Example #1
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void MoleShot::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 
	{
		Zone* pZone = pSlayer->getZone();
		Assert(pZone != NULL);

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

		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL)
		{
			executeSkillFailException(pSlayer, getSkillType());
			return;
		}

		// 아이템이 없거나, 총 계열의 무기가 아니거나, SR이라면
		// 이 기술을 사용할 수 없다.
		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pItem == NULL 
			|| !isArmsWeapon(pItem))
			// SR도 사용 가능하게 수정. by sigi. 2002.12.3
			//	|| pItem->getItemClass() == Item::ITEM_CLASS_SR)
		{
			executeSkillFailException(pSlayer, getSkillType());
			return;
		}

		Item::ItemClass IClass = pItem->getItemClass();
		if (IClass == Item::ITEM_CLASS_SG) 
		{
			SGexecute(pSlayer, pTargetCreature->getX(), pTargetCreature->getY(), pSkillSlot, CEffectID);
		} 
		else if (IClass == Item::ITEM_CLASS_AR 
				|| IClass == Item::ITEM_CLASS_SMG
				// SR도 사용 가능하게 수정. by sigi. 2002.12.3
				|| IClass == Item::ITEM_CLASS_SR) 
		{
			ARSMGexecute(pSlayer, pTargetCreature->getX(), pTargetCreature->getY(), pSkillSlot, CEffectID);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
void EffectProtectionFromCurse::unaffect()
	throw(Error)
{
	__BEGIN_TRY
	__BEGIN_DEBUG
	
	Creature* pCreature = dynamic_cast<Creature*>(m_pTarget);
	pCreature->removeFlag(Effect::EFFECT_CLASS_PROTECTION_FROM_CURSE);

	Resist_t resist = pCreature->getResist(MAGIC_DOMAIN_CURSE);
	resist = max(0,(int)(resist - m_Resist));
	pCreature->setResist(MAGIC_DOMAIN_CURSE, resist);

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

	// 이펙트가 사라졌다고 알려준다.
	GCRemoveEffect gcRemoveEffect;
	gcRemoveEffect.setObjectID(pCreature->getObjectID());
	gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_PROTECTION_FROM_CURSE);
	pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcRemoveEffect);

	__END_DEBUG
	__END_CATCH
}
Example #3
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void DestructionSpear::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL)
		{
			executeSkillFailException(pOusters, getSkillType());

			return;
		}

		execute(pOusters, pTargetCreature->getX(), pTargetCreature->getY(), pOustersSkillSlot, CEffectID);
    } 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
        //cout << t.toString() << endl;
    }

	__END_CATCH
}
Example #4
0
void Session::assignCreaturesToGenerators() {
    if( !getMap()->isHeightMapEnabled() ) return;

    // find the creatures not assigned to a generator
    std::vector<Creature*> c;
    for( unsigned int i = 0; i < creatures.size(); i++ ) {
        Creature *creature = creatures[i];
        if( creature->isMonster() && !creature->getStateMod( StateMod::dead ) ) {
            bool found = false;
            for( unsigned int t = 0; !found && t < generators.size(); t++ ) {
                CreatureGenerator *generator = generators[t];
                for( unsigned int r = 0; !found && r < generator->creatures.size(); r++ ) {
                    if( creature == generator->creatures[r] ) {
                        found = true;
                    }
                }
            }
            if( !found ) {
                c.push_back( creature );
            }
        }
    }

    //cerr << "assigning " << c.size() << " creatures to " << generators.size() << " generators..." << endl;

    // remove the dead creatures from each generator (maybe there can't be any dead creatures at this point?)
    for( unsigned int t = 0; t < generators.size(); t++ ) {
        CreatureGenerator *generator = generators[t];
        //cerr << "\tgenerator at " << generator->x << "," << generator->y << " count=" << generator->count << endl;
        generator->removeDead();
    }

    // assign creatures to closest generator
    for( unsigned int i = 0; i < c.size(); i++ ) {
        Creature *creature = c[i];

        CreatureGenerator *closest = NULL;
        float dist = 0;
        for( unsigned int t = 0; t < generators.size(); t++ ) {
            CreatureGenerator *generator = generators[t];
            if( generator->count - generator->creatures.size() > 0 ) {
                float d = Constants::distance( creature->getX(), creature->getY(), creature->getShape()->getWidth(), creature->getShape()->getDepth(),
                                               generator->x, generator->y, 1, 1 );
                if( closest == NULL || d < dist ) {
                    closest = generator;
                    dist = d;
                }
            }
        }

        if( closest ) {
            //cerr << "\t\tadding " << creature->getType() << " at " << creature->getX() << "," << creature->getY() <<
            //	" to generator at " << closest->x << "," << closest->y << endl;
            closest->creatures.push_back( creature );
        } else {
            //cerr << "\t\tno generators w/o creatures were found." << endl;
            break;
        }
    }
}
Example #5
0
void ScourgeView::centerOnMonsterInTB() {
    scourge->getMap()->setMapCenterCreature( NULL );
    if ( scourge->inTurnBasedCombat() ) {
        Battle *battle = scourge->getCurrentBattle();
        Creature *c = battle->getCreature();
        if ( !c->isPartyMember() || c->getStateMod( StateMod::possessed ) ) {
            scourge->getMap()->setMapCenterCreature( c );
            scourge->getMap()->center( toint( c->getX() ), toint( c->getY() ), true );
        }
    }
}
Example #6
0
void CGAbsorbSoulHandler::execute (CGAbsorbSoul* pPacket , Player* pPlayer)
	     throw(Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX
	__BEGIN_DEBUG

#ifdef __GAME_SERVER__

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

	try 
	{
		GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
		Assert(pGamePlayer != NULL);

		if (pGamePlayer->getPlayerStatus() == GPS_NORMAL) 
		{
			Creature* pCreature = pGamePlayer->getCreature();
			Assert(pCreature != NULL);

			// 아우스터즈가 아닌 놈이 흡영을 할 수는 없다.
			if (!pCreature->isOusters()) return;

			Ousters* pOusters = dynamic_cast<Ousters*>(pCreature);

			// 완전 안전지대라면 기술 사용 불가. by sigi. 2002.11.14
			ZoneLevel_t ZoneLevel = pCreature->getZone()->getZoneLevel(pCreature->getX(), pCreature->getY());
			if ((ZoneLevel & COMPLETE_SAFE_ZONE)
				|| (!isAbleToUseObjectSkill(pOusters, SKILL_ABSORB_SOUL)))
			{
				GCSkillFailed1 gcSkillFailed1;
				gcSkillFailed1.setSkillType(SKILL_ABSORB_SOUL);
				pPlayer->sendPacket(&gcSkillFailed1);
				return;
			}
			
			SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SKILL_ABSORB_SOUL);
			Assert(pSkillHandler != NULL);
			pSkillHandler->execute(pOusters, pPacket->getObjectID(), pPacket->getTargetZoneX(), pPacket->getTargetZoneY(), pPacket->getInvenObjectID(), pPacket->getInvenX(), pPacket->getInvenY(), pPacket->getTargetInvenX(), pPacket->getTargetInvenY());
		}
	} 
	catch (Throwable & t) 
	{ 
		//cout << t.toString(); 
	}

#endif

	__END_DEBUG
    __END_DEBUG_EX __END_CATCH
}
Example #7
0
void EffectDestinies::affect()
	throw(Error)
{
	__BEGIN_TRY

	setDeadline(0);

	Creature* pCaster = dynamic_cast<Creature*>(m_pTarget);
	int cx = pCaster->getX();
	int cy = pCaster->getY();

	Zone* pZone = pCaster->getZone();

	for (int i=-8; i<=8; ++i )
	for (int j=-8; j<=8; ++j )
	{
		int tx = cx + i;
		int ty = cy + j;
		if (tx < 0 || ty < 0 ) continue;
		if (!isValidZoneCoord(pZone, tx, ty ) ) continue;

		list<Object*>& olist = pZone->getTile(tx, ty).getObjectList();
		list<Object*>::iterator itr = olist.begin();
		for (; itr != olist.end() ; ++itr )
		{
			Object* pObject = *itr;
			if (pObject == NULL || pObject->getObjectClass() != Object::OBJECT_CLASS_CREATURE ) continue;

			Creature* pCreature = dynamic_cast<Creature*>(pObject);
			if (pCreature == NULL ) continue;

			bool isTarget = false;
			if (pCreature->getCreatureClass() == m_TargetClass )
			{
				isTarget = true;
				if (m_TargetClass == Creature::CREATURE_CLASS_MONSTER )
				{
					Monster* pTargetMonster = dynamic_cast<Monster*>(pCreature);
					if (pTargetMonster->getSpriteType() != m_TargetSpriteType ) isTarget = false;
				}
			}

			if (isTarget ) affect(pCreature);
		}
	}

	//cout << "EffectDestinies" << "affect BEGIN" << endl;

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

	BYTE Grade = 0;
	if (pOustersSkillSlot->getExpLevel() <= 10 ) Grade = 0;
	else if (pOustersSkillSlot->getExpLevel() <= 20 ) Grade = 1;
	else if (pOustersSkillSlot->getExpLevel() < 30 ) Grade = 2;
	else Grade = 3;

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

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


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

		execute(pOusters, pTargetCreature->getX(), pTargetCreature->getY(), pOustersSkillSlot, CEffectID);
    } 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType(), Grade);
        //cout << t.toString() << endl;
    }

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

    __END_CATCH
}
Example #9
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void SwordRay::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, 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);

		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());
		    
			return;
		}

		execute(pSlayer, pTargetCreature->getX(), pTargetCreature->getY(), pSkillSlot, CEffectID);
    } 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
        //cout << t.toString() << endl;
    }

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

    __END_CATCH
}
Example #10
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void RefusalEther::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);

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

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

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

		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL)
		{
			executeSkillFailException(pOusters, getSkillType(), Grade);
			return;
		}

		execute(pOusters, pTargetCreature->getX(), pTargetCreature->getY(), pOustersSkillSlot, CEffectID);
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType(), Grade);
	}

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

	__END_CATCH
}
Example #11
0
void SwordOfThor::execute(Slayer* pSlayer, ObjectID_t targetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID) throw(Error)
{
    __BEGIN_TRY

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

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

    // NoSuch제거. by sigi. 2002.5.2
    if (pTargetCreature==NULL)
    {
        executeSkillFailException(pSlayer, getSkillType());
        return;
    }

    execute(pSlayer, pTargetCreature->getX(), pTargetCreature->getY(), pSkillSlot, CEffectID);

    __END_CATCH
}
Example #12
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void MeteorStrike::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);

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

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

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

		execute(pVampire, pTargetCreature->getX(), pTargetCreature->getY(), pVampireSkillSlot, CEffectID);
    } 
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
        //cout << t.toString() << endl;
    }

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

    __END_CATCH
}
Example #13
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void ThunderStorm::execute(Slayer * pSlayer, ObjectID_t TargetObjectID, SkillSlot * pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

	if (pTargetCreature!=NULL)
	{
		execute(pSlayer, pTargetCreature->getX(), pTargetCreature->getY(), pSkillSlot, CEffectID);
	}
	else
	{
		executeSkillFailException(pSlayer, getSkillType());
	}


	__END_CATCH
}
void EffectPlasmaRocketLauncher::unaffect()
	throw(Error)
{
	__BEGIN_TRY

	Creature* pCreature = dynamic_cast<Creature*>(m_pTarget);
//	unaffect(pCreature);

	if (pCreature == NULL ) return;

	pCreature->removeFlag(Effect::EFFECT_CLASS_PLASMA_ROCKET_LAUNCHER);

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

	GCRemoveEffect gcRemoveEffect;
	gcRemoveEffect.setObjectID(pCreature->getObjectID());
	gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_PLASMA_ROCKET_LAUNCHER);
	pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcRemoveEffect);				

	__END_CATCH
}
Example #15
0
void EffectTrying::unaffect() throw(Error)
{
	__BEGIN_TRY

/*	GCDeleteEffectFromTile gcDeleteEffect;
	gcDeleteEffect.setEffectID(getSendEffectClass());
	gcDeleteEffect.setObjectID(getObjectID());
	gcDeleteEffect.setXY(m_X, m_Y);

	m_pZone->broadcastPacket(m_X, m_Y, &gcDeleteEffect);*/
	
	Creature* pCreature = dynamic_cast<Creature*>(m_pTarget);
	Assert(pCreature != NULL);

	GCRemoveEffect gcRemoveEffect;
	gcRemoveEffect.addEffectList(getSendEffectClass());
	gcRemoveEffect.setObjectID(pCreature->getObjectID());

	pCreature->getZone()->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcRemoveEffect);

	__END_CATCH
}
Example #16
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void IceField::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
	{
		Zone* pZone = pOusters->getZone();
		Assert(pZone != NULL);

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

		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pOusters, pTargetCreature )
			)
		{
			executeSkillFailException(pOusters, getSkillType());
			return;
		}

		execute(pOusters, pTargetCreature->getX(), pTargetCreature->getY(), pOustersSkillSlot, CEffectID);
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

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

	__END_CATCH
}
Example #17
0
void ScourgeView::drawCreatureInfos() {
    // creatures first
    for ( int i = 0; i < scourge->getSession()->getCreatureCount(); i++ ) {
        //if(!session->getCreature(i)->getStateMod(Constants::dead) &&
        Creature *creature = scourge->getSession()->getCreature( i );
        if ( scourge->getMap()->isLocationVisible( toint( creature->getX() ), toint( creature->getY() ) ) &&
                scourge->getMap()->isLocationInLight( toint( creature->getX() ), toint( creature->getY() ), creature->getShape() ) &&
                scourge->getSession()->isVisible( creature ) ) {
            showCreatureInfo( scourge->getSession()->getCreature( i ), false, false, false,
                              ( scourge->getSession()->getCreature( i )->getCharacter() ? true : false ) );
        }
    }
    // party next so red target circle shows over gray
    for ( int i = 0; i < scourge->getParty()->getPartySize(); i++ ) {
        bool player = scourge->getParty()->getPlayer() == scourge->getParty()->getParty( i );
        if ( scourge->inTurnBasedCombat() && scourge->getParty()->isRealTimeMode() ) {
            player = ( scourge->getParty()->getParty( i ) == scourge->getCurrentBattle()->getCreature() );
        }
        showCreatureInfo( scourge->getParty()->getParty( i ), player, ( scourge->getMap()->getSelectedDropTarget() &&
                          scourge->getMap()->getSelectedDropTarget()->creature == scourge->getParty()->getParty( i ) ),
                          !scourge->getParty()->isPlayerOnly(), false );
    }
}
Example #18
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Darkness::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);

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

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

        // NoSuch제거. by sigi. 2002.5.2
        if (pTargetCreature==NULL)
        {
            executeSkillFailException(pVampire, getSkillType());
            return;
        }

        execute(pVampire, pTargetCreature->getX(), pTargetCreature->getY(), pVampireSkillSlot, CEffectID);
    }
    catch (Throwable & t)
    {
        executeSkillFailException(pVampire, getSkillType());
    }

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

    __END_CATCH
}
Example #19
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void ThunderFlash::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID) 
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL)
		{
			executeSkillFailException(pSlayer, getSkillType());
			return;
		}

		execute(pSlayer, pTargetCreature->getX(), pTargetCreature->getY(), pSkillSlot, CEffectID);
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
void CGSelectWayPointHandler::execute(CGSelectWayPoint* pPacket , Player* pPlayer) throw(Error) {
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__
	Assert(pPacket != NULL);
	Assert(pPlayer != NULL);

	static map<Level_t,Price_t> sPriceMap;

	try {
		int targetDynamicZoneType = g_pDynamicZoneInfoManager->getDynamicZoneTypeByZoneID(pPacket->getZoneID());
		if (targetDynamicZoneType != DYNAMIC_ZONE_MAX) {
			executeEnterQuestZone(pPacket, pPlayer, targetDynamicZoneType);
		}

		// 게임 플레이어의 상태가 정상이 아니라면 걍 리턴한다.
		GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
		Assert(pGamePlayer != NULL);
		if (pGamePlayer->getPlayerStatus() != GPS_NORMAL) return;

		// 크리쳐가 슬레이어가 아니라면 리턴한다.
		Creature* pCreature = pGamePlayer->getCreature();
		Assert(pCreature != NULL);

		PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature);
		Assert(pPC != NULL);

		if (pPC->getStore()->isOpen()) return;
		if (pCreature->hasRelicItem()) return;

		// 크리쳐가 죽었으면 리턴
		if (pCreature->isDead()) return;

		// 초보존으로 들어가는 경우엔 종족 상관없이 보내준다.
		if (pPacket->getZoneID() == 1122) {
			ZONE_COORD pos(1122);

			if (pCreature->isSlayer()) {
				pos.x = 107;
				pos.y = 27;
			} else if (pCreature->isVampire()) {
				pos.x = 18;
				pos.y = 27;
			} else if (pCreature->isOusters()) {
				pos.x = 12;
				pos.y = 103;
			} else return;

			if (!canEnterBeginnerZone(pCreature)) return;

			// 초보존이 유료존일수도 있을라나...?
#if defined(__PAY_SYSTEM_ZONE__) || defined(__PAY_SYSTEM_FREE_LIMIT__)
			ZoneInfo* pZoneInfo = g_pZoneInfoManager->getZoneInfo(pos.id);
			
			// 유료존인데 유료사용자가 아니면...
      if (pZoneInfo == NULL ||
          ((pZoneInfo->isPayPlay() || pZoneInfo->isPremiumZone())
           && (!pGamePlayer->isPayPlaying() && !pGamePlayer->isFamilyFreePass()))) {
        //Statement* pStmt = NULL;
				string connectIP = pGamePlayer->getSocket()->getHost();

				// 유료 서비스 사용이 가능한가?
				if (pGamePlayer->loginPayPlay(connectIP, pGamePlayer->getID())) {
					sendPayInfo(pGamePlayer);
				} else if (pZoneInfo->isPayPlay()) {
					// 유료 서비스 사용 불가인 경우
					GCSystemMessage gcSystemMessage;

					if (g_pConfig->getPropertyInt("IsNetMarble") == 0) {
						gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER));
					} else {
						gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER));
					}

					pGamePlayer->sendPacket(&gcSystemMessage);

					return;
				}
			}
#endif

			pPC->getGQuestManager()->illegalWarp();
			transportCreature(pCreature, pos.id, pos.x, pos.y, false);
			return;
		}

		if (pPacket->getZoneID() == 1131) {

			if (g_pVariableManager->getVariable(ACTIVE_LEVEL_WAR) == 0) {
				GCSystemMessage gcSystemMessage;
				gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER));
				pGamePlayer->sendPacket(&gcSystemMessage);
				return;
			}
/*
			if (g_pConfig->getPropertyInt("ServerID" ) != 0 )
			{
				GCNoticeEvent gcNoticeEvent;

				gcNoticeEvent.setCode(NOTICE_EVENT_NOT_FIRST_SERVER);
				pGamePlayer->sendPacket(&gcNoticeEvent);
//				GCSystemMessage gcSystemMessage;
//				gcSystemMessage.setMessage(g_pStringPool->getString(STRID_LEVEL_WAR_ONLY_FIRST_SERVER ));
//				pGamePlayer->sendPacket (&gcSystemMessage);
				return;
			}
*/

			// 크리쳐 정보 보고 알아서 튕겨주자 =_=;;
			ZONE_COORD pos(g_pLevelWarZoneInfoManager->getCreatureZoneID(pCreature ));

			if (g_pSweeperBonusManager->isAble(g_pLevelWarZoneInfoManager->getCreatureZoneID(pCreature))) {
				GCSystemMessage gcSystemMessage;
				gcSystemMessage.setMessage(g_pStringPool->getString(STRID_NO_WAR_IN_ACTIVE ));
				pGamePlayer->sendPacket (&gcSystemMessage);
				return;
			}

			if (pCreature->isSlayer()) {
				pos.x = 12;
				pos.y =  9;
			} else if (pCreature->isVampire()) {
				pos.x = 117;
				pos.y =   8;
			} else if (pCreature->isOusters()) {
				pos.x =   9;
				pos.y = 111;
			}
			
#if defined(__PAY_SYSTEM_ZONE__) || defined(__PAY_SYSTEM_FREE_LIMIT__)
			Zone* pZone = getZoneByZoneID(pos.id);
			Assert(pZone != NULL);
			
			LevelWarManager* pLevelWarManager = pZone->getLevelWarManager();
			Assert(pLevelWarManager != NULL);

			if (!pLevelWarManager->hasWar() && !g_pVariableManager->canEnterLevelWarZoneFree() && !pGamePlayer->isPayPlaying() && pGamePlayer->isFamilyFreePass() && !pLevelWarManager->canEnterFreeUser()) {
				GCSystemMessage gcSystemMessage;
				gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER_LEVEL_WAR_ZONE));
				pGamePlayer->sendPacket(&gcSystemMessage);
				return;
			}
#endif
			
			pPC->getGQuestManager()->illegalWarp();
			transportCreature(pCreature, pos.id, pos.x, pos.y, false);
			return;
		}

		if (pPacket->getZoneID() == 72) {
			if (!g_pWarSystem->hasActiveRaceWar()) {
				GCSystemMessage gcSystemMessage;
				gcSystemMessage.setMessage(g_pStringPool->getString(STRID_NO_WAR_IN_ACTIVE));
				pGamePlayer->sendPacket (&gcSystemMessage);

				return;
			}
/*
			if (g_pConfig->getPropertyInt("ServerID" ) != 0 )
			{
				GCNoticeEvent gcNoticeEvent;

				gcNoticeEvent.setCode(NOTICE_EVENT_NOT_FIRST_SERVER);
				pGamePlayer->sendPacket(&gcNoticeEvent);
//				GCSystemMessage gcSystemMessage;
//				gcSystemMessage.setMessage(g_pStringPool->getString(STRID_LEVEL_WAR_ONLY_FIRST_SERVER ));
//				pGamePlayer->sendPacket (&gcSystemMessage);
				return;
			}
*/

			// 크리쳐 정보 보고 알아서 튕겨주자 =_=;;
			ZONE_COORD pos;

			if (pCreature->isSlayer()) {
				pos.id = 73;
				pos.x = 30;
				pos.y = 124;
			} else if (pCreature->isVampire()) {
				pos.id = 71;
				pos.x = 104;
				pos.y = 128; 
			} else if (pCreature->isOusters()) {
				pos.id = 72;
				pos.x = 67;
				pos.y = 165;
			}
/*#if defined(__PAY_SYSTEM_ZONE__) || defined(__PAY_SYSTEM_FREE_LIMIT__)
			ZoneInfo* pZoneInfo = g_pZoneInfoManager->getZoneInfo(pos.id);
			
			// 유료존인데 유료사용자가 아니면...
			if (pZoneInfo==NULL
				|| (pZoneInfo->isPayPlay() || pZoneInfo->isPremiumZone())
					&& (!pGamePlayer->isPayPlaying() && !pGamePlayer->isFamilyFreePass() ))
			{
				//Statement* pStmt = NULL;
				string connectIP = pGamePlayer->getSocket()->getHost();

				// 유료 서비스 사용이 가능한가?
				if (pGamePlayer->loginPayPlay(connectIP, pGamePlayer->getID()))
				{
					sendPayInfo(pGamePlayer);
				}
				else if (pZoneInfo->isPayPlay())
				{
					// 유료 서비스 사용 불가인 경우
					GCSystemMessage gcSystemMessage;

					if (g_pConfig->getPropertyInt("IsNetMarble")==0)
					{
						gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER ));
					}
					else
					{
						gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER ));
					}

					pGamePlayer->sendPacket (&gcSystemMessage);

					return;
				}
			}
#endif*/
			if (!g_pVariableManager->isActiveRaceWarLimiter() || pCreature->isFlag(Effect::EFFECT_CLASS_RACE_WAR_JOIN_TICKET)) {
				pPC->getGQuestManager()->illegalWarp();
				transportCreature(pCreature, pos.id, pos.x, pos.y, false);
				return;
			} else {
				GCSystemMessage gcSystemMessage;
				gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER_DURING_RACE_WAR));
				pGamePlayer->sendPacket(&gcSystemMessage);
				return;
			}
		}

		if (!pCreature->isSlayer() && !pCreature->isOusters()) {
			// 뭔가를 해야하지 않을까?
			return;
		}
		
		if (pCreature->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)) {
			// 뭔가를 해야하지 않을까?
			return;
		}

		if (pCreature->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER)) {
			// 뭔가를 해야하지 않을까?
			return;
		}

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

		bool bCancel = false;

		// 이펙트가 걸려있어야 정상적인 이동이다.
		if (pCreature->isOusters() || (pCreature->isSlayer() && pCreature->isFlag(Effect::EFFECT_CLASS_SLAYER_PORTAL))) {
			ZoneID_t    id = pPacket->getZoneID();
			ZoneCoord_t x  = pPacket->getX();
			ZoneCoord_t y  = pPacket->getY();

			if (id == 0 && x == 0 && y == 0) {
				bCancel = true;
			} else {
				// 석화 상태일 경우 생깐다.
				if (pCreature->isFlag(Effect::EFFECT_CLASS_PARALYZE)) {
					bCancel = true;
				}

				// 웨이포인트 매니저를 통해서 클라이언트가 보내온
				// 웨이포인트가 정상적인 웨이포인트인지를 검증한다.
				if (!g_pWayPointManager->isValidWayPoint(id, x, y, pCreature->getRace())) {
					// 뭔가를 해야하지 않을까?
					bCancel = true;

					//return;
				}

				try {

					if (!bCancel) {

#if defined(__PAY_SYSTEM_ZONE__) || defined(__PAY_SYSTEM_FREE_LIMIT__)
						ZoneInfo* pZoneInfo = g_pZoneInfoManager->getZoneInfo(id);
						
						// 유료존인데 유료사용자가 아니면...
            if (pZoneInfo==NULL ||
                ((pZoneInfo->isPayPlay() || pZoneInfo->isPremiumZone()) && (!pGamePlayer->isPayPlaying() && !pGamePlayer->isFamilyFreePass()))) {
              //Statement* pStmt = NULL;
							string connectIP = pGamePlayer->getSocket()->getHost();

							// 유료 서비스 사용이 가능한가?
							if (pGamePlayer->loginPayPlay(connectIP, pGamePlayer->getID())) {
								sendPayInfo(pGamePlayer);
							} else if (pZoneInfo->isPayPlay()) {
								// 유료 서비스 사용 불가인 경우
								GCSystemMessage gcSystemMessage;

								if (g_pConfig->getPropertyInt("IsNetMarble") == 0) {
									gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER));
								} else {
									gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER));
								}

								pGamePlayer->sendPacket (&gcSystemMessage);

								bCancel = true;
							}
						}
#endif

						if (!bCancel) {
							// 이동시키기 전에 이펙트를 삭제한다.
							if (pCreature->isSlayer())
								pCreature->removeFlag(Effect::EFFECT_CLASS_SLAYER_PORTAL);

							if (pCreature->isOusters()) {
								Ousters* pOusters = dynamic_cast<Ousters*>(pCreature);
								Assert(pOusters != NULL);

								GCNoticeEvent gcNoticeEvent;

								// 대지정령의 뿔을 사용할라면 시오람과 계약을 맺었어야 한다.
								if (!pOusters->getFlagSet()->isOn(FLAGSET_GNOMES_HORN)) {
									gcNoticeEvent.setCode(NOTICE_EVENT_CONTRACT_GNOMES_HORN);
									pPlayer->sendPacket(&gcNoticeEvent);
									return;
								}

								Level_t level = pOusters->getLevel();
								Price_t price = sPriceMap[level];

								if (price == 0) {
									price = (Price_t)(pow((double)level, 1.3) * 100) / 2;
									sPriceMap[level] = price;
								}

								/*if (g_pFlagManager->hasFlagWar() && 
										pPacket->getZoneID() == 32 &&
										pPacket->getX() == 124 &&
										pPacket->getY() == 144 ) price = 0;*/

								if (pOusters->getGold() < price) {
									gcNoticeEvent.setCode(NOTICE_EVENT_NOT_ENOUGH_MONEY);
									pPlayer->sendPacket(&gcNoticeEvent);
									return;
								} else {
									pOusters->decreaseGoldEx(price);
									GCModifyInformation gcMI;
									gcMI.addLongData(MODIFY_GOLD, pOusters->getGold());
									pPlayer->sendPacket(&gcMI);
								}
							}

							// 올바른 웨이포인트라면 슬레이어를 이동시켜준다.
							pPC->getGQuestManager()->illegalWarp();
							transportCreature(pCreature, id, x, y, false);
						}
					}
				} catch (NoSuchElementException&) {
					bCancel = true;
				}
			}
		}

		if (bCancel && pCreature->isSlayer()) {
			Zone* pZone = pCreature->getZone();
			Assert(pZone != NULL);

			// id, x, y가 모두 0일 경우 이동을 취소한다는 뜻이다.
			pCreature->removeFlag(Effect::EFFECT_CLASS_SLAYER_PORTAL);

			// 헬기를 제거하라고 뿌려준다.
			GCAddHelicopter gcAddHelicopter;
			gcAddHelicopter.setObjectID(pCreature->getObjectID());
			gcAddHelicopter.setCode(1);
			pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcAddHelicopter);
		}
	} 
	catch (Throwable & t) { 
		cerr << t.toString() << endl; 
	}

#endif	// __GAME_SERVER__
		
	__END_DEBUG_EX __END_CATCH
}
Example #21
0
//////////////////////////////////////////////////////////////////////
//
// Visible::execute()
//
//////////////////////////////////////////////////////////////////////
void Visible::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 
	{
		// Player를 받아온다.
		Player * pPlayer = pSlayer->getPlayer();

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

		Creature * pTargetCreature = NULL;
		if (pSlayer->getObjectID() == TargetObjectID) pTargetCreature = pSlayer;
		else pTargetCreature = pZone->getCreature(TargetObjectID);

		SkillType_t SkillType = pSkillSlot->getSkillType();

		//Assert (pTargetCreature != NULL);
		if (pTargetCreature == NULL || pTargetCreature->isNPC())
		{
			executeSkillFailException(pSlayer, SkillType);
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

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

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

		//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 bHit       = false;


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

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

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

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

			decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);

			// by sigi. 2002.11.12
	        VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);

			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;

				// by sigi. 2002.11.12
				if (!rect.ptInRect(tileX, tileY)) continue;

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

				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)
			}

			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
}
Example #22
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void RemoveCurse::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			pPlayer->sendPacket(&_GCSkillToObjectOK1);

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

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

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

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

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

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

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

	__END_CATCH
}
Example #23
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Death::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY
		
	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;

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

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

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

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

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

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

			HitBonus = pRankBonus->getPoint();
		}

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

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

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

        	bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	__END_CATCH
}
Example #24
0
//////////////////////////////////////////////////////////////////////////////
// 클라이언트가 CGLogout 패킷을 보내면, 게임 서버는 크리처를 존에서 삭제하고,
// 크리처와 아이템 정보를 DB에 저장한 후, 접속을 종료한다.
//////////////////////////////////////////////////////////////////////////////
void CGLogoutHandler::execute (CGLogout* pPacket , Player* pPlayer)
	 throw(ProtocolException , Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

//	Assert(pPacket != NULL);
	Assert(pPlayer != NULL);
	
	// 새로그인 구조에서는 Logout을 하면 대기 상태로 나가야 한다.
	// Logout 패킷을 받으면 플레이어를 IncomingPlayerManager로 보낸다.
	GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);

	//cout << "CGLogoutHandler: " << pGamePlayer->getID() << endl;

	Creature* pCreature = pGamePlayer->getCreature();

	Assert(pCreature != NULL);

	Zone* pZone = pCreature->getZone();

	Assert(pZone != NULL);


	// 나는 나간다 라고 로그를 남긴다.
	pGamePlayer->logLoginoutDateTime();

    try 
	{
		// 로그아웃할때 성물, 피의 성서 조각을 떨어뜨린다.
//		bool bSendPacket = false;
//		dropRelicToZone(pCreature, bSendPacket);

		if (pCreature->isPLAYER() && g_pPKZoneInfoManager->isPKZone(pCreature->getZoneID() ) )
		{
			g_pPKZoneInfoManager->leavePKZone(pCreature->getZoneID());
		}

		if (g_pConfig->hasKey("Hardcore") && g_pConfig->getPropertyInt("Hardcore")!=0 && pPacket==NULL )
		{
		}
		else
		{
			// 크리처의 정보를 저장한다.
			pCreature->save();

			if (pCreature->isSlayer() )
			{
				Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature);
				pSlayer->tinysave("LastPlayDate=now()");
			}
			else if (pCreature->isVampire() )
			{
				Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);
				pVampire->tinysave("LastPlayDate=now()");
			}
			else if (pCreature->isOusters() )
			{
				Ousters* pOusters = dynamic_cast<Ousters*>(pCreature);
				pOusters->tinysave("LastPlayDate=now()");
			}

			//////////////////////////////////////////////////////////////
			// 플레이어가 COMA상태(현재 죽은 상태)라면 로그아웃시 자동으로
			// 부활위치로 캐릭터를 이동시킨다.
			// Login/Logout의 반복으로 부활기술을 사용하지 못하게 함
			//
			// Creature의 정보를 먼저 DB에 업데이트한 후 새로 업데이트를 한다.
			//////////////////////////////////////////////////////////////

			// 이터니티를 한번 쓴 상태로 로그아웃하면 부활 위치로 날라간다.
			if (pCreature->isFlag(Effect::EFFECT_CLASS_COMA) || pCreature->isFlag(Effect::EFFECT_CLASS_ETERNITY))
			{
				//cout << "COMA 상태에서 로그아웃했음" << endl;

				ZoneID_t  ZoneID = 0;
				ZoneCoord_t ZoneX = 0;
				ZoneCoord_t ZoneY = 0;
				ZONE_COORD ResurrectCoord;

				if (pCreature->isPC() )
				{
					PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature);

					g_pResurrectLocationManager->getPosition(pPC, ResurrectCoord);

					ZoneID = ResurrectCoord.id;
					ZoneX  = ResurrectCoord.x;
					ZoneY  = ResurrectCoord.y;

					char pField[80];
					sprintf(pField, "ZoneID=%d, XCoord=%d, YCoord=%d, CurrentHP=HP", ZoneID, ZoneX, ZoneY);

					if (pPC->isSlayer() )
					{
						Slayer* pSlayer = dynamic_cast<Slayer*>(pPC);
						pSlayer->tinysave(pField);
					}
					else if (pPC->isVampire() )
					{
						Vampire* pVampire = dynamic_cast<Vampire*>(pPC);
						pVampire->tinysave(pField);
					}
					else if (pPC->isOusters() )
					{
						Ousters* pOusters = dynamic_cast<Ousters*>(pPC);
						pOusters->tinysave(pField);
					}
				}
			}

			// 포스 스크롤이 켜져 있으면 로그아웃하면저 저장한다.
			if (pCreature->isFlag(Effect::EFFECT_CLASS_BEHEMOTH_FORCE_SCROLL) )
			{
				Effect* pEffect = pCreature->findEffect(Effect::EFFECT_CLASS_BEHEMOTH_FORCE_SCROLL);
				pEffect->save(pCreature->getName());
			}
			if (pCreature->isFlag(Effect::EFFECT_CLASS_SAFE_FORCE_SCROLL) )
			{
				Effect* pEffect = pCreature->findEffect(Effect::EFFECT_CLASS_SAFE_FORCE_SCROLL);
				pEffect->save(pCreature->getName());
			}
			if (pCreature->isFlag(Effect::EFFECT_CLASS_CARNELIAN_FORCE_SCROLL) )
			{
				Effect* pEffect = pCreature->findEffect(Effect::EFFECT_CLASS_CARNELIAN_FORCE_SCROLL);
				pEffect->save(pCreature->getName());
			}
/*
			if(pCreature->isSlayer())
			{
				Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature);
				Assert(pSlayer != NULL);

				if (g_pResurrectLocationManager->getSlayerPosition(pSlayer->getResurrectZoneID(), ResurrectCoord))
				{
					ZoneID = ResurrectCoord.id;
					ZoneX  = ResurrectCoord.x;
					ZoneY  = ResurrectCoord.y;
				}
				else
				{
					if (g_pResurrectLocationManager->getSlayerPosition(pSlayer->getZone()->getZoneID(), ResurrectCoord))
					{
						ZoneID = ResurrectCoord.id;
						ZoneX  = ResurrectCoord.x;
						ZoneY  = ResurrectCoord.y;
					}
					else
					{
						throw Error("Critical Error: ResurrectInfo is not established");
					}
				}

				char pField[80];
				sprintf(pField, "ZoneID=%d, XCoord=%d, YCoord=%d, CurrentHP=HP", ZoneID, ZoneX, ZoneY);
				pSlayer->tinysave(pField);
			}
			else if(pCreature->isVampire())
			{
				Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);
				Assert(pVampire != NULL);

				if (g_pResurrectLocationManager->getVampirePosition(pVampire->getResurrectZoneID(), ResurrectCoord))
				{
					ZoneID = ResurrectCoord.id;
					ZoneX  = ResurrectCoord.x;
					ZoneY  = ResurrectCoord.y;
				}
				else
				{
					if (g_pResurrectLocationManager->getVampirePosition(pVampire->getZone()->getZoneID(), ResurrectCoord))
					{
						ZoneID = ResurrectCoord.id;
						ZoneX  = ResurrectCoord.x;
						ZoneY  = ResurrectCoord.y;
					}
					else
					{
						throw Error("Critical Error: ResurrectInfo is not established");
					}
				}
				// 이제 정보를 저장한다.
				char pField[80];
				sprintf(pField, "ZoneID=%d, XCoord=%d, YCoord=%d, CurrentHP=HP", ZoneID, ZoneX, ZoneY);
				pVampire->tinysave(pField);
			}
*/
		}


		//
		// 이제, 존에서 PC를 삭제한다.
		//
		// *CAUTION*
		//
		// pCreature의 좌표가 실제로 pCreature가 존재하는 타일의 좌표와 같아야 한다.
		// 따라서, 이 메쏘드를 호출하기 전에 좌표를 잘 바꿔놔야 한당..
		//
		pZone->deleteCreature(pCreature , pCreature->getX() , pCreature->getY());

		////cout << "PC deleted from Zone >> ";

		// 존그룹의 ZPM에서 플레이어를 삭제한다.
		// ZonePlayerManager의 ProcessCommand 안에서 지우는 것이므로 반드시 NoBlocked 으로 지워야 한다.
		pZone->getZoneGroup()->getZonePlayerManager()->deletePlayer(pGamePlayer->getSocket()->getSOCKET());

		// IPM으로 플레이어를 옮긴다.
		//g_pIncomingPlayerManager->pushPlayer(pGamePlayer);

		// Core의 구조를 바꾸면서 쓰레드로 부터 독립적으로 행하기 위하여 뒤에 한꺼번에 처리하기 위해서
		// OutList로 넣는다.
		pZone->getZoneGroup()->getZonePlayerManager()->pushOutPlayer(pGamePlayer);

		////cout << "Move PC to IPM >> ";
	} 
	catch (NoSuchElementException & nsee) 
	{
		throw DisconnectException();
	}

	// 로그인 서버로 GLIncomingConnection을 보낸다.
	// PlayerName과 ClientIP를 같이 실어서 보낸다.
	/*
	GLIncomingConnection glIncomingConnection;
	glIncomingConnection.setPlayerID(pGamePlayer->getID());
	glIncomingConnection.setClientIP(pGamePlayer->getSocket()->getHost());

	if (g_pConfig->getProperty("User") == "excel96")
		g_pLoginServerManager->sendPacket("211.117.52.12" , g_pConfig->getPropertyInt("LoginServerUDPPort"), &glIncomingConnection);
	else if (g_pConfig->getProperty("User") == "elcastle")
		g_pLoginServerManager->sendPacket("211.117.52.12" , g_pConfig->getPropertyInt("LoginServerUDPPort"), &glIncomingConnection);
	else if (g_pConfig->getProperty("User") == "elca")
		g_pLoginServerManager->sendPacket("211.117.52.12" , g_pConfig->getPropertyInt("LoginServerUDPPort"), &glIncomingConnection);
	*/

	pGamePlayer->setPlayerStatus(GPS_AFTER_SENDING_GL_INCOMING_CONNECTION);

#endif

	__END_DEBUG_EX __END_CATCH
}
void CGSkillToNamedHandler::execute (CGSkillToNamed* pPacket , Player* pPlayer)
	 throw(Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX
		
#ifdef __GAME_SERVER__

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

	try 
	{
		GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
		Assert(pGamePlayer != NULL);	// by sigi

		if (pGamePlayer->getPlayerStatus() != GPS_NORMAL) return;

		Creature* pCreature = pGamePlayer->getCreature();
		Assert(pCreature != NULL);	// by sigi

		Zone* pZone = pCreature->getZone();
		Assert(pZone != NULL);
	
		SkillType_t SkillType = pPacket->getSkillType();

		// 완전 안전지대라면 기술 사용 불가. by sigi. 2002.11.14
		ZoneLevel_t ZoneLevel = pZone->getZoneLevel(pCreature->getX(), pCreature->getY());
		if ((ZoneLevel & COMPLETE_SAFE_ZONE) ||
            (pCreature->isFlag(Effect::EFFECT_CLASS_PARALYZE)) ||
            (pCreature->isFlag(Effect::EFFECT_CLASS_CAUSE_CRITICAL_WOUNDS)) ||
            (pCreature->isFlag(Effect::EFFECT_CLASS_EXPLOSION_WATER)) ||
            (pCreature->isFlag(Effect::EFFECT_CLASS_COMA)))
		{
			GCSkillFailed1 _GCSkillFailed1;
			_GCSkillFailed1.setSkillType(SkillType);
			pPlayer->sendPacket(&_GCSkillFailed1);

			return;
		}

        if (pCreature->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WERWOLF)) {
            switch(SkillType) {
                case SKILL_ATTACK_MELEE:
                case SKILL_BITE_OF_DEATH:
                case SKILL_UN_TRANSFORM:
                case SKILL_RAPID_GLIDING:
                    break;
                default:
                    GCSkillFailed1 _GCSkillFailed1;
                    _GCSkillFailed1.setSkillType(SkillType);
                    pPlayer->sendPacket(&_GCSkillFailed1);
                    dynamic_cast<Vampire*>(pCreature)->sendVampireSkillInfo();
                    return;
            }
        }

		disableFlags(pCreature, pZone, SkillType);

		if (pCreature->isSlayer()) 
		{
			Slayer*    pSlayer    = dynamic_cast<Slayer*>(pCreature);
			SkillSlot* pSkillSlot = ((Slayer *)pCreature)->hasSkill(SkillType);
			bool       bSuccess   = true;

			if (pSkillSlot == NULL) bSuccess = false;
			if (!isAbleToUseSelfSkill(pSlayer, SkillType)) bSuccess = false;

/*			if (pSlayer->isFlag(Effect::EFFECT_CLASS_SNIPING_MODE))
			{
				g_Sniping.checkRevealRatio(pSlayer, 20, 10);
			} */

			if (bSuccess) 
			{
				SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType);
				Assert(pSkillHandler != NULL);
				pSkillHandler->execute(pSlayer, pPacket->getTargetName(), pSkillSlot, pPacket->getCEffectID());
			 }
			 else
			 {
				 GCSkillFailed1 _GCSkillFailed1;
				_GCSkillFailed1.setSkillType(SkillType);
				 pPlayer->sendPacket(&_GCSkillFailed1);
			 }
		} 
		else if (pCreature->isVampire()) 
		{
			Vampire*          pVampire          = dynamic_cast<Vampire*>(pCreature);
			VampireSkillSlot* pVampireSkillSlot = ((Vampire *)pCreature)->hasSkill(SkillType);
			bool              bSuccess          = true;

			//cout << "SkillType:" << (int)SkillType << endl;

/*			if (pVampire->isFlag(Effect::EFFECT_CLASS_EXTREME))
		    {
		   		EffectManager * pEffectManager = pVampire->getEffectManager();
		    	Assert(pEffectManager != NULL);
		    	Effect * pEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_EXTREME);
		    	if (pEffect != NULL ) {
		    		pEffect->setDeadline(0);
		   	 	}
            } */
			if (pVampireSkillSlot == NULL) bSuccess = false;
			if (!isAbleToUseSelfSkill(pVampire, SkillType)) bSuccess = false;

/*			if (pVampire->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))
			{
				addVisibleCreature(pZone, pVampire, true);
			} */

			if (bSuccess) 
			{
				SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType);
				Assert(pSkillHandler != NULL);
				pSkillHandler->execute(pVampire, pPacket->getTargetName(), pVampireSkillSlot, pPacket->getCEffectID());
			}
			else
			{
				GCSkillFailed1 _GCSkillFailed1;
				_GCSkillFailed1.setSkillType(SkillType);
				pPlayer->sendPacket(&_GCSkillFailed1);
			}
		} 
		else if (pCreature->isOusters()) 
		{
			Ousters*          pOusters          = dynamic_cast<Ousters*>(pCreature);
			OustersSkillSlot* pOustersSkillSlot = ((Ousters *)pCreature)->hasSkill(SkillType);
			bool              bSuccess          = true;

			if (pOustersSkillSlot == NULL) bSuccess = false;
			if (!isAbleToUseSelfSkill(pOusters, SkillType)) bSuccess = false;

			if (bSuccess) 
			{
				SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType);
				Assert(pSkillHandler != NULL);
				pSkillHandler->execute(pOusters, pPacket->getTargetName(), pOustersSkillSlot, pPacket->getCEffectID());
			}
			else
			{
				GCSkillFailed1 _GCSkillFailed1;
				_GCSkillFailed1.setSkillType(SkillType);
				pPlayer->sendPacket(&_GCSkillFailed1);
			}
		} 
	} 
	catch (Throwable & t) 
	{
		//cout << t.toString() << endl;
	}

#endif	// __GAME_SERVER__
		
	__END_DEBUG_EX __END_CATCH
}
Example #26
0
void SimpleMissileSkill::execute(
	Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, 
	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 
	CEffectID_t CEffectID, int HitBonus) 
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

		result.pTargetCreature = pTargetCreature;

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

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

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

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

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

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

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

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

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

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

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

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

			increaseAlignment(pOusters, pTargetCreature, _GCSkillToObjectOK1);

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

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

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

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

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

			pOustersSkillSlot->setRunTime(param.Delay);

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


	__END_CATCH
}
Example #27
0
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
}
Example #28
0
void SimpleMissileSkill::execute(
	Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, 
	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 
	CEffectID_t CEffectID, int HitBonus) 
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

		result.pTargetCreature = pTargetCreature;

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

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

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

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

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

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

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

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

			bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

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

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

			increaseAlignment(pVampire, pTargetCreature, _GCSkillToObjectOK1);

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

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

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

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

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

			pVampireSkillSlot->setRunTime(param.Delay);

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

	__END_CATCH
}
Example #29
0
//////////////////////////////////////////////////////////////////////////////
// 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
}
Example #30
0
//////////////////////////////////////////////////////////////////////////////
// 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
}