Example #1
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 #2
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Liberty::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

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

		Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature);

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;

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

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() +  pOustersSkillSlot->getExpLevel()/3;
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange()) && canHit(pOusters, pTargetCreature, SkillType, pOustersSkillSlot->getExpLevel());
		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);
		bool bSatisfyRequire	= pOusters->satisfySkillRequire(pSkillInfo);
		bool bHPCheck	= pTargetOusters->isFlag(Effect::EFFECT_CLASS_PARALYZE);

		int Ratio = 0;
		EffectParalyze* pEffect = dynamic_cast<EffectParalyze*>(pTargetOusters->findEffect(Effect::EFFECT_CLASS_PARALYZE ));
		if (pEffect != NULL )
		{
			if (pOustersSkillSlot->getExpLevel() <= 15 )
			{
				Ratio = (int)((pOusters->getLevel() + (pOustersSkillSlot->getExpLevel() * 8.0 / 3.0 ) ) - pEffect->getLevel());
			}
			else
			{
				Ratio = (int)((pOusters->getLevel() + 20 + (pOustersSkillSlot->getExpLevel() * 4.0 / 3.0 ) ) - pEffect->getLevel());
				if (pOustersSkillSlot->getExpLevel() == 30 ) Ratio = (int)(Ratio * 1.1);
			}
		}

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

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bSatisfyRequire && bHPCheck)
		{
			// 마나를 줄인다.
			decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);

			// 이펙트의 효과와 지속시간을 계산한다.
			SkillInput input(pOusters, pOustersSkillSlot);
			SkillOutput output;
			input.TargetType = SkillInput::TARGET_OTHER;
			computeOutput(input, output);

			pEffect->setDeadline(0);

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

			_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);

			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);

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

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

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

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

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

	__END_CATCH
}