std::vector<std::vector<cv::Point> > LibVision::findCandidates(std::vector<std::vector<cv::Point> > contours, uint vertexCount) { static std::vector<cv::Point> approxCurve; std::vector<std::vector<cv::Point> > candidates; for (int i = 0; i < contours.size(); i++) { if (vertexCount == 1000) { // Circles cv::approxPolyDP(contours[i], approxCurve, 3, true); if (approxCurve.size() > 8) { candidates.push_back(approxCurve); } } else { // Others cv::approxPolyDP(contours[i], approxCurve, cv::arcLength(cv::Mat(contours[i]), true) * 0.02, true); if (approxCurve.size() == vertexCount && cv::isContourConvex(approxCurve)) { if (verifyDistance(approxCurve[0], approxCurve[2])) { candidates.push_back(approxCurve); } } } approxCurve.clear(); } return candidates; }
////////////////////////////////////////////////////////////////////////////// // 슬레이어 오브젝트 ////////////////////////////////////////////////////////////////////////////// void JabbingVein::execute (Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY __BEGIN_DEBUG //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; Assert(pSlayer != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pSlayer->getPlayer(); Zone* pZone = pSlayer->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NoSuch제거. by sigi. 2002.5.2 if (pTargetCreature==NULL || !canAttack(pSlayer, pTargetCreature ) || pTargetCreature->isNPC()) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } GCAttackArmsOK1 _GCAttackArmsOK1; GCAttackArmsOK2 _GCAttackArmsOK2; GCAttackArmsOK3 _GCAttackArmsOK3; GCAttackArmsOK4 _GCAttackArmsOK4; GCAttackArmsOK5 _GCAttackArmsOK5; // 들고 있는 무기가 없거나, 총 계열 무기가 아니라면 기술을 쓸 수 없다. // 총 계열 무기 중에서도 SG나 SR은 JabbingVein를 쓸 수가 없다. // SG, SR 도 이제 쓸 수 있다. // 2003. 1. 14 by bezz Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND); if (pWeapon == NULL || isArmsWeapon(pWeapon) == false ) // pWeapon->getItemClass() == Item::ITEM_CLASS_SG || // pWeapon->getItemClass() == Item::ITEM_CLASS_SR) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND); SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); SkillDomainType_t DomainType = pSkillInfo->getDomainType(); SkillLevel_t SkillLevel = pSkillSlot->getExpLevel(); SkillInput input(pSlayer, pSkillSlot); SkillOutput output; if (pTargetCreature->isPC() ) { input.TargetType = SkillInput::TARGET_PC; } else { input.TargetType = SkillInput::TARGET_MONSTER; } computeOutput(input, output); // 페널티 값을 계산한다. int ToHitPenalty = getPercentValue(pSlayer->getToHit(), output.ToHit); int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pSlayer, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pWeapon->getRange()); bool bBulletCheck = (getRemainBullet(pWeapon) > 0) ? true : false; bool bHitRoll = HitRoll::isSuccess(pSlayer, pTargetCreature, ToHitPenalty); bool bPK = verifyPK(pSlayer, pTargetCreature); // 총알 숫자는 무조건 떨어뜨린다. Bullet_t RemainBullet = 0; if (bBulletCheck) { // 총알 숫자를 떨어뜨리고, 저장하고, 남은 총알 숫자를 받아온다. decreaseBullet(pWeapon); // 한발쓸때마다 저장할 필요 없다. by sigi. 2002.5.9 //pWeapon->save(pSlayer->getName(), STORAGE_GEAR, 0, Slayer::WEAR_RIGHTHAND, 0); RemainBullet = getRemainBullet(pWeapon); } if (bManaCheck && bTimeCheck && bRangeCheck && bBulletCheck && bHitRoll && bPK) { //cout << pSlayer->getName().c_str() << " Attack OK" << endl; decreaseMana(pSlayer, RequiredMP, _GCAttackArmsOK1); _GCAttackArmsOK5.setSkillSuccess(true); _GCAttackArmsOK1.setSkillSuccess(true); bool bCriticalHit = false; // 데미지를 계산하고, quickfire 페널티를 가한다. // output.Damage가 음수이기 때문에, %값을 구해 더하면 결국 빼는 것이 된다. int Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit); Damage += getPercentValue(Damage, output.Damage); Damage = max(0, Damage); //cout << "JabbingVeinDamage:" << Damage << endl; // 데미지를 세팅한다. setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCAttackArmsOK2, &_GCAttackArmsOK1); computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCAttackArmsOK2, &_GCAttackArmsOK1); bool bAffect = true; if (pTargetCreature->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); if (pMonster->isMaster() ) bAffect = false; } if (bAffect && !pTargetCreature->isFlag(Effect::EFFECT_CLASS_JABBING_VEIN) && rand()%100 < output.Range ) { EffectJabbingVein* pEffect = new EffectJabbingVein(pTargetCreature); pEffect->setDeadline(output.Duration); pTargetCreature->addEffect(pEffect); pTargetCreature->setFlag(pEffect->getEffectClass()); GCAddEffect gcAddEffect; gcAddEffect.setObjectID(pTargetCreature->getObjectID()); gcAddEffect.setEffectID(pEffect->getSendEffectClass()); gcAddEffect.setDuration(output.Duration); pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcAddEffect); } // 크리티컬 히트라면 상대방을 뒤로 물러나게 한다. if (bCriticalHit) { knockbackCreature(pZone, pTargetCreature, pSlayer->getX(), pSlayer->getY()); } if(!pTargetCreature->isSlayer() ) { if (bIncreaseExp) { shareAttrExp(pSlayer, Damage , 1, 8, 1, _GCAttackArmsOK1); increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCAttackArmsOK1, pTargetCreature->getLevel()); increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCAttackArmsOK1); } increaseAlignment(pSlayer, pTargetCreature, _GCAttackArmsOK1); } //} if (pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); if (pTargetPlayer != NULL) { _GCAttackArmsOK2.setObjectID(getSkillType()); _GCAttackArmsOK2.setObjectID(pSlayer->getObjectID()); pTargetPlayer->sendPacket(&_GCAttackArmsOK2); } } else if (pTargetCreature->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pSlayer); } // 공격자와 상대의 아이템 내구성 떨어트림. decreaseDurability(pSlayer, pTargetCreature, NULL, &_GCAttackArmsOK1, &_GCAttackArmsOK2); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); ZoneCoord_t myX = pSlayer->getX(); ZoneCoord_t myY = pSlayer->getY(); _GCAttackArmsOK1.setSkillType(getSkillType()); _GCAttackArmsOK1.setObjectID(TargetObjectID); _GCAttackArmsOK1.setBulletNum(RemainBullet); _GCAttackArmsOK3.setSkillType(getSkillType()); _GCAttackArmsOK3.setObjectID(pSlayer->getObjectID()); _GCAttackArmsOK3.setTargetXY (targetX, targetY); _GCAttackArmsOK4.setSkillType(getSkillType()); _GCAttackArmsOK4.setTargetObjectID (TargetObjectID); _GCAttackArmsOK5.setSkillType(getSkillType()); _GCAttackArmsOK5.setObjectID(pSlayer->getObjectID()); _GCAttackArmsOK5.setTargetObjectID (TargetObjectID); pPlayer->sendPacket(&_GCAttackArmsOK1); list<Creature *> cList; cList.push_back(pTargetCreature); cList.push_back(pSlayer); cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCAttackArmsOK5, cList); pZone->broadcastPacket(myX, myY, &_GCAttackArmsOK3, cList); pZone->broadcastPacket(targetX, targetY, &_GCAttackArmsOK4, cList); pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormalWithGun(pSlayer, getSkillType(), pTargetCreature, RemainBullet); //cout << pSlayer->getName().c_str() << " Fail : " // << (int)bManaCheck << (int)bTimeCheck << (int)bRangeCheck // << (int)bBulletCheck << (int)bHitRoll << (int)bPK << endl; } } catch (Throwable &t) { executeSkillFailException(pSlayer, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; __END_DEBUG __END_CATCH }
////////////////////////////////////////////////////////////////////// // // 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 }
////////////////////////////////////////////////////////////////////////////// // 뱀파이어 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void BloodDrain::execute(Vampire* pVampire, ObjectID_t TargetObjectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(vampire)" << endl; Assert(pVampire != NULL); try { Player* pPlayer = pVampire->getPlayer(); Zone* pZone = pVampire->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NPC는 공격할 수가 없다. // 면역 상태. by sigi. 2002.9.13 // 무적상태 체크. by sigi.2002.9.5 // 죽은 애는 피 빨 수 없다. by Sequoia.2003. 3. 20 if (pTargetCreature==NULL // NoSuch 제거. by sigi. 2002.5.2 || pTargetCreature->isNPC() || pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_BLOOD_DRAIN) || !canAttack(pVampire, pTargetCreature ) || pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA) || pTargetCreature->isDead() ) { executeSkillFailException(pVampire, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(vampire)" << endl; return; } GCBloodDrainOK1 _GCBloodDrainOK1; GCBloodDrainOK2 _GCBloodDrainOK2; GCBloodDrainOK3 _GCBloodDrainOK3; Timeval CurrentTime; getCurrentTime(CurrentTime); bool bHitRoll = HitRoll::isSuccessBloodDrain(pVampire, pTargetCreature); bool bCanHit = canHit(pVampire, pTargetCreature, SKILL_BLOOD_DRAIN); bool bTimeCheck = CurrentTime.tv_sec > 1 ? true : false; bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, 2); bool bPK = verifyPK(pVampire, pTargetCreature); if (bHitRoll && bCanHit && bTimeCheck && bRangeCheck && bPK) { // 슬레이어일 경우에만 이펙트 오브젝트를 생성한다. if (pTargetCreature->isSlayer()) { EffectBloodDrain* pEffectBloodDrain = new EffectBloodDrain(pTargetCreature); pEffectBloodDrain->setLevel(pVampire->getLevel()); pEffectBloodDrain->setDeadline(BLOODDRAIN_DURATION); // 3일?? pTargetCreature->addEffect(pEffectBloodDrain); pEffectBloodDrain->create(pTargetCreature->getName()); _GCBloodDrainOK2.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_BLOOD_DRAIN); // 타겟이 뭐든 플래그는 건다. pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN); Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature); SLAYER_RECORD prev; pTargetSlayer->getSlayerRecord(prev); pTargetSlayer->initAllStat(); pTargetSlayer->sendRealWearingInfo(); pTargetSlayer->addModifyInfo(prev, _GCBloodDrainOK2); // 로그를 남긴다. //log(LOG_BLOODDRAINED, pTargetCreature->getName(), pVampire->getName()); } // 아우스터즈의 경우엔..... -_-; 제한시간 없는 이펙트를 생성한다. 엄밀히 말해 제한시간이 없는 건 아니지만.. // else if (pTargetCreature->isOusters() ) // { // EffectBloodDrain* pEffectBloodDrain = new EffectBloodDrain(pTargetCreature); // pEffectBloodDrain->setLevel(pVampire->getLevel()); // pTargetCreature->addEffect(pEffectBloodDrain); // pEffectBloodDrain->create(pTargetCreature->getName()); // _GCBloodDrainOK2.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_BLOOD_DRAIN); // // // 타겟이 뭐든 플래그는 건다. // pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN); // // Sight_t oldSight = pTargetCreature->getSight(); // Sight_t newSight = pTargetCreature->getEffectedSight(); // // if (oldSight != newSight ) // { // pTargetCreature->setSight(newSight); // pZone->updateScan(pTargetCreature, oldSight, pTargetCreature->getSight()); // _GCBloodDrainOK2.addShortData(MODIFY_VISION, pTargetCreature->getSight()); // // GCChangeDarkLight gcChangeDarkLight; // gcChangeDarkLight.setDarkLevel(15); // gcChangeDarkLight.setLightLevel(newSight); // pTargetCreature->getPlayer()->sendPacket(&gcChangeDarkLight); // } // } // 타겟이 뭐든 플래그는 건다. pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN); // 올릴 경험치량을 계산한다. Exp_t Exp = computeCreatureExp(pTargetCreature, BLOODDRAIN_EXP); int targetLevel = 0; int targetMaxHP = 0; // 페임을 올려준다. if (pTargetCreature->isSlayer()) { //increaseFame(pVampire, Exp); Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature); targetLevel = pTargetSlayer->getHighestSkillDomainLevel(); targetMaxHP = pTargetSlayer->getHP(ATTR_MAX); } else if (pTargetCreature->isVampire()) { //increaseFame(pVampire, Exp); Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature); targetLevel = pTargetVampire->getLevel(); targetMaxHP = pTargetVampire->getHP(ATTR_MAX); } else if (pTargetCreature->isOusters()) { //increaseFame(pOusters, Exp); Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature); targetLevel = pTargetOusters->getLevel(); targetMaxHP = pTargetOusters->getHP(ATTR_MAX); } else if (pTargetCreature->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); Timeval NextTurn = pMonster->getNextTurn(); Timeval DelayTurn; DelayTurn.tv_sec = 4; DelayTurn.tv_usec = 500000; pMonster->addAccuDelay(DelayTurn); pMonster->addEnemy(pVampire); targetLevel = pMonster->getLevel(); targetMaxHP = pMonster->getHP(ATTR_MAX); } shareVampExp(pVampire, Exp, _GCBloodDrainOK1); // 흡혈을 하게 되면 흡혈한 사람의 체력이 올라간다. // Mephisto이펙트가 걸려있으면 HP는 안 올라간다. if (!pVampire->isFlag(Effect::EFFECT_CLASS_MEPHISTO)) { HP_t HealPoint = (Exp==0? computeBloodDrainHealPoint(pTargetCreature, BLOODDRAIN_EXP) : Exp); HP_t CurrentHP = pVampire->getHP(); HP_t MaxHP = pVampire->getHP(ATTR_MAX); HP_t NewHP = min((int)MaxHP , (int)CurrentHP + (int)HealPoint); // 은 데미지 관련 처리를 해 준다. Silver_t newSilverDamage = max(0, (int)pVampire->getSilverDamage()-(int)HealPoint); pVampire->saveSilverDamage(newSilverDamage); _GCBloodDrainOK1.addShortData(MODIFY_SILVER_DAMAGE, newSilverDamage); // 뱀파이어의 HP를 세팅한다. pVampire->setHP(NewHP); GCStatusCurrentHP gcStatusCurrentHP; gcStatusCurrentHP.setObjectID(pVampire->getObjectID()); gcStatusCurrentHP.setCurrentHP(NewHP); pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcStatusCurrentHP, pVampire); _GCBloodDrainOK1.addShortData(MODIFY_CURRENT_HP, NewHP); } // 흡혈을 당한 애는 HP가 줄어든다. // 대상이 내 레벨보다 높다면.. MaxHP의 10~15% damage // by sigi. 2002.9.14 int drainDamage = 0; int myLevel = pVampire->getLevel(); if (targetLevel > myLevel) { drainDamage = targetMaxHP * (rand()%6+10) / 100; } else { // 레벨 5차이마다 1%씩 더~ int damagePercent = min(30, (rand()%6+10+(myLevel-targetLevel))); drainDamage = targetMaxHP * damagePercent / 100; } if (drainDamage > 0) { //decreaseHP(pZone, pTargetCreature, drainDamage, pVampire->getObjectID()); EffectDecreaseHP* pEffect = new EffectDecreaseHP(pTargetCreature); pEffect->setPoint(drainDamage); pEffect->setDeadline(20); // 2초 후 pEffect->setUserObjectID(pVampire->getObjectID()); pTargetCreature->addEffect(pEffect); pTargetCreature->setFlag(Effect::EFFECT_CLASS_DECREASE_HP); } pVampire->getGQuestManager()->blooddrain(); // 흡혈시에도 성향 바뀜 // by sigi. 2002.12.16 // EffectDecreaseHP에서 HP가 닳아서 0이 되어야하는 경우가 있어서 // EffectDecreaseHP::unaffect()로 옮긴다. //computeAlignmentChange(pTargetCreature, drainDamage, pVampire, NULL, &_GCBloodDrainOK1); _GCBloodDrainOK1.setObjectID(TargetObjectID); _GCBloodDrainOK3.setObjectID(pVampire->getObjectID()); _GCBloodDrainOK3.setTargetObjectID (TargetObjectID); pPlayer->sendPacket(&_GCBloodDrainOK1); if (pTargetCreature != NULL && pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); if (pTargetPlayer != NULL) { _GCBloodDrainOK2.setObjectID(pVampire->getObjectID()); // _GCBloodDrainOK2.addLongData(MODIFY_DURATION, BLOODDRAIN_DURATION); pTargetPlayer->sendPacket(&_GCBloodDrainOK2); } } list<Creature *> cList; cList.push_back(pTargetCreature); cList.push_back(pVampire); pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &_GCBloodDrainOK3 , cList); } else { executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pVampire, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(vampire)" << endl; __END_CATCH }
void SimpleMissileSkill::execute( Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, CEffectID_t CEffectID, int HitBonus) throw(Error) { __BEGIN_TRY Assert(pOusters != NULL); Assert(pOustersSkillSlot != NULL); try { Player* pPlayer = pOusters->getPlayer(); Zone* pZone = pOusters->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); // NPC는 공격할 수가 없다. // NoSuch제거. by sigi. 2002.5.2 if (pTargetCreature==NULL || !canAttack(pOusters, pTargetCreature ) || pTargetCreature->isNPC() ) { executeSkillFailException(pOusters, param.SkillType, param.Grade); return; } result.pTargetCreature = pTargetCreature; GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; GCSkillToObjectOK6 _GCSkillToObjectOK6; if (param.ItemClass != Item::ITEM_CLASS_MAX) { Item* pItem = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND); if (pItem == NULL || pItem->getItemClass() != param.ItemClass || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND)) { executeSkillFailException(pOusters, param.SkillType, param.Grade); return; } } SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType); bool bCriticalHit = false; Damage_t Damage = 0; if (param.bAdd) { // 파라미터로 전달된 데미지 값이 더해지는 데미지라면, // 일반 데미지를 계산 후, 데미지를 더해야 한다. // 파라미터로 전달된 데미지 값이 직접적으로 쓰이는 데미지라면, // 이 부분까지 들어오지 않으므로, 밑의 부분까지 0으로 전달된다. Damage += computeDamage(pOusters, pTargetCreature, 0, bCriticalHit); } if (param.bMagicDamage) { // 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다. // Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType, true); Damage += computeOustersMagicDamage(pOusters, pTargetCreature, param.SkillDamage, param.SkillType); } else { Damage += param.SkillDamage; } computeCriticalBonus(pOusters, param.SkillType, Damage, bCriticalHit); int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pOusters, RequiredMP); bool bTimeCheck = verifyRunTime(pOustersSkillSlot); bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = false; bool bCanHit = canHit(pOusters, pTargetCreature, param.SkillType); bool bPK = verifyPK(pOusters, pTargetCreature); bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo); if (param.bMagicHitRoll) { bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot, HitBonus); } else { bHitRoll = HitRoll::isSuccess(pOusters, pTargetCreature); } ZoneCoord_t X = pOusters->getX(); ZoneCoord_t Y = pOusters->getY(); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && bSatisfyRequire ) { decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1); bool bCanSeeCaster = canSee(pTargetCreature, pOusters); if (bCanSeeCaster) { setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2); } else { setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1); computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1); decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK6); } if (pTargetCreature->isDead()) { int exp = computeCreatureExp(pTargetCreature, 100, pOusters); shareOustersExp(pOusters, exp, _GCSkillToObjectOK1); } increaseAlignment(pOusters, pTargetCreature, _GCSkillToObjectOK1); _GCSkillToObjectOK1.setSkillType(param.SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK1.setGrade(param.Grade); _GCSkillToObjectOK2.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK2.setSkillType(param.SkillType); _GCSkillToObjectOK2.setDuration(0); _GCSkillToObjectOK2.setGrade(param.Grade); _GCSkillToObjectOK3.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK3.setSkillType(param.SkillType); _GCSkillToObjectOK3.setTargetXY(targetX, targetY); _GCSkillToObjectOK3.setGrade(param.Grade); _GCSkillToObjectOK4.setSkillType(param.SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK4.setGrade(param.Grade); _GCSkillToObjectOK5.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK5.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK5.setSkillType(param.SkillType); _GCSkillToObjectOK5.setGrade(param.Grade); _GCSkillToObjectOK6.setXY(X, Y); _GCSkillToObjectOK6.setSkillType(param.SkillType); _GCSkillToObjectOK6.setDuration(0); _GCSkillToObjectOK6.setGrade(param.Grade); pPlayer->sendPacket(&_GCSkillToObjectOK1); Player* pTargetPlayer = NULL; if (pTargetCreature->isPC()) { pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6); } else { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pOusters); } list<Creature*> cList; cList.push_back(pOusters); cList.push_back(pTargetCreature); cList = pZone->broadcastSkillPacket(X, Y, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(X, Y, &_GCSkillToObjectOK3 , cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4 , cList); pOustersSkillSlot->setRunTime(param.Delay); result.bSuccess = true; } else { executeSkillFailNormal(pOusters, param.SkillType, pTargetCreature, param.Grade); } } catch (Throwable & t) { executeSkillFailException(pOusters, param.SkillType, param.Grade); } __END_CATCH }
void SimpleMissileSkill::execute( Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, CEffectID_t CEffectID, int HitBonus) throw(Error) { __BEGIN_TRY Assert(pVampire != NULL); Assert(pVampireSkillSlot != NULL); try { Player* pPlayer = pVampire->getPlayer(); Zone* pZone = pVampire->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NPC는 공격할 수가 없다. // NoSuch제거. by sigi. 2002.5.2 if (pTargetCreature==NULL || !canAttack(pVampire, pTargetCreature ) || pTargetCreature->isNPC()) { executeSkillFailException(pVampire, param.SkillType); return; } result.pTargetCreature = pTargetCreature; GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; GCSkillToObjectOK6 _GCSkillToObjectOK6; SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType); bool bCriticalHit = false; Damage_t Damage = 0; if (param.bAdd) { // 파라미터로 전달된 데미지 값이 더해지는 데미지라면, // 일반 데미지를 계산 후, 데미지를 더해야 한다. // 파라미터로 전달된 데미지 값이 직접적으로 쓰이는 데미지라면, // 이 부분까지 들어오지 않으므로, 밑의 부분까지 0으로 전달된다. Damage += computeDamage(pVampire, pTargetCreature, 0, bCriticalHit); } if (param.bMagicDamage) { // 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다. Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType, true, pVampire); } else { Damage += param.SkillDamage; } int RequiredMP = decreaseConsumeMP(pVampire, pSkillInfo); bool bManaCheck = hasEnoughMana(pVampire, RequiredMP); bool bTimeCheck = verifyRunTime(pVampireSkillSlot); bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = false; bool bCanHit = canHit(pVampire, pTargetCreature, param.SkillType); bool bPK = verifyPK(pVampire, pTargetCreature); if (param.bMagicHitRoll) { bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus); } else { bHitRoll = HitRoll::isSuccess(pVampire, pTargetCreature); } ZoneCoord_t vampX = pVampire->getX(); ZoneCoord_t vampY = pVampire->getY(); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK) { decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1); bool bCanSeeCaster = canSee(pTargetCreature, pVampire); // 데미지를 가하고, 아이템 내구도를 떨어뜨린다. if (bCanSeeCaster) { setDamage(pTargetCreature, Damage, pVampire, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); computeAlignmentChange(pTargetCreature, Damage, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); decreaseDurability(pVampire, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2); } else { setDamage(pTargetCreature, Damage, pVampire, param.SkillType, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1); computeAlignmentChange(pTargetCreature, Damage, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1); decreaseDurability(pVampire, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK6); } // 상대가 죽었다면 경험치를 좀 올려준다. if (pTargetCreature->isDead()) { int exp = computeCreatureExp(pTargetCreature, KILL_EXP); shareVampExp(pVampire, exp, _GCSkillToObjectOK1); } increaseAlignment(pVampire, pTargetCreature, _GCSkillToObjectOK1); _GCSkillToObjectOK1.setSkillType(param.SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK2.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK2.setSkillType(param.SkillType); _GCSkillToObjectOK2.setDuration(0); _GCSkillToObjectOK3.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK3.setSkillType(param.SkillType); _GCSkillToObjectOK3.setTargetXY(targetX, targetY); _GCSkillToObjectOK4.setSkillType(param.SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK5.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK5.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK5.setSkillType(param.SkillType); _GCSkillToObjectOK6.setXY(vampX, vampY); _GCSkillToObjectOK6.setSkillType(param.SkillType); _GCSkillToObjectOK6.setDuration(0); pPlayer->sendPacket(&_GCSkillToObjectOK1); Player* pTargetPlayer = NULL; if (pTargetCreature->isPC()) { pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6); } else { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pVampire); } list<Creature*> cList; cList.push_back(pVampire); cList.push_back(pTargetCreature); cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(vampX, vampY, &_GCSkillToObjectOK3 , cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4 , cList); pVampireSkillSlot->setRunTime(param.Delay); result.bSuccess = true; } else { executeSkillFailNormal(pVampire, param.SkillType, pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pVampire, param.SkillType); } __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 뱀파이어 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void Transfusion::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; Assert(pVampire != NULL); Assert(pVampireSkillSlot != NULL); //cout << "Transfusion" << endl; try { Zone* pZone = pVampire->getZone(); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NPC는 공격할 수가 없다. // NoSuch제거. by sigi. 2002.5.2 if (pTargetCreature==NULL || pTargetCreature->isNPC() // HIDE 인 놈은 되살려내면 이상하게 된다. 일단 막아놓음. // 2003. 1. 17. DEW || pTargetCreature->isFlag(Effect::EFFECT_CLASS_HIDE) || (g_pConfig->hasKey("Hardcore") && g_pConfig->getPropertyInt("Hardcore")!=0 && pTargetCreature->isDead() ) ) { executeSkillFailException(pVampire, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } ZoneCoord_t X = pTargetCreature->getX(); ZoneCoord_t Y = pTargetCreature->getY(); GCSkillToTileOK1 _GCSkillToTileOK1; GCSkillToTileOK2 _GCSkillToTileOK2; GCSkillToTileOK3 _GCSkillToTileOK3; GCSkillToTileOK4 _GCSkillToTileOK4; GCSkillToTileOK5 _GCSkillToTileOK5; GCSkillToTileOK6 _GCSkillToTileOK6; SkillType_t SkillType = pVampireSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); // 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(); } // 15%를 사용 int CurrentHP = pVampire->getHP(ATTR_CURRENT); #ifdef __CHINA_SERVER__ int RequiredMP = CurrentHP*15/100; //decreaseConsumeMP(pVampire, pSkillInfo); int RecoverHP = CurrentHP*17/100; #else int RequiredMP = CurrentHP*12/100; //decreaseConsumeMP(pVampire, pSkillInfo); int RecoverHP = CurrentHP*12/100; #endif //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 bHPCheck = false; Range_t Range = 1; // 상대방의 HP가 Full이 아니고 // 자신의 HP가 30이상 if (pVampire->getHP(ATTR_CURRENT) >= 30) { if (pTargetCreature->isVampire()) { Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature); // 현재HP+SilverDamage < MaxHP 여야 한다. if (pTargetVampire->getHP(ATTR_CURRENT) + pTargetVampire->getSilverDamage() < pTargetVampire->getHP(ATTR_MAX)) bHPCheck = true; } /* // 아직 이건 필요없다. else if (pTargetCreature->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); if (pMonster->getHP(ATTR_MAX) < pMonster->getHP(ATTR_MAX_HP)) bHPCHeck = true; } */ } if (bTimeCheck && bRangeCheck && bHitRoll && bHPCheck) { //cout << "Transfusion Success" << endl; decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1); // 데미지와 지속 시간을 계산한다. SkillInput input(pVampire); SkillOutput output; computeOutput(input, output); // TargetCreature의 HP를 채운다 if (pTargetCreature->isVampire()) { Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature); HP_t maxHP = pTargetVampire->getHP(ATTR_MAX); HP_t currentHP = pTargetVampire->getHP(ATTR_CURRENT); HP_t newHP = min((int)maxHP, currentHP + RecoverHP); pTargetVampire->setHP(newHP); // HP가 30%가 되면(33% -_-;) 살아나게 된다. if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA)) { //cout << "Target has EFFECT_COMA" << endl; if (newHP*3 >= maxHP) { //cout << "Target HP is over 1/3" << endl; EffectComa* pEffectComa = (EffectComa*)(pTargetCreature->findEffect(Effect::EFFECT_CLASS_COMA)); Assert(pEffectComa != NULL); if (pEffectComa->canResurrect()) { //cout << "Can Resurrect!" << endl; // 타겟의 이펙트 매니저에서 코마 이펙트를 삭제한다. pTargetCreature->deleteEffect(Effect::EFFECT_CLASS_COMA); pTargetCreature->removeFlag(Effect::EFFECT_CLASS_COMA); // 코마 이펙트가 날아갔다고 알려준다. GCRemoveEffect gcRemoveEffect; gcRemoveEffect.setObjectID(pTargetCreature->getObjectID()); gcRemoveEffect.addEffectList((EffectID_t)Effect::EFFECT_CLASS_COMA); pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcRemoveEffect); // 이펙트 정보를 다시 보내준다. by sigi. 2002.11.14 pTargetCreature->getEffectManager()->sendEffectInfo(pTargetCreature, pZone, pTargetCreature->getX(), pTargetCreature->getY()); // EffectKillAftermath 를 붙인다. if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_KILL_AFTERMATH)) { Effect *pEffect = pTargetCreature->findEffect(Effect::EFFECT_CLASS_KILL_AFTERMATH); EffectKillAftermath* pEffectKillAftermath = dynamic_cast<EffectKillAftermath*>(pEffect); pEffectKillAftermath->setDeadline(5*600); } else { EffectKillAftermath* pEffectKillAftermath = new EffectKillAftermath(pTargetCreature); pEffectKillAftermath->setDeadline(5*600); pTargetCreature->addEffect(pEffectKillAftermath); pTargetCreature->setFlag(Effect::EFFECT_CLASS_KILL_AFTERMATH); pEffectKillAftermath->create(pTargetCreature->getName()); } } } } // 주위에 체력이 채워졌다는 사실을 알린다. GCStatusCurrentHP gcStatusCurrentHP; gcStatusCurrentHP.setObjectID(pTargetVampire->getObjectID()); gcStatusCurrentHP.setCurrentHP(pTargetVampire->getHP(ATTR_CURRENT)); pZone->broadcastPacket(X, Y, &gcStatusCurrentHP); // 자신의 에너지가 줄어든것도 보여주자 gcStatusCurrentHP.setObjectID(pVampire->getObjectID()); gcStatusCurrentHP.setCurrentHP(pVampire->getHP(ATTR_CURRENT)); pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcStatusCurrentHP); } ZoneCoord_t myX = pVampire->getX(); ZoneCoord_t myY = pVampire->getY(); _GCSkillToTileOK1.setSkillType(SkillType); _GCSkillToTileOK1.setCEffectID(CEffectID); _GCSkillToTileOK1.setX(X); _GCSkillToTileOK1.setY(Y); _GCSkillToTileOK1.setDuration(output.Duration); _GCSkillToTileOK1.setRange(Range); _GCSkillToTileOK2.setSkillType(SkillType); _GCSkillToTileOK2.setObjectID(pVampire->getObjectID()); _GCSkillToTileOK2.setX(X); _GCSkillToTileOK2.setY(Y); _GCSkillToTileOK2.setDuration(output.Duration); _GCSkillToTileOK2.setRange(Range); _GCSkillToTileOK3.setObjectID(pVampire->getObjectID()); _GCSkillToTileOK3.setSkillType(SkillType); _GCSkillToTileOK3.setX(X); _GCSkillToTileOK3.setY(Y); _GCSkillToTileOK4.setSkillType(SkillType); _GCSkillToTileOK4.setX(X); _GCSkillToTileOK4.setY(Y); _GCSkillToTileOK4.setDuration(output.Duration); _GCSkillToTileOK4.setRange(Range); _GCSkillToTileOK5.setObjectID(pVampire->getObjectID()); _GCSkillToTileOK5.setSkillType(SkillType); _GCSkillToTileOK5.setX(X); _GCSkillToTileOK5.setY(Y); _GCSkillToTileOK5.setDuration(output.Duration); _GCSkillToTileOK5.setRange(Range); Player* pPlayer = pVampire->getPlayer(); Assert(pPlayer != NULL); pPlayer->sendPacket(&_GCSkillToTileOK1); list<Creature*> cList; cList.push_back(pVampire); cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList); pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK3 , cList); pZone->broadcastPacket(X, Y, &_GCSkillToTileOK4 , cList); pVampireSkillSlot->setRunTime(output.Delay); } else { //cout << "Transfusion Failed" << endl; executeSkillFailNormal(pVampire, getSkillType(), NULL); } } catch (Throwable & t) { //cout << "Transfusion Failed2" << endl; executeSkillFailException(pVampire, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 뱀파이어 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void Death::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; Assert(pVampire != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pVampire->getPlayer(); Zone* pZone = pVampire->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NPC는 공격할 수 없다. // 저주 면역. by sigi. 2002.9.13 // NoSuch제거. by sigi. 2002.5.2 if (pTargetCreature==NULL || pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_CURSE) || !canAttack(pVampire, pTargetCreature ) || pTargetCreature->isNPC()) { executeSkillFailException(pVampire, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; GCSkillToObjectOK6 _GCSkillToObjectOK6; SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); // Knowledge of Curse 가 있다면 hit bonus 10 int HitBonus = 0; if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_CURSE ) ) { RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_CURSE); Assert(pRankBonus != NULL); HitBonus = pRankBonus->getPoint(); } int RequiredMP = decreaseConsumeMP(pVampire, pSkillInfo); bool bManaCheck = hasEnoughMana(pVampire, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccessVampireCurse(pSkillInfo->getLevel(), pTargetCreature->getResist(MAGIC_DOMAIN_CURSE)); bool bHitRoll2 = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus); bool bCanHit = canHit(pVampire, pTargetCreature, SkillType); bool bEffected = pTargetCreature->isFlag(Effect::EFFECT_CLASS_DEATH); bool bPK = verifyPK(pVampire, pTargetCreature); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); ZoneCoord_t myX = pVampire->getX(); ZoneCoord_t myY = pVampire->getY(); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected && bPK) { decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1); bool bCanSeeCaster = canSee(pTargetCreature, pVampire); SkillInput input(pVampire); SkillOutput output; computeOutput(input, output); // pTargetCreature가 저주마법을 반사하는 경우 if (CheckReflection(pVampire, pTargetCreature, getSkillType())) { pTargetCreature = (Creature*)pVampire; TargetObjectID = pVampire->getObjectID(); } Resist_t resist = pTargetCreature->getResist(MAGIC_DOMAIN_CURSE); if ((resist*10/3) > output.Duration ) output.Duration=0; else output.Duration -= resist*10/3; if (output.Duration < 20 ) output.Duration = 20; // 이펙트 오브젝트를 생성해 붙인다. EffectDeath* pEffect = new EffectDeath(pTargetCreature); pEffect->setDeadline(output.Duration); pEffect->setLevel(pSkillInfo->getLevel()/2); pEffect->setResistPenalty(output.Damage); pTargetCreature->addEffect(pEffect); pTargetCreature->setFlag(Effect::EFFECT_CLASS_DEATH); // 능력치를 계산해서 보내준다. if (pTargetCreature->isSlayer()) { Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature); if (bCanSeeCaster) { SLAYER_RECORD prev; pTargetSlayer->getSlayerRecord(prev); pTargetSlayer->initAllStat(); pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK2); } else { SLAYER_RECORD prev; pTargetSlayer->getSlayerRecord(prev); pTargetSlayer->initAllStat(); pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK6); } } else if (pTargetCreature->isVampire()) { Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature); VAMPIRE_RECORD prev; pTargetVampire->getVampireRecord(prev); pTargetVampire->initAllStat(); if (bCanSeeCaster) { pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK2); } else { pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK6); } } else if (pTargetCreature->isOusters()) { Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature); OUSTERS_RECORD prev; pTargetOusters->getOustersRecord(prev); pTargetOusters->initAllStat(); if (bCanSeeCaster) { pTargetOusters->addModifyInfo(prev, _GCSkillToObjectOK2); } else { pTargetOusters->addModifyInfo(prev, _GCSkillToObjectOK6); } } else if (pTargetCreature->isMonster()) { Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature); pTargetMonster->initAllStat(); } else Assert(false); _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(output.Duration); _GCSkillToObjectOK2.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration(output.Duration); _GCSkillToObjectOK3.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK3.setSkillType(SkillType); _GCSkillToObjectOK3.setTargetXY (targetX, targetY); _GCSkillToObjectOK4.setSkillType(SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK4.setDuration(output.Duration); _GCSkillToObjectOK5.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); _GCSkillToObjectOK5.setDuration(output.Duration); _GCSkillToObjectOK6.setXY(myX, myY); _GCSkillToObjectOK6.setSkillType(SkillType); _GCSkillToObjectOK6.setDuration(output.Duration); if (bCanSeeCaster) // 10은 땜빵 수치다. { computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); } else // 10은 땜빵 수치다. { computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1); } list<Creature *> cList; cList.push_back(pTargetCreature); cList.push_back(pVampire); cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList); // Send Packet pPlayer->sendPacket(&_GCSkillToObjectOK1); if (pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); if (pTargetPlayer == NULL) { //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6); } else if (pTargetCreature->isMonster()) { Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature); pTargetMonster->addEnemy(pVampire); } GCAddEffect gcAddEffect; gcAddEffect.setObjectID(TargetObjectID); gcAddEffect.setEffectID(Effect::EFFECT_CLASS_DEATH); gcAddEffect.setDuration(output.Duration); pZone->broadcastPacket(targetX, targetY, &gcAddEffect); //cout << pTargetCreature->getName() << "에게 Death를 " << output.Duration << " duration 동안 건다." << endl; pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pVampire, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 슬레이어 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void Liberty::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; Assert(pOusters != NULL); Assert(pOustersSkillSlot != NULL); try { Player* pPlayer = pOusters->getPlayer(); Zone* pZone = pOusters->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); 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; } Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NoSuch제거. by sigi. 2002.5.2 if (pTargetCreature==NULL || !pTargetCreature->isOusters()) { executeSkillFailException(pOusters, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature); GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK5 _GCSkillToObjectOK5; SkillType_t SkillType = pOustersSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); int RequiredMP = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/3; bool bManaCheck = hasEnoughMana(pOusters, RequiredMP); bool bTimeCheck = verifyRunTime(pOustersSkillSlot); bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange()) && canHit(pOusters, pTargetCreature, SkillType, pOustersSkillSlot->getExpLevel()); bool bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot); bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo); bool bHPCheck = pTargetOusters->isFlag(Effect::EFFECT_CLASS_PARALYZE); int Ratio = 0; EffectParalyze* pEffect = dynamic_cast<EffectParalyze*>(pTargetOusters->findEffect(Effect::EFFECT_CLASS_PARALYZE )); if (pEffect != NULL ) { if (pOustersSkillSlot->getExpLevel() <= 15 ) { Ratio = (int)((pOusters->getLevel() + (pOustersSkillSlot->getExpLevel() * 8.0 / 3.0 ) ) - pEffect->getLevel()); } else { Ratio = (int)((pOusters->getLevel() + 20 + (pOustersSkillSlot->getExpLevel() * 4.0 / 3.0 ) ) - pEffect->getLevel()); if (pOustersSkillSlot->getExpLevel() == 30 ) Ratio = (int)(Ratio * 1.1); } } bool bHitRoll2 = (rand()%100) < Ratio; if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bSatisfyRequire && bHPCheck) { // 마나를 줄인다. decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1); // 이펙트의 효과와 지속시간을 계산한다. SkillInput input(pOusters, pOustersSkillSlot); SkillOutput output; input.TargetType = SkillInput::TARGET_OTHER; computeOutput(input, output); pEffect->setDeadline(0); // 패킷을 준비해서 보낸다. _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK2.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK5.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); // Send Packet pPlayer->sendPacket(&_GCSkillToObjectOK1); if (pOusters != pTargetCreature && pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } list<Creature*> cList; cList.push_back(pOusters); cList.push_back(pTargetCreature); pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &_GCSkillToObjectOK5 , cList); pOustersSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pOusters, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH }
void Flare::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; Assert(pSlayer != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pSlayer->getPlayer(); Zone* pZone = pSlayer->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NPC이거나, 슬레이어에게는 Flare를 쓸 수가 없다. // NoSuch제거. by sigi. 2002.5.2 if (pTargetCreature==NULL || pTargetCreature->isNPC() || pTargetCreature->isSlayer()) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); SkillDomainType_t DomainType = pSkillInfo->getDomainType(); SkillLevel_t SkillLevel = pSkillSlot->getExpLevel(); int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pSlayer, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccessFlare(pTargetCreature, SkillLevel) && canAttack(pSlayer, pTargetCreature); bool bEffected = pTargetCreature->isFlag(Effect::EFFECT_CLASS_FLARE); //if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected) if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && pTargetCreature->getCompetence() == 3) { decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1); // 지속 시간을 계산한다. SkillInput input(pSlayer, pSkillSlot); SkillOutput output; computeOutput(input, output); // 이펙트 클래스를 만들어 붙인다. EffectFlare* pEffect = new EffectFlare(pTargetCreature); //pEffect->setOldSight(13); pEffect->setOldSight(pTargetCreature->getSight()); // 제거할때 level체크하기 위햇서.by sigi. 2002.6.21 pEffect->setLevel(pSkillInfo->getLevel()); pEffect->setDeadline(output.Duration); pTargetCreature->setFlag(Effect::EFFECT_CLASS_FLARE); pTargetCreature->addEffect(pEffect); // 이펙트를 적용시킨다. pEffect->affect(pTargetCreature); // 경험치를 올린다. SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType)); Exp_t ExpUp = 10* (Grade + 1); shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToObjectOK1); increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1); increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToObjectOK1); // 패킷을 준비한다. ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); ZoneCoord_t myX = pSlayer->getX(); ZoneCoord_t myY = pSlayer->getY(); _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.addShortData(MODIFY_VISION, FLARE_SIGHT); _GCSkillToObjectOK2.setDuration(0); _GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK3.setSkillType(SkillType); _GCSkillToObjectOK3.setTargetXY (targetX, targetY); _GCSkillToObjectOK4.setSkillType(SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK4.setDuration(0); _GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); _GCSkillToObjectOK5.setDuration(0); list<Creature *> cList; cList.push_back(pTargetCreature); cList.push_back(pSlayer); cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList); pPlayer->sendPacket(&_GCSkillToObjectOK1); if (pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } else { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pSlayer); } GCAddEffect gcAddEffect; gcAddEffect.setObjectID(TargetObjectID); gcAddEffect.setEffectID(Effect::EFFECT_CLASS_FLARE); gcAddEffect.setDuration(output.Duration); pZone->broadcastPacket(targetX, targetY, &gcAddEffect); pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pSlayer, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 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 }
////////////////////////////////////////////////////////////////////////////// // 슬레이어 타일 핸들러 - AR이나 SMG를 들고 있을 경우 ////////////////////////////////////////////////////////////////////////////// void MoleShot::ARSMGexecute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " SGexecute 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; SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(getSkillType()); SkillDomainType_t DomainType = pSkillInfo->getDomainType(); Level_t SkillLevel = pSkillSlot->getExpLevel(); Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND); Assert(pWeapon != NULL); bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND); int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pSlayer, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pSlayer, X, Y, pWeapon->getRange()); bool bBulletCheck = (getRemainBullet(pWeapon) > 0) ? true : false; // 총알 숫자는 무조건 떨어뜨린다. Bullet_t RemainBullet = 0; if (bBulletCheck) { decreaseBullet(pWeapon); // 한발쓸때마다 저장할 필요 없다. by sigi. 2002.5.9 // pWeapon->save(pSlayer->getName(), STORAGE_GEAR, 0, Slayer::WEAR_RIGHTHAND, 0); RemainBullet = getRemainBullet(pWeapon); } // 데미지, 투힛 보너스, 좌표와 방향을 구한다. int ToHitBonus = 0; int DamageBonus = 0; int ToHitPenalty = 0; int DamagePenalty = 0; ZoneCoord_t myX = pSlayer->getX(); ZoneCoord_t myY = pSlayer->getY(); Dir_t dir = calcDirection(myX, myY, X, Y); bool bHit = false; // 한번이라도 맞았는가를 저장하기 위한 변수 Damage_t Damage = 0; // 마지막으로 입힌 데미지를 저장하기 위한 변수 // AR이나 SMG일 경우에는 2부터 시작해서 4까지의 splash 데미지를 입힌다. int Splash = 1 + pSkillSlot->getExpLevel()/30 + 1; if (bManaCheck && bTimeCheck && bRangeCheck && bBulletCheck) { decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1); SkillInput input(pSlayer, pSkillSlot); SkillOutput output; computeOutput(input, output); // 음수 값이 돌아온다. ToHitPenalty = getPercentValue(pSlayer->getToHit(), output.ToHit); list<Creature*> cList; list<Creature*> creatureList; getSplashVictims(pZone, X, Y, Creature::CREATURE_CLASS_MAX, creatureList, Splash); Level_t maxEnemyLevel = 0; uint EnemyNum = 0; list<Creature*>::iterator itr = creatureList.begin(); for (; itr != creatureList.end(); itr++) { Creature* pTargetCreature = (*itr); Assert(pTargetCreature != NULL); ToHitBonus = computeArmsWeaponToHitBonus(pWeapon, myX, myY, pTargetCreature->getX(), pTargetCreature->getY()); DamageBonus = computeArmsWeaponDamageBonus(pWeapon, myX, myY, pTargetCreature->getX(), pTargetCreature->getY()); bool bInvokerCheck = (pTargetCreature->getObjectID() == pSlayer->getObjectID()) ? true : false; bool bRaceCheck = pTargetCreature->isSlayer() || pTargetCreature->isNPC(); bool bHitRoll = HitRoll::isSuccess(pSlayer, pTargetCreature, ToHitPenalty + ToHitBonus); bool bPK = verifyPK(pSlayer, pTargetCreature); bool bZoneLevelCheck = checkZoneLevelToHitTarget(pTargetCreature); if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE ) || pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA ) ) { bHitRoll = false; } if (!bInvokerCheck && !bRaceCheck && bHitRoll && bPK && bZoneLevelCheck) { bool bCriticalHit = false; // 데미지를 계산해서 페널티를 가한다. // 보너스는 멀티샷 페널티 때문에 음수가 될 수도 있다. Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit); DamagePenalty = getPercentValue(Damage, output.Damage); Damage = max(0, Damage + DamagePenalty + DamageBonus); // 메인 타겟을 제외하고는, 스플래시 데미지를 입는데, // 스플래시 데미지는 일반 데미지의 50%다. if (pTargetCreature->getX() != X || pTargetCreature->getY() != Y) { Damage = Damage/2; } // 소드웨이브와는 달리 크로스 카운터 체크는 하지 않는다. ObjectID_t targetObjectID = pTargetCreature->getObjectID(); cList.push_back(pTargetCreature); _GCSkillToTileOK1.addCListElement(targetObjectID); _GCSkillToTileOK2.addCListElement(targetObjectID); _GCSkillToTileOK5.addCListElement(targetObjectID); setDamage(pTargetCreature, Damage, pSlayer, getSkillType(), NULL, &_GCSkillToTileOK1); computeAlignmentChange(pTargetCreature, Damage, pSlayer, NULL, &_GCSkillToTileOK1); // 크리티컬 히트라면 상대방을 뒤로 물러나게 한다. if (bCriticalHit) { knockbackCreature(pZone, pTargetCreature, pSlayer->getX(), pSlayer->getY()); } // 슬레이어가 아닐 경우에만 맞춘 걸로 간주한다. if (!pTargetCreature->isSlayer()) { bHit = true; if (maxEnemyLevel < pTargetCreature->getLevel() ) maxEnemyLevel = pTargetCreature->getLevel(); EnemyNum++; } } } if (bHit) { if (bIncreaseExp) { increaseDomainExp(pSlayer, DomainType , pSkillInfo->getPoint(), _GCSkillToTileOK1, maxEnemyLevel, EnemyNum); shareAttrExp(pSlayer, Damage , 1, 8, 1, _GCSkillToTileOK1); } increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToTileOK1); } _GCSkillToTileOK1.addShortData(MODIFY_BULLET, RemainBullet); decreaseDurability(pSlayer, NULL, pSkillInfo, &_GCSkillToTileOK1, NULL); _GCSkillToTileOK1.setSkillType(getSkillType()); _GCSkillToTileOK1.setCEffectID(CEffectID); _GCSkillToTileOK1.setX(X); _GCSkillToTileOK1.setY(Y); _GCSkillToTileOK1.setRange(dir); _GCSkillToTileOK1.setDuration(0); _GCSkillToTileOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToTileOK2.setSkillType(getSkillType()); _GCSkillToTileOK2.setX(X); _GCSkillToTileOK2.setY(Y); _GCSkillToTileOK2.setRange(dir); _GCSkillToTileOK2.setDuration(0); _GCSkillToTileOK3.setObjectID(pSlayer->getObjectID()); _GCSkillToTileOK3.setSkillType(getSkillType()); _GCSkillToTileOK3.setX(X); _GCSkillToTileOK3.setY(Y); _GCSkillToTileOK4.setSkillType(getSkillType()); _GCSkillToTileOK4.setX(X); _GCSkillToTileOK4.setY(Y); _GCSkillToTileOK4.setDuration(0); _GCSkillToTileOK4.setRange(dir); _GCSkillToTileOK5.setObjectID(pSlayer->getObjectID()); _GCSkillToTileOK5.setSkillType(getSkillType()); _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(); HP_t targetHP = 0; if (pTargetCreature->isSlayer()) { targetHP = (dynamic_cast<Slayer*>(pTargetCreature))->getHP(); } else if (pTargetCreature->isVampire()) { targetHP = (dynamic_cast<Vampire*>(pTargetCreature))->getHP(); } _GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP); // 아이템의 내구력을 떨어뜨린다. decreaseDurability(NULL, pTargetCreature, pSkillInfo, NULL, &_GCSkillToTileOK2); // 패킷을 보내준다. Player* pPlayer = pTargetCreature->getPlayer(); Assert(pPlayer != NULL); pPlayer->sendPacket(&_GCSkillToTileOK2); } else if (pTargetCreature->isMonster()) { // 당근 적으로 인식한다. Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pSlayer); } } 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 { executeSkillFailNormalWithGun(pSlayer, getSkillType(), NULL, RemainBullet); } } catch (Throwable & t) { executeSkillFailException(pSlayer, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " SGexecute End" << endl; __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 슬레이어 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void Restore::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; Assert(pSlayer != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pSlayer->getPlayer(); Zone* pZone = pSlayer->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pFromCreature = pZone->getCreature(TargetObjectID); // 뱀파이어만 건드릴 수가 있다. // NoSuch제거. by sigi. 2002.5.2 if (pFromCreature==NULL || !pFromCreature->isVampire()) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; // 스킬 쓴 넘에게... GCMorph1 _GCMorph1; // 변신 당사자에게.. GCMorphSlayer2 _GCMorphSlayer2; // 변신 구경꾼들에게.. SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); bool bRangeCheck = verifyDistance(pSlayer, pFromCreature, pSkillInfo->getRange()); bool bHitRoll = true; if (bRangeCheck && bHitRoll) { dropRelicToZone(pFromCreature); dropFlagToZone(pFromCreature); ////////////////////////////////////////////////////////////////////// // 각종 존 레벨 정보를 삭제해야 한다. ////////////////////////////////////////////////////////////////////// // 파티 초대 중이라면 정보를 삭제해 준다. PartyInviteInfoManager* pPIIM = pZone->getPartyInviteInfoManager(); Assert(pPIIM != NULL); pPIIM->cancelInvite(pFromCreature); // 파티 관련 정보를 삭제해 준다. int PartyID = pFromCreature->getPartyID(); if (PartyID != 0) { // 먼저 로컬에서 삭제하고... LocalPartyManager* pLPM = pZone->getLocalPartyManager(); Assert(pLPM != NULL); pLPM->deletePartyMember(PartyID, pFromCreature); // 글로벌에서도 삭제해 준다. deleteAllPartyInfo(pFromCreature); } // 트레이드 중이었다면 트레이드 관련 정보를 삭제해준다. TradeManager* pTM = pZone->getTradeManager(); Assert(pTM != NULL); pTM->cancelTrade(pFromCreature); ////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////// Slayer* pNewSlayer = new Slayer; Vampire* pVampire = dynamic_cast<Vampire*>(pFromCreature); // DB에서 혹시 남아있을 지 모르는 흡혈 정보를 삭제해준다. Statement* pStmt = NULL; BEGIN_DB { pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement(); StringStream sql; sql << "DELETE FROM EffectBloodDrain WHERE OwnerID = '" + pFromCreature->getName() + "'"; pStmt->executeQuery(sql.toString()); SAFE_DELETE(pStmt); } END_DB(pStmt) pNewSlayer->setName(pFromCreature->getName()); // 크리쳐 안의 플레이어 포인터와 플레이어 안의 크리쳐 포인터를 갱신한다. Player* pFromPlayer = pFromCreature->getPlayer(); pNewSlayer->setPlayer(pFromPlayer); GamePlayer* pFromGamePlayer = dynamic_cast<GamePlayer*>(pFromPlayer); pFromGamePlayer->setCreature(pNewSlayer); // load하면 load한 zone에서 objectID를 받으므로 다시 설정한다. by sigi. 2002.6.4 pNewSlayer->load(); pNewSlayer->setZone(pZone); pNewSlayer->setObjectID(pFromCreature->getObjectID()); //pZone->getObjectRegistry().registerObject(pNewSlayer); pNewSlayer->setMoveMode(Creature::MOVE_MODE_WALKING); ZoneCoord_t x = pFromCreature->getX(); ZoneCoord_t y = pFromCreature->getY(); Dir_t dir = pFromCreature->getDir(); Tile& tile = pZone->getTile(x, y); // 곧 pFromCreature 즉, 원래의 뱀파이어 객체는 지워질 것이므로, // PCFinder에 들어가 있는 값은 쓰레기 값이 될 것이다. // 그러므로 뱀파이어 포인터를 지워주고, 새로운 슬레이어 포인터를 더한다. g_pPCFinder->deleteCreature(pFromCreature->getName()); g_pPCFinder->addCreature(pNewSlayer); // 길드 현재 접속 멤버 리스트에서 삭제한다. if (pVampire->getGuildID() != 0 ) { Guild* pGuild = g_pGuildManager->getGuild(pVampire->getGuildID()); if (pGuild != NULL ) { pGuild->deleteCurrentMember(pVampire->getName()); GSGuildMemberLogOn gsGuildMemberLogOn; gsGuildMemberLogOn.setGuildID(pGuild->getID()); gsGuildMemberLogOn.setName(pVampire->getName()); gsGuildMemberLogOn.setLogOn(false); g_pSharedServerManager->sendPacket(&gsGuildMemberLogOn); Statement* pStmt = NULL; // 디비에 업데이트 한다. BEGIN_DB { pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement(); pStmt->executeQuery("UPDATE GuildMember SET LogOn = 0 WHERE Name = '%s'", pVampire->getName().c_str()); } END_DB(pStmt) } else filelog("GuildMissing.log", "[NoSuchGuild] GuildID : %d, Name : %s\n", (int)pVampire->getGuildID(), pVampire->getName().c_str()); }
////////////////////////////////////////////////////////////////////////////// // 슬레이어 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void Restore::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; //cout << "Restore2 Start" << endl; Assert(pSlayer != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pSlayer->getPlayer(); Zone* pZone = pSlayer->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pFromCreature = pZone->getCreature(TargetObjectID); // 뱀파이어만 건드릴 수가 있다. // NoSuch제거. by sigi. 2002.5.2 if (pFromCreature==NULL || !pFromCreature->isVampire()) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; // 스킬 쓴 넘에게... GCMorph1 _GCMorph1; // 변신 당사자에게.. GCMorphSlayer2 _GCMorphSlayer2; // 변신 구경꾼들에게.. SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); bool bRangeCheck = verifyDistance(pSlayer, pFromCreature, pSkillInfo->getRange()); bool bHitRoll = true; if (bRangeCheck && bHitRoll) { ////////////////////////////////////////////////////////////////////// // 각종 존 레벨 정보를 삭제해야 한다. ////////////////////////////////////////////////////////////////////// // 파티 초대 중이라면 정보를 삭제해 준다. PartyInviteInfoManager* pPIIM = pZone->getPartyInviteInfoManager(); Assert(pPIIM != NULL); pPIIM->cancelInvite(pFromCreature); // 파티 관련 정보를 삭제해 준다. int PartyID = pFromCreature->getPartyID(); if (PartyID != 0) { // 먼저 로컬에서 삭제하고... LocalPartyManager* pLPM = pZone->getLocalPartyManager(); Assert(pLPM != NULL); pLPM->deletePartyMember(PartyID, pFromCreature); // 글로벌에서도 삭제해 준다. deleteAllPartyInfo(pFromCreature); } // 트레이드 중이었다면 트레이드 관련 정보를 삭제해준다. TradeManager* pTM = pZone->getTradeManager(); Assert(pTM != NULL); pTM->cancelTrade(pFromCreature); ////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////// Slayer* pNewSlayer = new Slayer; Vampire* pVampire = dynamic_cast<Vampire*>(pFromCreature); // DB에서 혹시 남아있을 지 모르는 흡혈 정보를 삭제해준다. Statement* pStmt = NULL; BEGIN_DB { pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement(); StringStream sql; sql << "DELETE FROM EffectBloodDrain WHERE OwnerID = '" + pFromCreature->getName() + "'"; pStmt->executeQuery(sql.toString()); SAFE_DELETE(pStmt); } END_DB(pStmt) pNewSlayer->setName(pFromCreature->getName()); // 크리쳐 안의 플레이어 포인터와 플레이어 안의 크리쳐 포인터를 갱신한다. Player* pFromPlayer = pFromCreature->getPlayer(); pNewSlayer->setPlayer(pFromPlayer); GamePlayer* pFromGamePlayer = dynamic_cast<GamePlayer*>(pFromPlayer); pFromGamePlayer->setCreature(pNewSlayer); pNewSlayer->setZone(pZone); pNewSlayer->load(); pNewSlayer->setObjectID(pFromCreature->getObjectID()); pNewSlayer->setMoveMode(Creature::MOVE_MODE_WALKING); ZoneCoord_t x = pFromCreature->getX(); ZoneCoord_t y = pFromCreature->getY(); Dir_t dir = pFromCreature->getDir(); Tile& tile = pZone->getTile(x, y); // 곧 pFromCreature 즉, 원래의 뱀파이어 객체는 지워질 것이므로, // PCFinder에 들어가 있는 값은 쓰레기 값이 될 것이다. // 그러므로 뱀파이어 포인터를 지워주고, 새로운 슬레이어 포인터를 더한다. g_pPCFinder->deleteCreature(pFromCreature->getName()); g_pPCFinder->addCreature(pNewSlayer); // 길드 현재 접속 멤버 리스트에서 삭제한다. if (pVampire->getGuildID() != 0 ) g_pGuildManager->getGuild(pVampire->getGuildID() )->deleteCurrentMember(pVampire->getName()); // 인벤토리 교체. Inventory* pInventory = pVampire->getInventory(); pNewSlayer->setInventory(pInventory); pVampire->setInventory(NULL); // 보관함 교체 pNewSlayer->deleteStash(); pNewSlayer->setStash(pVampire->getStash()); pNewSlayer->setStashNum(pVampire->getStashNum()); pNewSlayer->setStashStatus(false); pVampire->setStash(NULL); /* // 가비지 교체 while (true) { Item* pGarbage = pVampire->popItemFromGarbage(); // 더 이상 없다면 브레이크... if (pGarbage == NULL) break; pNewSlayer->addItemToGarbage(pGarbage); } */ // 플래그 셋 교체 pNewSlayer->deleteFlagSet(); pNewSlayer->setFlagSet(pVampire->getFlagSet()); pVampire->setFlagSet(NULL); Item* pItem = NULL; _TPOINT point; // 입고 있는 아이템들을 인벤토리 또는 바닥으로 옮긴다. for(int part = 0; part < (int)Vampire::VAMPIRE_WEAR_MAX; part++) { pItem = pVampire->getWearItem((Vampire::WearPart)part); if (pItem != NULL) { // 먼저 기어에서 삭제하고... pVampire->deleteWearItem((Vampire::WearPart)part); // 인벤토리에 자리가 있으면 인벤토리에 더하고... if (pInventory->getEmptySlot(pItem, point)) { pInventory->addItem(point.x, point.y, pItem); pItem->save(pNewSlayer->getName(), STORAGE_INVENTORY, 0, point.x, point.y); } // 자리가 없으면 바닥에 떨어뜨린다. else { ZoneCoord_t ZoneX = pVampire->getX(); ZoneCoord_t ZoneY = pVampire->getY(); TPOINT pt; pt = pZone->addItem(pItem, ZoneX , ZoneY); if (pt.x != -1) { pItem->save("", STORAGE_ZONE, pZone->getZoneID(), pt.x, pt.y); } else { pItem->destroy(); SAFE_DELETE(pItem); } } } } pItem = pVampire->getExtraInventorySlotItem(); if (pItem != NULL) { pVampire->deleteItemFromExtraInventorySlot(); // 인벤토리에 자리가 있으면 인벤토리에 더하고... if (pInventory->getEmptySlot(pItem, point)) { pInventory->addItem(point.x, point.y, pItem); pItem->save(pNewSlayer->getName(), STORAGE_INVENTORY, 0, point.x, point.y); } // 자리가 없으면 바닥에 떨어뜨린다. else { TPOINT pt; ZoneCoord_t ZoneX = pVampire->getX(); ZoneCoord_t ZoneY = pVampire->getY(); pt = pZone->addItem(pItem, ZoneX , ZoneY); if (pt.x != -1) { pItem->save("", STORAGE_ZONE, pZone->getZoneID(), pt.x, pt.y); } else { pItem->destroy(); SAFE_DELETE(pItem); } } } // 뱀파이어 가지고 있던 돈을 슬레이어로 옮겨준다. pNewSlayer->setGoldEx(pVampire->getGold()); // 스킬 정보를 전송한다. pNewSlayer->sendSlayerSkillInfo(); _GCMorph1.setPCInfo2(pNewSlayer->getSlayerInfo2()); _GCMorph1.setInventoryInfo(pNewSlayer->getInventoryInfo()); _GCMorph1.setGearInfo(pNewSlayer->getGearInfo()); _GCMorph1.setExtraInfo(pNewSlayer->getExtraInfo()); _GCMorphSlayer2.setSlayerInfo(pNewSlayer->getSlayerInfo3()); pFromPlayer->sendPacket(&_GCMorph1); //pFromGamePlayer->deleteEvent(Event::EVENT_CLASS_REGENERATION); pZone->broadcastPacket(x, y, &_GCMorphSlayer2, pNewSlayer); // 타일 및 존에서 기존 뱀파이어를 삭제하고, 새로운 슬레이어를 더한다. tile.deleteCreature(pFromCreature->getObjectID()); pZone->deletePC(pFromCreature); TPOINT pt = findSuitablePosition(pZone, x, y, Creature::MOVE_MODE_WALKING); Tile& newtile = pZone->getTile(pt.x, pt.y); newtile.addCreature(pNewSlayer); pNewSlayer->setXYDir(pt.x, pt.y, dir); pZone->addPC(pNewSlayer); pNewSlayer->tinysave("Race='SLAYER'"); SAFE_DELETE(pFromCreature); // 시야 update.. pZone->updateHiddenScan(pNewSlayer); _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); pPlayer->sendPacket(&_GCSkillToObjectOK1); pSkillSlot->setRunTime(0); EffectRestore* pEffectRestore = new EffectRestore(pNewSlayer); pEffectRestore->setDeadline(60*60*24*7*10); // 7일 pNewSlayer->addEffect(pEffectRestore); pNewSlayer->setFlag(Effect::EFFECT_CLASS_RESTORE); pEffectRestore->create(pNewSlayer->getName()); } else { executeSkillFailNormal(pSlayer, getSkillType(), pFromCreature); } }
////////////////////////////////////////////////////////////////////////////// // 뱀파이어 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void WildWolf::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY Assert(pVampire != NULL); Assert(pVampireSkillSlot != NULL); try { Player* pPlayer = pVampire->getPlayer(); Zone* pZone = pVampire->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); if (pTargetCreature==NULL ) { Item* pTargetItem = pZone->getItem(TargetObjectID); if (pTargetItem == NULL || pTargetItem->getItemClass() != Item::ITEM_CLASS_CORPSE ) { executeSkillFailException(pVampire, getSkillType()); return; } eatCorpse(pVampire, pTargetItem, pVampireSkillSlot); return; } // NPC는 공격할 수가 없다. // NoSuch제거. by sigi. 2002.5.2 if (!canAttack(pVampire, pTargetCreature ) || pTargetCreature->isNPC() ) { executeSkillFailException(pVampire, getSkillType()); return; } if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA ) ) { eatComaCreature(pVampire, pTargetCreature); return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK5 _GCSkillToObjectOK5; SkillType_t SkillType = pVampireSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); Range_t Range = pSkillInfo->getRange(); int RequiredMP = decreaseConsumeMP(pVampire, pSkillInfo); bool bManaCheck = hasEnoughMana(pVampire, RequiredMP); bool bTimeCheck = verifyRunTime(pVampireSkillSlot); bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, Range); bool bHitRoll = HitRoll::isSuccess(pVampire, pTargetCreature); bool bCanHit = canHit(pVampire, pTargetCreature, getSkillType()); bool bPK = verifyPK(pVampire, pTargetCreature); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK) { SkillInput input(pVampire); SkillOutput output; computeOutput(input, output); Damage_t Damage = output.Damage; bool bCriticalHit = false; Damage += computeDamage(pVampire, pTargetCreature, 0, bCriticalHit); // 마나를 깍는다. decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1); EffectSetAfire* pEffect = new EffectSetAfire(pTargetCreature); pEffect->setDamage(Damage); pEffect->setTick(3); pEffect->setNextTime(3); pEffect->setTimes(3); pEffect->setCasterOID(pVampire->getObjectID()); pTargetCreature->addEffect(pEffect); increaseAlignment(pVampire, pTargetCreature, _GCSkillToObjectOK1); // 패킷을 보낸다. _GCSkillToObjectOK1.setSkillType(getSkillType()); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK2.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK2.setSkillType(getSkillType()); _GCSkillToObjectOK2.setDuration(0); _GCSkillToObjectOK5.setObjectID(pVampire->getObjectID()); _GCSkillToObjectOK5.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK5.setSkillType(getSkillType()); pPlayer->sendPacket(&_GCSkillToObjectOK1); Player* pTargetPlayer = NULL; if (pTargetCreature->isPC()) { pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } else { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pVampire); } list<Creature*> cList; cList.push_back(pVampire); cList.push_back(pTargetCreature); cList = pZone->broadcastSkillPacket(pVampire->getX(), pVampire->getY(), pTargetCreature->getX(), pTargetCreature->getY(), &_GCSkillToObjectOK5, cList); pVampireSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature); } } catch(Throwable & t) { executeSkillFailException(pVampire, getSkillType()); } __END_CATCH }
void GroundBless::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; Assert(pOusters != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pOusters->getPlayer(); Zone* pZone = pOusters->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND); if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_OUSTERS_WRISTLET || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND)) { executeSkillFailException(pOusters, pSkillSlot->getSkillType()); return; } Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NPC는 공격할 수 없다. // 저주 면역. by sigi. 2002.9.13 // NoSuch제거. by sigi. 2002.5.2 if (pTargetCreature==NULL || !pTargetCreature->isOusters() ) { executeSkillFailException(pOusters, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; GCSkillToObjectOK6 _GCSkillToObjectOK6; SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); SkillInput input(pOusters, pSkillSlot); SkillOutput output; computeOutput(input, output); int RequiredMP = (int)pSkillInfo->getConsumeMP() + pSkillSlot->getExpLevel()/2; bool bManaCheck = hasEnoughMana(pOusters, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pSkillSlot); bool bEffected = pTargetCreature->isFlag(Effect::EFFECT_CLASS_GROUND_BLESS); bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); ZoneCoord_t myX = pOusters->getX(); ZoneCoord_t myY = pOusters->getY(); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && bSatisfyRequire) { decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1); bool bCanSeeCaster = canSee(pTargetCreature, pOusters); // 이펙트 오브젝트를 생성해 붙인다. EffectGroundBless* pEffect = new EffectGroundBless(pTargetCreature); pEffect->setDeadline(output.Duration); pEffect->setBonus(output.Damage); pTargetCreature->addEffect(pEffect); pTargetCreature->setFlag(Effect::EFFECT_CLASS_GROUND_BLESS); Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature); if (pTargetOusters != NULL ) pTargetOusters->initAllStatAndSend(); _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(output.Duration); _GCSkillToObjectOK2.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration(output.Duration); _GCSkillToObjectOK3.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK3.setSkillType(SkillType); _GCSkillToObjectOK3.setTargetXY (targetX, targetY); _GCSkillToObjectOK4.setSkillType(SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK4.setDuration(output.Duration); _GCSkillToObjectOK5.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); _GCSkillToObjectOK5.setDuration(output.Duration); _GCSkillToObjectOK6.setXY(myX, myY); _GCSkillToObjectOK6.setSkillType(SkillType); _GCSkillToObjectOK6.setDuration(output.Duration); list<Creature *> cList; cList.push_back(pTargetCreature); cList.push_back(pOusters); cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList); // Send Packet pPlayer->sendPacket(&_GCSkillToObjectOK1); Player* pTargetPlayer = pTargetCreature->getPlayer(); if (pTargetPlayer != NULL ) { if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6); } GCAddEffect gcAddEffect; gcAddEffect.setObjectID(TargetObjectID); gcAddEffect.setEffectID(Effect::EFFECT_CLASS_GROUND_BLESS); gcAddEffect.setDuration(output.Duration); pZone->broadcastPacket(targetX, targetY, &gcAddEffect); pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pOusters, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 아우스터즈 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void ChargingAttack::execute(Ousters * pOusters, ObjectID_t TargetObjectID, OustersSkillSlot * pOustersSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; Assert(pOusters != NULL); Assert(pOustersSkillSlot != NULL); try { Player* pPlayer = pOusters->getPlayer(); Zone* pZone = pOusters->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NoSuch제거. by sigi. 2002.5.2 // NPC는 공격할 수가 없다. if (pTargetCreature==NULL || pTargetCreature->isNPC()) { executeSkillFailException(pOusters, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } // 무장하고 있는 무기가 널이거나, 검이 아니라면 기술을 사용할 수 없다. Item* pItem = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND); if (pItem == NULL) { executeSkillFailException(pOusters, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; SkillType_t SkillType = pOustersSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); SkillLevel_t SkillLevel = pOustersSkillSlot->getExpLevel(); SkillInput input(pOusters, pOustersSkillSlot); SkillOutput output; computeOutput(input, output); int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pOusters, RequiredMP); bool bTimeCheck = verifyRunTime(pOustersSkillSlot); bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, output.Range); bool bHitRoll = HitRoll::isSuccess(pOusters, pTargetCreature, SkillLevel/2); bool bCanHit = canHit(pOusters, pTargetCreature, SkillType) && canAttack(pOusters, pTargetCreature); bool bPK = verifyPK(pOusters, pTargetCreature); bool bEffected = pOusters->hasRelicItem() || pOusters->isFlag(Effect::EFFECT_CLASS_HAS_FLAG) || pOusters->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffected ) { // 빠르게 PC를 움직여준다. if (pZone->moveFastPC(pOusters, pOusters->getX(), pOusters->getY(), pTargetCreature->getX(), pTargetCreature->getY(), getSkillType())) { decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1); bool bCriticalHit = false; // 데미지를 준다. Damage_t Damage = computeDamage(pOusters, pTargetCreature, 0, bCriticalHit) + output.Damage; setDamage(pTargetCreature, Damage, pOusters, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2); // 크리티컬 히트라면 상대방을 뒤로 물러나게 한다. if (bCriticalHit) { knockbackCreature(pZone, pTargetCreature, pOusters->getX(), pOusters->getY()); } if (pTargetCreature->isDead()) { int exp = computeCreatureExp(pTargetCreature, 100, pOusters); shareOustersExp(pOusters, exp, _GCSkillToObjectOK1); } // 패킷을 준비하고 보낸다. _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); pPlayer->sendPacket(&_GCSkillToObjectOK1); _GCSkillToObjectOK2.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration(0); if (pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } else { Monster * pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pOusters); } pOustersSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature); } } else { executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pOusters, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; __END_CATCH }
////////////////////////////////////////////////////////////////////// // // 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 }
////////////////////////////////////////////////////////////////////////////// // 슬레이어 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void RemoveCurse::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; Assert(pSlayer != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pSlayer->getPlayer(); Zone* pZone = pSlayer->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // 슬레이어 외에는 치료할 수 없다. // NoSuch제거. by sigi. 2002.5.2 if (pTargetCreature==NULL || pTargetCreature->isSlayer() == false) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); SkillDomainType_t DomainType = pSkillInfo->getDomainType(); // by sigi. 2002.12.3 SkillLevel_t SkillLevel = pSlayer->getINT()/2; //pSkillSlot->getExpLevel(); bool bDoom = false; bool bParalyze = false; bool bSeduction = false; // by sigi. 2002.12.3 //bool bHallucination = false; bool bDeath = false; bool bEffected = false; // 아무 저주나 걸려 있으면 켠다. EffectDoom* pEffectDoom = NULL; EffectParalyze* pEffectParalyze = NULL; EffectSeduction* pEffectSeduction = NULL; // by sigi. 2002.12.3 //EffectHallucination* pEffectHallucination = NULL; EffectDeath* pEffectDeath = NULL; if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_DOOM)) { pEffectDoom = (EffectDoom*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_DOOM); Assert(pEffectDoom != NULL); bDoom = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 20, pEffectDoom->getLevel()/4); bEffected = true; } if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_PARALYZE)) { pEffectParalyze = (EffectParalyze*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_PARALYZE); Assert(pEffectParalyze != NULL); bParalyze = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 10, pEffectParalyze->getLevel()/4); bEffected = true; } if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_SEDUCTION)) { pEffectSeduction = (EffectSeduction*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_SEDUCTION); Assert(pEffectSeduction != NULL); bSeduction = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 30, pEffectSeduction->getLevel()/4); bEffected = true; } // by sigi. 2002.12.3 // if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_HALLUCINATION)) // { // pEffectHallucination = (EffectHallucination*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_HALLUCINATION); //// Assert(pEffectHallucination != NULL); // // bHallucination = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 40, pEffectHallucination->getLevel()/4); // bEffected = true; // } if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_DEATH)) { pEffectDeath = (EffectDeath*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_DEATH); Assert(pEffectDeath != NULL); bDeath = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 50, pEffectDeath->getLevel()/4); bEffected = true; } int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pSlayer, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange()); // 마나가 있고, 시간이 됐고, 거리가 적당하며, // 저주가 하나라도 걸려있어야 한다. if (bManaCheck && bTimeCheck && bRangeCheck && bEffected) { decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1); SkillInput input(pSlayer, pSkillSlot); SkillOutput output; computeOutput(input, output); // 각각의 저주를 삭제하고, // 패킷에다 이펙트 삭제하라고 더한다. GCRemoveEffect gcRemoveEffect; gcRemoveEffect.setObjectID(pTargetCreature->getObjectID()); if (bDoom) { pEffectDoom->setDeadline(0); pTargetCreature->removeFlag(Effect::EFFECT_CLASS_DOOM); gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_DOOM); } if (bParalyze) { pEffectParalyze->setDeadline(0); pTargetCreature->removeFlag(Effect::EFFECT_CLASS_PARALYZE); gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_PARALYZE); } if (bSeduction) { pEffectSeduction->setDeadline(0); pTargetCreature->removeFlag(Effect::EFFECT_CLASS_SEDUCTION); gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_SEDUCTION); } // by sigi. 2002.12.3 // if (bHallucination) // { // pEffectHallucination->setDeadline(0); // pTargetCreature->removeFlag(Effect::EFFECT_CLASS_HALLUCINATION); // gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_HALLUCINATION); // } if (bDeath) { pEffectDeath->setDeadline(0); pTargetCreature->removeFlag(Effect::EFFECT_CLASS_DEATH); gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_DEATH); } // 경험치를 올린다. SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType)); Exp_t ExpUp = 10*(Grade+1); shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToObjectOK1); increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1); increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToObjectOK1); // 패킷을 만들어 보낸다. ZoneCoord_t myX = pSlayer->getX(); ZoneCoord_t myY = pSlayer->getY(); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration (0); _GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK3.setSkillType(SkillType); _GCSkillToObjectOK3.setTargetXY(targetX, targetY); _GCSkillToObjectOK4.setSkillType(SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); _GCSkillToObjectOK5.setDuration (0); pPlayer->sendPacket(&_GCSkillToObjectOK1); if (pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } pZone->broadcastPacket(targetX, targetY, &gcRemoveEffect); list< Creature*> cList; cList.push_back(pSlayer); cList.push_back(pTargetCreature); cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5 , cList); pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3 , cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4 , cList); pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature); } } catch(Throwable & t) { executeSkillFailException(pSlayer, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 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 }
////////////////////////////////////////////////////////////////////////////// // 슬레이어 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void ProtectionFromAcid::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; Assert(pSlayer != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pSlayer->getPlayer(); Zone* pZone = pSlayer->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NoSuch제거. by sigi. 2002.5.2 if (pTargetCreature==NULL || !pTargetCreature->isSlayer() ) { executeSkillFailException(pSlayer, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK5 _GCSkillToObjectOK5; SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); SkillDomainType_t DomainType = pSkillInfo->getDomainType(); int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pSlayer, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot); bool bEffected = pTargetCreature->isFlag(Effect::EFFECT_CLASS_PROTECTION_FROM_ACID); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected) { // 마나를 줄인다. decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1); // 경험치를 올려준다. SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType)); Exp_t ExpUp = 10* (Grade + 1); shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToObjectOK1); increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1); increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToObjectOK1); // 이펙트의 효과와 지속시간을 계산한다. SkillInput input(pSlayer, pSkillSlot); SkillOutput output; input.TargetType = SkillInput::TARGET_OTHER; computeOutput(input, output); // 이펙트를 생성해서 붙인다. EffectProtectionFromAcid* pEPFP = new EffectProtectionFromAcid (pTargetCreature); Assert(pEPFP != NULL); pEPFP->setDeadline(output.Duration); pEPFP->setResist(output.Damage); pTargetCreature->addEffect(pEPFP); pTargetCreature->setFlag(Effect::EFFECT_CLASS_PROTECTION_FROM_ACID); if (pTargetCreature->isSlayer()) { Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature); SLAYER_RECORD prev; pTargetSlayer->getSlayerRecord(prev); pTargetSlayer->initAllStat(); pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK1); } else { Assert(false); } // 패킷을 준비해서 보낸다. _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(output.Duration); _GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration (output.Duration); _GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); _GCSkillToObjectOK5.setDuration (output.Duration); // Send Packet pPlayer->sendPacket(&_GCSkillToObjectOK1); if (pSlayer != pTargetCreature && pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } list<Creature*> cList; cList.push_back(pSlayer); cList.push_back(pTargetCreature); pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &_GCSkillToObjectOK5 , cList); // 이펙트가 붙었다고 알려준다. GCAddEffect gcAddEffect; gcAddEffect.setObjectID(pTargetCreature->getObjectID()); gcAddEffect.setEffectID(Effect::EFFECT_CLASS_PROTECTION_FROM_ACID); gcAddEffect.setDuration(output.Duration); pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcAddEffect); pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pSlayer, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 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 }
void SimpleMissileSkill::execute( Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY Assert(pSlayer != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pSlayer->getPlayer(); Zone* pZone = pSlayer->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NPC는 공격할 수가 없다. // NoSuch제거. by sigi. 2002.5.2 if (pTargetCreature==NULL || !canAttack(pSlayer, pTargetCreature ) || pTargetCreature->isNPC()) { executeSkillFailException(pSlayer, param.SkillType); return; } result.pTargetCreature = pTargetCreature; GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType); SkillDomainType_t DomainType = pSkillInfo->getDomainType(); SkillLevel_t SkillLevel = pSkillSlot->getExpLevel(); bool bCriticalHit = false; Damage_t Damage = 0; if (param.bAdd) { // 파라미터로 전달된 데미지 값이 더해지는 데미지라면, // 일반 데미지를 계산 후, 데미지를 더해야 한다. // 파라미터로 전달된 데미지 값이 직접적으로 쓰이는 데미지라면, // 이 부분까지 들어오지 않으므로, 밑의 부분까지 0으로 전달된다. Damage += computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit); } if (param.bMagicDamage) { // 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다. Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType); } else { Damage += param.SkillDamage; } ZoneCoord_t myX = pSlayer->getX(); ZoneCoord_t myY = pSlayer->getY(); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); int RequiredMP = (int)pSkillInfo->getConsumeMP(); bool bManaCheck = hasEnoughMana(pSlayer, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = false; bool bPK = verifyPK(pSlayer, pTargetCreature); if (param.bMagicHitRoll) { bHitRoll = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot); } else { bHitRoll = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel/2); } if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bPK) { decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1); // 데미지를 가하고, 내구도를 떨어뜨린다. setDamage(pTargetCreature, Damage, pSlayer, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1); decreaseDurability(pSlayer, pTargetCreature, NULL, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2); // 타겟이 슬레이어가 아닌 경우에만 경험치를 올려준다. if (!pTargetCreature->isSlayer()) { shareAttrExp(pSlayer, Damage , param.STRMultiplier, param.DEXMultiplier, param.INTMultiplier, _GCSkillToObjectOK1); increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1, pTargetCreature->getLevel()); increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToObjectOK1); increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1); } _GCSkillToObjectOK1.setSkillType(param.SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK2.setSkillType(param.SkillType); _GCSkillToObjectOK2.setDuration(0); _GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK3.setSkillType(param.SkillType); _GCSkillToObjectOK3.setTargetXY(targetX, targetY); _GCSkillToObjectOK4.setSkillType(param.SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID()); _GCSkillToObjectOK5.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK5.setSkillType(param.SkillType); _GCSkillToObjectOK5.setDuration(0); // Send Packet pPlayer->sendPacket(&_GCSkillToObjectOK1); if (pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } else if (pTargetCreature->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); pMonster->addEnemy(pSlayer); } list<Creature*> cList; cList.push_back(pSlayer); cList.push_back(pTargetCreature); cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3 , cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4 , cList); pSkillSlot->setRunTime(param.Delay); result.bSuccess = true; } else { executeSkillFailNormal(pSlayer, param.SkillType, pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pSlayer, param.SkillType); } __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 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 }
void SimpleMissileSkill::execute( Monster* pMonster, Creature* pEnemy, const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY Assert(pMonster != NULL); Assert(pEnemy != NULL); try { Zone* pZone = pMonster->getZone(); Assert(pZone != NULL); if (pMonster->isFlag(Effect::EFFECT_CLASS_HIDE)) { return; } if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY)) { addVisibleCreature(pZone, pMonster, true); } result.pTargetCreature = pEnemy; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; GCSkillToObjectOK6 _GCSkillToObjectOK6; SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType); bool bCriticalHit = false; Damage_t Damage = 0; if (param.bAdd) { // 파라미터로 전달된 데미지 값이 더해지는 데미지라면, // 일반 데미지를 계산 후, 데미지를 더해야 한다. // 파라미터로 전달된 데미지 값이 직접적으로 쓰이는 데미지라면, // 이 부분까지 들어오지 않으므로, 밑의 부분까지 0으로 전달된다. Damage += computeDamage(pMonster, pEnemy, 0, bCriticalHit); } if (param.bMagicDamage) { // 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다. Damage += computeMagicDamage(pEnemy, param.SkillDamage, param.SkillType); } else { Damage += param.SkillDamage; } bool bRangeCheck = verifyDistance(pMonster, pEnemy, pSkillInfo->getRange()); bool bHitRoll = false; bool bCanHit = canHit(pMonster, pEnemy, param.SkillType); if (param.bMagicHitRoll) { bHitRoll = HitRoll::isSuccessMagic(pMonster, pSkillInfo); } else { bHitRoll = HitRoll::isSuccess(pMonster, pEnemy); } Coord_t vampX = pMonster->getX(); Coord_t vampY = pMonster->getY(); Coord_t targetX = pEnemy->getX(); Coord_t targetY = pEnemy->getY(); // 공격성공률 검증. if (bRangeCheck && bHitRoll && bCanHit) { bool bCanSeeCaster = canSee(pEnemy, pMonster); // 데미지를 가하고, 아이템 내구도를 떨어뜨린다. if (bCanSeeCaster) { setDamage(pEnemy, Damage, pMonster, param.SkillType, &_GCSkillToObjectOK2); decreaseDurability(pMonster, pEnemy, pSkillInfo, NULL, &_GCSkillToObjectOK2); } else { setDamage(pEnemy, Damage, pMonster, param.SkillType, &_GCSkillToObjectOK6); decreaseDurability(pMonster, pEnemy, pSkillInfo, NULL, &_GCSkillToObjectOK6); } _GCSkillToObjectOK2.setObjectID(pMonster->getObjectID()); _GCSkillToObjectOK2.setSkillType(param.SkillType); _GCSkillToObjectOK2.setDuration(0); _GCSkillToObjectOK2.setObjectID(pMonster->getObjectID()); _GCSkillToObjectOK3.setObjectID(pMonster->getObjectID()); _GCSkillToObjectOK3.setSkillType(param.SkillType); _GCSkillToObjectOK3.setTargetXY(targetX, targetY); _GCSkillToObjectOK4.setSkillType(param.SkillType); _GCSkillToObjectOK4.setTargetObjectID(pEnemy->getObjectID()); _GCSkillToObjectOK5.setObjectID(pMonster->getObjectID()); _GCSkillToObjectOK5.setTargetObjectID(pEnemy->getObjectID()); _GCSkillToObjectOK5.setSkillType(param.SkillType); _GCSkillToObjectOK5.setDuration(0); _GCSkillToObjectOK6.setXY(vampX, vampY); _GCSkillToObjectOK6.setSkillType(param.SkillType); _GCSkillToObjectOK6.setDuration(0); _GCSkillToObjectOK6.setXY(vampX, vampY); if (pEnemy->isPC()) { Player* pTargetPlayer = pEnemy->getPlayer(); Assert(pTargetPlayer != NULL); if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6); } else if (pEnemy->isMonster()) { Monster* pTargetMonster = dynamic_cast<Monster*>(pEnemy); pTargetMonster->addEnemy(pMonster); } list<Creature*> cList; cList.push_back(pMonster); cList.push_back(pEnemy); cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(vampX, vampY, &_GCSkillToObjectOK3 , cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4 , cList); result.bSuccess = true; } else { executeSkillFailNormal(pMonster, param.SkillType, pEnemy); } } catch (Throwable & t) { executeSkillFailException(pMonster, param.SkillType); } __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 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 }
bool BloodDrain::executeMonster(Monster* pMonster, Creature* pEnemy) throw(Error) { __BEGIN_TRY bool isMaster = pMonster->isMaster() #ifdef __UNDERWORLD__ || pMonster->isUnderworld() || pMonster->getMonsterType() == 599 #endif ; // 죽었으면 흡혈 못하고.. // 마스터는 아무나 다 빤다 - -; // 대상이 죽었으면 못 빤다. if (pMonster->isDead() || pMonster->isFlag(Effect::EFFECT_CLASS_COMA) || !pMonster->isEnemyToAttack(pEnemy) && !isMaster || pEnemy->isDead() || pEnemy->isFlag(Effect::EFFECT_CLASS_COMA)) { return false; } Zone* pZone = pMonster->getZone(); Assert(pZone != NULL); GCBloodDrainOK1 _GCBloodDrainOK1; GCBloodDrainOK2 _GCBloodDrainOK2; GCBloodDrainOK3 _GCBloodDrainOK3; // 마스터는 체력 100% 라도 문다. int HPMultiplier = (isMaster? 1 : 3); // 현재 HP가 1/1, 1/3 bool bHitRoll = HitRoll::isSuccessBloodDrain(pMonster, pEnemy, HPMultiplier); bool bCanHit = canHit(pMonster, pEnemy, SKILL_BLOOD_DRAIN); // 마스터는 거리에 관계없이 문다~ bool bRangeCheck = isMaster || verifyDistance(pMonster, pEnemy, 1); // 흡혈 면역 상태. by sigi. 2002.9.13 bool bEffected = pEnemy->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_BLOOD_DRAIN); if (bHitRoll && bCanHit && bRangeCheck && !bEffected) { if (pEnemy->isSlayer()) { // Set EffectBloodDrain // 마스터면 안건다. if (!isMaster) { EffectBloodDrain* pEffectBloodDrain = new EffectBloodDrain(pEnemy); pEffectBloodDrain->setLevel(pMonster->getLevel()); pEffectBloodDrain->setDeadline(BLOODDRAIN_DURATION); // 게임시간으로 3일 정도 pEnemy->addEffect(pEffectBloodDrain); pEffectBloodDrain->create(pEnemy->getName()); _GCBloodDrainOK2.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_BLOOD_DRAIN); pEnemy->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN); Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pEnemy); SLAYER_RECORD prev; pTargetSlayer->getSlayerRecord(prev); pTargetSlayer->initAllStat(); pTargetSlayer->sendRealWearingInfo(); pTargetSlayer->addModifyInfo(prev, _GCBloodDrainOK2); } // 로그를 남긴다. //log(LOG_BLOODDRAINED, pEnemy->getName(), "게임 내의 몬스터"); } // 아우스터즈의 경우엔..... -_-; 제한시간 없는 이펙트를 생성한다. 엄밀히 말해 제한시간이 없는 건 아니지만.. // else if (pEnemy->isOusters() && !isMaster ) // { // EffectBloodDrain* pEffectBloodDrain = new EffectBloodDrain(pEnemy); // pEffectBloodDrain->setLevel(pMonster->getLevel()); // pEnemy->addEffect(pEffectBloodDrain); // pEffectBloodDrain->create(pEnemy->getName()); // _GCBloodDrainOK2.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_BLOOD_DRAIN); // // pEnemy->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN); // // Sight_t oldSight = pEnemy->getSight(); // Sight_t newSight = pEnemy->getEffectedSight(); // // if (oldSight != newSight ) // { // pEnemy->setSight(newSight); // pZone->updateScan(pEnemy, oldSight, pEnemy->getSight()); // _GCBloodDrainOK2.addShortData(MODIFY_VISION, pEnemy->getSight()); // // GCChangeDarkLight gcChangeDarkLight; // gcChangeDarkLight.setDarkLevel(15); // gcChangeDarkLight.setLightLevel(newSight); // pEnemy->getPlayer()->sendPacket(&gcChangeDarkLight); // } // } _GCBloodDrainOK3.setObjectID(pMonster->getObjectID()); _GCBloodDrainOK3.setTargetObjectID (pEnemy->getObjectID()); // 타겟이 뭐든 플래그는 건다. // 마스터면 안건다. if (!isMaster) { pEnemy->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN); } if (pEnemy != NULL && pEnemy->isPC()) { Player* pTargetPlayer = pEnemy->getPlayer(); if (pTargetPlayer != NULL) { _GCBloodDrainOK2.setObjectID(pMonster->getObjectID()); if (!isMaster) { // _GCBloodDrainOK2.addLongData(MODIFY_DURATION, BLOODDRAIN_DURATION); } pTargetPlayer->sendPacket(&_GCBloodDrainOK2); } } // target int targetLevel = 0; int targetMaxHP = 0; if (pEnemy->isSlayer()) { Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pEnemy); targetLevel = pTargetSlayer->getHighestSkillDomainLevel(); targetMaxHP = pTargetSlayer->getHP(ATTR_MAX); } else if (pEnemy->isVampire()) { Vampire* pTargetVampire = dynamic_cast<Vampire*>(pEnemy); targetLevel = pTargetVampire->getLevel(); targetMaxHP = pTargetVampire->getHP(ATTR_MAX); } else if (pEnemy->isOusters()) { Ousters* pTargetOusters = dynamic_cast<Ousters*>(pEnemy); targetLevel = pTargetOusters->getLevel(); targetMaxHP = pTargetOusters->getHP(ATTR_MAX); } else if (pEnemy->isMonster()) { Monster* pEnemyMonster = dynamic_cast<Monster*>(pEnemy); // 흡혈당하는 몬스터한테 딜레이 걸어준다. Timeval DelayTurn; DelayTurn.tv_sec = 4; DelayTurn.tv_usec = 500000; pEnemyMonster->addAccuDelay(DelayTurn); if ((pMonster->isMaster() #ifdef __UNDERWORLD__ || pMonster->isUnderworld() || pMonster->getMonsterType() == 599 #endif ) && pMonster->getClanType()==pEnemyMonster->getClanType()) { // 같은 clan의 마스터이면 피 상납이라고 볼 수 있을까 -_-; } else { pEnemyMonster->addEnemy(pMonster); } targetLevel = pEnemyMonster->getLevel(); targetMaxHP = pEnemyMonster->getHP(ATTR_MAX); } // 자신이나 상대방 중.. HP가 많은 쪽의 15~25% HP_t maxHP = max((int)pMonster->getHP(ATTR_MAX), targetMaxHP); HP_t drainHP = maxHP*(rand()%11+15)/100; // 15~25% // 한번에 1000이상 안 찬다. if (pMonster->getMonsterType() >= 717 ) drainHP = min((int)drainHP, 2000); else drainHP = min((int)drainHP, 1000); // 몬스터의 HP를 올려준다. HP_t CurrentHP = pMonster->getHP(); HP_t MaxHP = pMonster->getHP(ATTR_MAX); HP_t NewHP = min((int)MaxHP , (int)CurrentHP + (int)drainHP); // 뱀파이어의 HP를 세팅한다. pMonster->setHP(NewHP); GCStatusCurrentHP gcStatusCurrentHP; gcStatusCurrentHP.setObjectID(pMonster->getObjectID()); gcStatusCurrentHP.setCurrentHP(NewHP); pZone->broadcastPacket(pMonster->getX(), pMonster->getY(), &gcStatusCurrentHP); // 흡혈 당한 애의 HP를 줄인다. // 대상이 내 레벨보다 높다면.. MaxHP의 10~15% damage // by sigi. 2002.9.14 int drainDamage = 0; int myLevel = pMonster->getLevel(); if (targetLevel > myLevel) { drainDamage = targetMaxHP * (rand()%6+10) / 100; } else { // 레벨 5차이마다 1%씩 더~ int damagePercent = min(30, (rand()%6+10+(myLevel-targetLevel))); drainDamage = targetMaxHP * damagePercent / 100; } if (drainDamage > 0) { //decreaseHP(pZone, pEnemy, drainDamage); EffectDecreaseHP* pEffect = new EffectDecreaseHP(pEnemy); pEffect->setPoint(drainDamage); pEffect->setDeadline(20); // 2초 후 pEffect->setUserObjectID(pMonster->getObjectID()); pEnemy->addEffect(pEffect); pEnemy->setFlag(Effect::EFFECT_CLASS_DECREASE_HP); } // 흡혈 모습 보이게.. list<Creature *> cList; cList.push_back(pEnemy); cList.push_back(pMonster); pZone->broadcastPacket(pMonster->getX(), pMonster->getY(), &_GCBloodDrainOK3 , cList); // 흡혈 성공 return true; } __END_CATCH return false; }
////////////////////////////////////////////////////////////////////////////// // 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 }
////////////////////////////////////////////////////////////////////////////// // 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 }
////////////////////////////////////////////////////////////////////////////// // 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 }