)
				break;

			float x = lair->getPositionX() + (size - System::random(size * 20) / 10.0f);
			float y = lair->getPositionY() + (size - System::random(size * 20) / 10.0f);
			float z = zone->getHeight(x, y);

			ManagedReference<CreatureObject*> creo = NULL;

			if (creatureManager->checkSpawnAsBaby(tamingChance, babiesSpawned, 1000)) {
				creo = creatureManager->spawnCreatureAsBaby(templateToSpawn.hashCode(), x, z, y);
				babiesSpawned++;
			}

			if (creo == NULL)
				creo = creatureManager->spawnCreatureWithAi(templateToSpawn.hashCode(), x, z, y);

			if (creo == NULL)
				continue;

			if (!creo->isAiAgent()) {
				error("spawned non player creature with template " + templateToSpawn);
			} else {
				AiAgent* ai = cast<AiAgent*>( creo.get());

				Locker clocker(ai, lair);

				ai->setDespawnOnNoPlayerInRange(false);
				ai->setHomeLocation(x, z, y);
				ai->setRespawnTimer(0);
				ai->setHomeObject(lair);

				spawnedCreatures.add(creo);

			}
		}
	}

	if (spawnNumber == 4) {
		Reference<LairAggroTask*> task = new LairAggroTask(lair, attacker, _this.getReferenceUnsafeStaticCast(), true);
		task->schedule(1000);
	}

	return objectsToSpawn.size() > 0;
}
Beispiel #20
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void MagicElusion::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);

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

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

		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 = verifyDistance(pSlayer, X, Y, pSkillInfo->getRange()) && checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagicElusion(pSlayer);
		
		bool bTileCheck = false;
		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);
		if (rect.ptInRect(X, Y)) bTileCheck = true;

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


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

			Range_t    Range    = 2;

			int oX, oY;
			
			list<Creature*> cList;	// denier list
			
			ObjectRegistry & objectregister = pZone->getObjectRegistry();

			// 일단 이미 sanctuary가 있는지 검색한다.
			for(oY = -1; oY <= 1; oY++)
			for(oX = -1; oX <= 1; oX++)
			{
				int tileX = X+oX;
				int tileY = Y+oY;
				if (rect.ptInRect(tileX, tileY))
				{
					Tile& tile = pZone->getTile(tileX, tileY);

					if (tile.canAddEffect())
					{
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_MAGIC_ELUSION);

						// 이미 있다면
						// 기술 실패다.
						if (pOldEffect != NULL)
						{
							executeSkillFailNormal(pSlayer, getSkillType(), NULL);

							return;
						}
					}
					else
					{
						executeSkillFailNormal(pSlayer, getSkillType(), NULL);
						return;
					}
				}
			}

			for(oY = -1; oY <= 1; oY++)
			for(oX = -1; oX <= 1; oX++)
			{
				int tileX = X+oX;
				int tileY = Y+oY;
				if (rect.ptInRect(tileX, tileY))
				{
					Tile& tile = pZone->getTile(tileX, tileY);

					// 이펙트 클래스를 생성한다.
					EffectMagicElusion* pEffect = new EffectMagicElusion(pZone , tileX, tileY);
					pEffect->setDeadline(output.Duration);

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

					if (oX==0 && oY==0)
					{
						pEffect->setBroadcastingEffect(true);
						GCAddEffectToTile gcAddEffectToTile;
						gcAddEffectToTile.setEffectID(pEffect->getEffectClass());
						gcAddEffectToTile.setObjectID(pEffect->getObjectID());
						gcAddEffectToTile.setXY(X, Y);
						gcAddEffectToTile.setDuration(output.Duration);

						pZone->broadcastPacket(X, Y, &gcAddEffectToTile, pSlayer);
					}
					else
					{
						// 가운데 이펙트가 아니면 브로드캐스팅해주지 않는다.
						pEffect->setBroadcastingEffect(false);
					}

					const list<Object*>& oList = tile.getObjectList();
					for(list<Object*>::const_iterator itr = oList.begin(); itr != oList.end(); itr++) 
					{
						Object* pTarget = *itr;
						if (pTarget->getObjectClass() == Object::OBJECT_CLASS_CREATURE )
						{
							Creature* pCreature = dynamic_cast<Creature*>(pTarget);
							Assert(pCreature != NULL);
							
							if (pCreature->isVampire() )
							{
								Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);
								Assert(pVampire != NULL);

								GCModifyInformation gcMI;
								::setDamage(pVampire, output.Damage, pSlayer, pSkillSlot->getSkillType(), &gcMI);

								pVampire->getPlayer()->sendPacket(&gcMI);
								cList.push_back(pCreature);
							}
							else if (pCreature->isMonster() )
							{
								::setDamage(pCreature, output.Damage, pSlayer, pSkillSlot->getSkillType());
							}
						}
					}
				}
			}

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

			_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(Range);

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

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

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

			_GCSkillToTileOK6.setOrgXY(myX, myY);
			_GCSkillToTileOK6.setSkillType(SkillType);
			_GCSkillToTileOK6.setX(X);
			_GCSkillToTileOK6.setY(Y);
			_GCSkillToTileOK6.setDuration(output.Duration);
			_GCSkillToTileOK6.setRange(Range);

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

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pSlayer);

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

			// watcherList에서 cList에 속하지 않고, caster(pSlayer)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, pSlayer) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (pWatcher->isPC())
					{
						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);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}

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

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


	__END_CATCH
}
void BountyMissionObjectiveImplementation::spawnTarget(const String& zoneName) {
	Locker locker(&syncMutex);

	ManagedReference<MissionObject* > mission = this->mission.get();

	if ((npcTarget != NULL && npcTarget->isInQuadTree()) || isPlayerTarget()) {
		return;
	}

	ZoneServer* zoneServer = getPlayerOwner().get()->getZoneServer();
	Zone* zone = zoneServer->getZone(zoneName);
	CreatureManager* cmng = zone->getCreatureManager();

	if (npcTarget == NULL) {
		Vector3 position = getTargetPosition();

		try {
			npcTarget = cast<AiAgent*>(zone->getCreatureManager()->spawnCreatureWithAi(mission->getTargetOptionalTemplate().hashCode(), position.getX(), zone->getHeight(position.getX(), position.getY()), position.getY(), 0));
		} catch (Exception& e) {
			fail();
			ManagedReference<CreatureObject*> player = getPlayerOwner();
			if (player != NULL) {
				player->sendSystemMessage("ERROR: could not find template for target. Please report this on Mantis to help us track down the root cause.");
			}
			error("Template error: " + e.getMessage() + " Template = '" + mission->getTargetOptionalTemplate() +"'");
		}
		if (npcTarget != NULL) {
			npcTarget->setCustomObjectName(mission->getTargetName(), true);
			//TODO add observer to catch player kill and fail mission in that case.
			addObserverToCreature(ObserverEventType::OBJECTDESTRUCTION, npcTarget);
			addObserverToCreature(ObserverEventType::DAMAGERECEIVED, npcTarget);
		} else {
			fail();
			ManagedReference<CreatureObject*> player = getPlayerOwner();
			if (player != NULL) {
				player->sendSystemMessage("ERROR: could not find template for target. Please report this on Mantis to help us track down the root cause.");
			}
			error("Could not spawn template: '" + mission->getTargetOptionalTemplate() + "'");
		}
	}
}
Beispiel #22
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
}
Beispiel #23
0
void EffectSpiritGuard::affect(Creature* pCastCreature)
	throw(Error)
{
	__BEGIN_TRY

	Assert(pCastCreature != NULL);

	if (!pCastCreature->isSlayer() )
		return;

	Player* pPlayer = dynamic_cast<Player*>(pCastCreature->getPlayer());
	Assert(pPlayer != NULL);

	Slayer* pSlayer = dynamic_cast<Slayer*>(pCastCreature);
	Assert(pSlayer != NULL);

	SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SKILL_SPIRIT_GUARD);
	if (pSkillInfo == NULL )
	{
		return;
	}

	GCModifyInformation gcAttackerMI;

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

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

	ZoneCoord_t Cx = pCastCreature->getX();
	ZoneCoord_t Cy = pCastCreature->getY();

	bool isHit = false;

	Level_t maxEnemyLevel = 0;
	uint EnemyNum = 0;

	for (int x=-1; x<=1; x++ )
	{
		for (int y=-1; y<=1; y++ )
		{
			if (x == 0 && y == 0 ) continue;

			int X = Cx + x;
			int Y = Cy + y;

			if (!rect.ptInRect(X, Y ) ) continue;

			// 타일안에 존재하는 오브젝트를 가져온다.
			Tile& tile = pZone->getTile(X, Y);

			if(tile.hasCreature(Creature::MOVE_MODE_WALKING) )
			{
				Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);
				Assert(pCreature != NULL);

				// 자신은 맞지 않는다. 무적도 안 맞는다. 슬레이어도 안 맞느다.
				// 안전지대 체크
				// 2003.1.10 by bezz, Sequoia
				if (pCreature == m_pTarget
				  || !canAttack(pCastCreature, pCreature )
				  || pCreature->isFlag(Effect::EFFECT_CLASS_COMA )
				  || pCreature->isSlayer() 
				  || pCreature->isNPC()
				  || !checkZoneLevelToHitTarget(pCreature)
				)
				{
					continue;
				}

				isHit = true;

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

				if (pCreature->isVampire() || pCreature->isOusters() )
				{
//					Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);

					GCModifyInformation gcMI;
					::setDamage(pCreature, m_Damage, pCastCreature, SKILL_SPIRIT_GUARD, &gcMI, &gcAttackerMI);

					pCreature->getPlayer()->sendPacket(&gcMI);

					// 맞는 동작을 보여준다.
					GCSkillToObjectOK2 gcSkillToObjectOK2;
					gcSkillToObjectOK2.setObjectID(1);    // 의미 없다.
					gcSkillToObjectOK2.setSkillType(SKILL_ATTACK_MELEE);
					gcSkillToObjectOK2.setDuration(0);
					pCreature->getPlayer()->sendPacket(&gcSkillToObjectOK2);

				}
				else if (pCreature->isMonster() )
				{
					Monster* pMonster = dynamic_cast<Monster*>(pCreature);

					::setDamage(pMonster, m_Damage, pCastCreature, SKILL_SPIRIT_GUARD, NULL, &gcAttackerMI);

					pMonster->addEnemy(pCastCreature);
				}
				else Assert(false);

				GCSkillToObjectOK4 gcSkillToObjectOK4;
				gcSkillToObjectOK4.setSkillType(SKILL_ATTACK_MELEE);
				gcSkillToObjectOK4.setTargetObjectID(pCreature->getObjectID());
				gcSkillToObjectOK4.setDuration(0);

				pZone->broadcastPacket(X, Y, &gcSkillToObjectOK4, pCreature);
			}
		}
	}

	if (isHit )
	{
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		SkillSlot* pSkillSlot = pSlayer->getSkill(SKILL_SPIRIT_GUARD);

		if (pSkillSlot != NULL )
		{
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), gcAttackerMI, maxEnemyLevel, EnemyNum);
			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, gcAttackerMI);
		}
	}

	setNextTime(m_Delay);

	__END_CATCH
}
Beispiel #24
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 #25
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 #26
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
}