void EffectBlazeWalk::affect(Creature* pCreature) throw(Error) { __BEGIN_TRY Assert(pCreature != NULL); Zone* pZone = pCreature->getZone(); Assert(pZone != NULL); Creature* pAttacker = pZone->getCreature(m_UserObjectID); if (pAttacker == NULL ) { setDeadline(0); return; } if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE) && !pCreature->isDead() && !pCreature->isFlag(Effect::EFFECT_CLASS_COMA ) // 무적상태 체크. by sigi. 2002.9.5 && canAttack(pAttacker, pCreature ) ) { GCModifyInformation gcMI, gcAttackerMI; setDamage(pCreature, m_Point, pAttacker, m_SkillType, &gcMI, &gcAttackerMI); if (pAttacker->isPC() ) computeAlignmentChange(pCreature, m_Point, pAttacker, &gcMI, &gcAttackerMI); if (pCreature->isPC() ) pCreature->getPlayer()->sendPacket(&gcMI); if (pAttacker->isSlayer() && !pCreature->isSlayer() ) { Slayer* pSlayer = dynamic_cast<Slayer*>(pAttacker); if (pSlayer != NULL ) { GCModifyInformation gcMI; shareAttrExp(pSlayer, m_Point, 8, 1, 1, gcAttackerMI); } } if (pAttacker->isPC() ) pAttacker->getPlayer()->sendPacket(&gcAttackerMI); if (pCreature->isDead() ) setDeadline(0); } m_AttackNum--; if (m_AttackNum > 0 ) { setNextTime(5); } else setDeadline(0); //cout << "EffectBlazeWalk " << "begin" << endl; //cout << "EffectBlazeWalk " << "end" << endl; __END_CATCH }
void EffectDivineGuidance::affect(Creature* pCreature) throw(Error) { __BEGIN_TRY //cout << "EffectDivineGuidance " << "begin" << endl; //cout << "EffectDivineGuidance " << "end" << endl; Assert(pCreature != NULL); Zone* pZone = pCreature->getZone(); Assert(pZone != NULL); Creature* pAttacker = pZone->getCreature(m_UserObjectID); if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE) && !pCreature->isDead() && !pCreature->isFlag(Effect::EFFECT_CLASS_COMA) // 무적상태 체크. by sigi. 2002.9.5 && canAttack(pAttacker, pCreature ) ) { GCModifyInformation gcMI, gcAttackerMI; setDamage(pCreature, m_Point, pAttacker, SKILL_DIVINE_GUIDANCE, &gcMI, &gcAttackerMI); if (pCreature->isPC() ) pCreature->getPlayer()->sendPacket(&gcMI); if (pAttacker!=NULL) { computeAlignmentChange(pCreature, m_Point, pAttacker, &gcMI, &gcAttackerMI); if (pAttacker->isPC() ) { if (pAttacker->isSlayer() && !pCreature->isSlayer() ) { Slayer* pSlayer = dynamic_cast<Slayer*>(pAttacker); if (pSlayer != NULL ) { GCModifyInformation gcMI; shareAttrExp(pSlayer, m_Point, 1, 1, 8, gcAttackerMI); } } if (pAttacker->isPC() ) pAttacker->getPlayer()->sendPacket(&gcAttackerMI); } } } setNextTime(m_Tick); __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 }
void EffectPlasmaRocketLauncher::affect(Creature* pCreature) throw(Error) { __BEGIN_TRY __BEGIN_DEBUG Assert(pCreature != NULL); Zone* pZone = pCreature->getZone(); Assert(pZone != NULL); Creature* pAttacker = pZone->getCreature(m_UserObjectID); VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1); int cX = pCreature->getX(); int cY = pCreature->getY(); for(int x = -1; x <= 1; x++) { for(int y= -1; y <= 1; y++) { int X = cX + x; int Y = cY + y; if(!rect.ptInRect(X, Y)) continue; Tile& tile = pZone->getTile(X, Y); const list<Object*>& oList = tile.getObjectList(); list<Object*>::const_iterator itr = oList.begin(); for(; itr != oList.end(); itr++) { Assert(*itr != NULL); Object* pObject = *itr; Assert(pObject != NULL); if(pObject->getObjectClass() == Object::OBJECT_CLASS_CREATURE) { Creature* pCreature2 = dynamic_cast<Creature*>(pObject); Assert(pCreature2 != NULL); if (pCreature2 != pCreature && pCreature2->isSlayer() ) continue; if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE) && !pCreature2->isDead() && !pCreature2->isFlag(Effect::EFFECT_CLASS_COMA) // 무적상태 체크. by sigi. 2002.9.5 && canAttack(pAttacker, pCreature2 ) ) { GCModifyInformation gcMI, gcAttackerMI; setDamage(pCreature2, m_Point, pAttacker, SKILL_PLASMA_ROCKET_LAUNCHER, &gcMI, &gcAttackerMI); if (pCreature2->isPC() ) pCreature2->getPlayer()->sendPacket(&gcMI); if (pAttacker!=NULL) { computeAlignmentChange(pCreature2, m_Point, pAttacker, &gcMI, &gcAttackerMI); if (pAttacker->isPC() ) { if (pAttacker->isSlayer() && !pCreature2->isSlayer() ) { Slayer* pSlayer = dynamic_cast<Slayer*>(pAttacker); if (pSlayer != NULL ) { GCModifyInformation gcMI; shareAttrExp(pSlayer, m_Point, 1, 8, 1, gcAttackerMI); } } if (pAttacker->isPC() ) pAttacker->getPlayer()->sendPacket(&gcAttackerMI); } } } } } } } setDeadline(0); __END_DEBUG __END_CATCH }
void EffectDecreaseHP::unaffect(Creature* pCreature) throw(Error) { __BEGIN_TRY __BEGIN_DEBUG Assert(pCreature != NULL); Zone* pZone = pCreature->getZone(); Assert(pZone != NULL); pCreature->removeFlag(Effect::EFFECT_CLASS_DECREASE_HP); Damage_t decreaseHP = m_Point; if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE) && !pCreature->isDead() && !pCreature->isFlag(Effect::EFFECT_CLASS_COMA) // 무적상태 체크. by sigi. 2002.9.5 && canAttack(NULL, pCreature ) ) { if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); HP_t CurrentHP = pSlayer->getHP(ATTR_CURRENT); if (CurrentHP > 0) { HP_t RemainHP = max(0, CurrentHP -(int)decreaseHP); pSlayer->setHP(RemainHP, ATTR_CURRENT); GCModifyInformation gcMI; gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP); pSlayer->getPlayer()->sendPacket(&gcMI); // 변한 HP를 브로드캐스팅해준다. GCStatusCurrentHP pkt; pkt.setObjectID(pSlayer->getObjectID()); pkt.setCurrentHP(RemainHP); pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &pkt); } } else if (pCreature->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); HP_t CurrentHP = pVampire->getHP(ATTR_CURRENT); if (CurrentHP > 0) { HP_t RemainHP = max(0, CurrentHP -(int)decreaseHP); pVampire->setHP(RemainHP, ATTR_CURRENT); GCModifyInformation gcMI; gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP); pVampire->getPlayer()->sendPacket(&gcMI); // 공격(흡혈) 당하는 경우에는 공격자의 성향이 바뀜 by sigi. 2002.12.27 Creature* pAttacker = pZone->getCreature(m_UserObjectID); if (pAttacker!=NULL && pAttacker->isVampire()) { Vampire* pAttackVampire = dynamic_cast<Vampire*>(pAttacker); GCModifyInformation gcAttackerMI; computeAlignmentChange(pVampire, decreaseHP, pAttackVampire, NULL, &gcAttackerMI); // 뭔가 변한 정보가 있다면 보내준다. if (gcAttackerMI.getShortCount()+gcAttackerMI.getLongCount() > 0) { pAttackVampire->getPlayer()->sendPacket(&gcAttackerMI); } } // 변한 HP를 브로드캐스팅해준다. GCStatusCurrentHP pkt; pkt.setObjectID(pVampire->getObjectID()); pkt.setCurrentHP(RemainHP); pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &pkt); } } else if (pCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); HP_t CurrentHP = pOusters->getHP(ATTR_CURRENT); if (CurrentHP > 0) { HP_t RemainHP = max(0, CurrentHP -(int)decreaseHP); pOusters->setHP(RemainHP, ATTR_CURRENT); GCModifyInformation gcMI; gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP); pOusters->getPlayer()->sendPacket(&gcMI); // 공격(흡혈) 당하는 경우에는 공격자의 성향이 바뀜 by sigi. 2002.12.27 Creature* pAttacker = pZone->getCreature(m_UserObjectID); if (pAttacker!=NULL && pAttacker->isOusters()) { Ousters* pAttackOusters = dynamic_cast<Ousters*>(pAttacker); GCModifyInformation gcAttackerMI; computeAlignmentChange(pOusters, decreaseHP, pAttackOusters, NULL, &gcAttackerMI); // 뭔가 변한 정보가 있다면 보내준다. if (gcAttackerMI.getShortCount()+gcAttackerMI.getLongCount() > 0) { pAttackOusters->getPlayer()->sendPacket(&gcAttackerMI); } } // 변한 HP를 브로드캐스팅해준다. GCStatusCurrentHP pkt; pkt.setObjectID(pOusters->getObjectID()); pkt.setCurrentHP(RemainHP); pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &pkt); } } else if (pCreature->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pCreature); HP_t CurrentHP = pMonster->getHP(ATTR_CURRENT); if (CurrentHP > 0) { HP_t RemainHP = max(0, CurrentHP -(int)decreaseHP); pMonster->setHP(RemainHP, ATTR_CURRENT); // 변한 HP를 브로드캐스팅해준다. GCStatusCurrentHP pkt; pkt.setObjectID(pMonster->getObjectID()); pkt.setCurrentHP(RemainHP); pZone->broadcastPacket(pMonster->getX(), pMonster->getY(), &pkt); if (RemainHP == 0 ) { Creature* pAttacker = pZone->getCreature(m_UserObjectID); if (pAttacker != NULL && pAttacker->isVampire() ) { Vampire* pAttackVampire = dynamic_cast<Vampire*>(pAttacker); GCModifyInformation gcMI; increaseAlignment(pAttackVampire, pCreature, gcMI); if (gcMI.getShortCount() > 0 || gcMI.getLongCount() > 0 ) pAttackVampire->getPlayer()->sendPacket(&gcMI); } } } } // m_CasterName이 pCreature를 죽인 경우의 KillCount 처리 // by sigi. 2002.9.9 if (pCreature->isDead()) { Creature* pAttacker = pZone->getCreature(m_UserObjectID); if (pAttacker!=NULL) { if (pAttacker->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pAttacker); // 죽일때 경험치를 준다. GCModifyInformation mi; int exp = computeCreatureExp(pCreature, KILL_EXP); shareVampExp(pVampire, exp, mi); if (pCreature->isMonster() ) { increaseFame(pVampire, decreaseHP); mi.addLongData(MODIFY_FAME, pVampire->getFame()); } pAttacker->getPlayer()->sendPacket(&mi); } else if (pAttacker->isOusters() ) { Ousters* pOusters = dynamic_cast<Ousters*>(pAttacker); GCModifyInformation mi; int exp = computeCreatureExp(pCreature, 100); shareOustersExp(pOusters, exp, mi); if (pCreature->isMonster() ) { increaseFame(pOusters, decreaseHP); mi.addLongData(MODIFY_FAME, pOusters->getFame()); } } affectKillCount(pAttacker, pCreature); } } } __END_DEBUG __END_CATCH }
void EffectPoison::affect(Creature* pCreature) throw(Error) { __BEGIN_TRY //cout << "EffectPoison " << "begin" << endl; Assert(pCreature != NULL); Zone* pZone = pCreature->getZone(); Assert(pZone != NULL); // 스킬 사용자를 가져온다. // !! 이미 존을 나갔을 수 있으므로 NULL이 될 수 있다. // by bezz. 2003.1.4 Creature* pCastCreature = pZone->getCreature(m_UserObjectID); // EffectPoison이 크리쳐에게 걸리게 되는 경우에는 현재로서는 // GreenPoison에 의해 타일 위에 생긴 // EffectGreenPoison 위를 플레이어가 지나갈 때 뿐이다. // EffectGreenPoison 내부에서 저항을 고려해서 데미지를 세팅한 다음 // EffectPoison을 붙이므로, 내부에서 한번 더 계산하면 안된다. //Damage_t PoisonDamage = computeMagicDamage(pCreature, m_Point, MAGIC_DOMAIN_POISON, m_Level); Damage_t PoisonDamage = m_Point; if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE) // 무적상태 체크. by sigi. 2002.9.5 && canAttack(pCastCreature, pCreature ) ) { if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); GCModifyInformation gcMI; ::setDamage(pSlayer, PoisonDamage, pCastCreature, SKILL_GREEN_POISON, &gcMI); pSlayer->getPlayer()->sendPacket(&gcMI); } else if (pCreature->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); GCModifyInformation gcMI; ::setDamage(pVampire, PoisonDamage, pCastCreature, SKILL_GREEN_POISON, &gcMI); pVampire->getPlayer()->sendPacket(&gcMI); } else if (pCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); GCModifyInformation gcMI; ::setDamage(pOusters, PoisonDamage, pCastCreature, SKILL_GREEN_POISON, &gcMI); pOusters->getPlayer()->sendPacket(&gcMI); } else if (pCreature->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pCreature); ::setDamage(pMonster, PoisonDamage, pCastCreature, SKILL_GREEN_POISON); } // m_CasterName이 pCreature를 죽인 경우의 KillCount 처리 // by sigi. 2002.9.9 /* if (pCreature->isDead()) { Creature* pAttacker = pZone->getCreature(m_UserObjectID); if (pAttacker!=NULL) { affectKillCount(pAttacker, pCreature); } }*/ } setNextTime(m_Tick); //cout << "EffectPoison " << "end" << endl; __END_CATCH }
void EffectStormPoison::affect(Creature* pCreature) throw(Error) { __BEGIN_TRY //cout << "EffectStormPoison " << "begin" << endl; Assert(pCreature != NULL); Zone* pZone = pCreature->getZone(); Assert(pZone != NULL); // 사용자를 가져온다. // !! 이미 존을 나갔을 수 있으므로 NULL이 될 수 있다. // by bezz. 2003.3.13 Creature* pCastCreature = pZone->getCreature(m_UserObjectID); // 캐스터가 없으면 무시한다. if (pCastCreature == NULL ) return; // EffectStormPoison은 AcidStorm, PoisonStorm, BloodyStorm위를 지나갈때 붙는다. // 이는 3번의 연속 데미지를 주고 사라진다. Damage_t StormDamage = m_Point; GCModifyInformation GCAttackerMI; if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE) // 무적상태 체크. by sigi. 2002.9.5 && canAttack(pCastCreature, pCreature ) ) { if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); GCModifyInformation gcMI; setDamage(pSlayer, StormDamage, pCastCreature, SKILL_POISON_STORM, &gcMI, &GCAttackerMI); pSlayer->getPlayer()->sendPacket(&gcMI); } else if (pCreature->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); GCModifyInformation gcMI; setDamage(pVampire, StormDamage, pCastCreature, SKILL_POISON_STORM, &gcMI, &GCAttackerMI); pVampire->getPlayer()->sendPacket(&gcMI); } else if (pCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); GCModifyInformation gcMI; setDamage(pOusters, StormDamage, pCastCreature, SKILL_POISON_STORM, &gcMI, &GCAttackerMI); pOusters->getPlayer()->sendPacket(&gcMI); } else if (pCreature->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pCreature); setDamage(pMonster, StormDamage, pCastCreature, SKILL_POISON_STORM, NULL, &GCAttackerMI); } if (pCastCreature->isVampire() && pCreature->isDead() ) { Vampire* pVampire = dynamic_cast<Vampire*>(pCastCreature); int exp = computeCreatureExp(pCreature, KILL_EXP); shareVampExp(pVampire, exp, GCAttackerMI); pVampire->getPlayer()->sendPacket(&GCAttackerMI); } // m_CasterName이 pCreature를 죽인 경우의 KillCount 처리 // by sigi. 2002.9.9 // set damage 를 불러서 처리한다. 주석 처리 // by bezz. 2002.12.31 /* if (pCreature->isDead()) { Creature* pAttacker = pZone->getCreature(m_UserObjectID); if (pAttacker!=NULL) { affectKillCount(pAttacker, pCreature); } }*/ } setNextTime(m_Tick); //cout << "EffectStormPoison " << "end" << endl; __END_CATCH }
void CGUseMessageItemFromInventoryHandler::executeEventTree(CGUseMessageItemFromInventory* pPacket, Player* pPlayer) throw(ProtocolException, Error) { __BEGIN_TRY __BEGIN_DEBUG_EX #ifdef __GAME_SERVER__ Assert(pPacket != NULL); Assert(pPlayer != NULL); // 상위 함수에서 에러 체크를 많이 했기 때문에, // 에러 체크를 대폭 축소한다. GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer); Creature* pCreature = pGamePlayer->getCreature(); PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature); Inventory* pInventory = pPC->getInventory(); Zone* pZone = pPC->getZone(); CoordInven_t InvenX = pPacket->getX(); CoordInven_t InvenY = pPacket->getY(); Item* pItem = pInventory->getItem(InvenX, InvenY); ObjectID_t ItemObjectID = pItem->getObjectID(); MonsterType_t MType = 0; int time = 0; switch (pItem->getItemType() ) { case 12: MType = 482; time = g_pVariableManager->getVariable(CHRISTMAS_TREE_DECAY_TIME ) / 10; break; case 26: MType = 650; time = 21600; break; case 27: MType = 650; time = 43200; break; case 28: MType = 650; time = 86400; break; default: { filelog("EventTree.log", "이상한 아템을 썼다. : %s 가 %d", pPC->getName().c_str(), pItem->getItemType()); GCCannotUse _GCCannotUse; _GCCannotUse.setObjectID(pPacket->getObjectID()); pGamePlayer->sendPacket(&_GCCannotUse); } return; } // 타일에 스킬을 쓰는 것이라고 보고 쓸 수 있는지를 체크한다. // 안전지대에서는 사용할 수 없다. // 쓸 수 있는 아이템 타입인지 왁인한다. ItemType 이 12인 것만 사용할 수 있다. // 근처에(플레이어 주위의 5x5타일 이내) 다른 트리가 있다면 사용할 수 없다. if (!isAbleToUseTileSkill(pCreature ) || pZone->isMasterLair() || ItemObjectID != pPacket->getObjectID() || checkCorpse(pZone, MType, pPC->getX() - 2, pPC->getY() - 2, pPC->getX() + 2, pPC->getY() + 2 ) ) { GCCannotUse _GCCannotUse; _GCCannotUse.setObjectID(pPacket->getObjectID()); pGamePlayer->sendPacket(&_GCCannotUse); return; } // 성이면 성주 길드원만 쓸 수 있다. if (!pPC->isGOD() ) { if (pZone->isCastle() ) { if (!g_pCastleInfoManager->isCastleMember(pZone->getZoneID(), pPC ) ) { GCCannotUse _GCCannotUse; _GCCannotUse.setObjectID(pPacket->getObjectID()); pGamePlayer->sendPacket(&_GCCannotUse); return; } } // 성이 아닌 곳의 안전지대에선 절대 못 쓴다. else if (pZone->getZoneLevel(pCreature->getX(), pCreature->getY()) & SAFE_ZONE) { GCCannotUse _GCCannotUse; _GCCannotUse.setObjectID(pPacket->getObjectID()); pGamePlayer->sendPacket(&_GCCannotUse); return; } } /* // 트리를 존에 추가한다. (트리는 몬스터 시체를 이용한다) MonsterCorpse* pMonsterCorpse = new MonsterCorpse(482, pPacket->getMessage(), 2); Assert(pMonsterCorpse!=NULL); pZone->getObjectRegistry().registerObject(pMonsterCorpse); // 생성된 시체를 존에 추가한다. int delayTime = g_pVariableManager->getVariable(CHRISTMAS_TREE_DECAY_TIME); // by sigi. 2002.12.17 TPOINT pt = pZone->addItem(pMonsterCorpse, pPC->getX(), pPC->getY(), true, delayTime); // 6시간 뒤에 트리(시체)가 사라진다. if (pt.x == -1)*/ if (!createBulletinBoard(pZone, pPC->getX(), pPC->getY(), MType, pPacket->getMessage(), VSDateTime::currentDateTime().addSecs(time ) ) ) { GCCannotUse _GCCannotUse; _GCCannotUse.setObjectID(pPacket->getObjectID()); pGamePlayer->sendPacket(&_GCCannotUse); return; } // 사용한 아이템이므로 지워준다. pInventory->deleteItem(InvenX, InvenY); pItem->destroy(); SAFE_DELETE(pItem); // 아이템을 사용했다고 클라이언트에 알린다. GCUseOK gcUseOK; pGamePlayer->sendPacket(&gcUseOK); //pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcAddEffectToTile); #endif __END_DEBUG_EX __END_CATCH }
void EffectVigorDropToCreature::affect(Creature* pCreature) throw(Error) { __BEGIN_TRY //cout << "EffectVigorDropToCreature " << "begin" << endl; Assert(pCreature != NULL); Zone* pZone = pCreature->getZone(); Assert(pZone != NULL); // 스킬 사용자를 가져온다. // !! 이미 존을 나갔을 수 있으므로 NULL이 될 수 있다. // by bezz. 2003.1.4 Creature* pCastCreature = pZone->getCreature(m_UserObjectID); // EffectVigorDropToCreature은 AcidStorm, PoisonStorm, BloodyStorm위를 지나갈때 붙는다. // 이는 3번의 연속 데미지를 주고 사라진다. Damage_t DropDamage = m_Point; if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE) // 무적상태 체크. by sigi. 2002.9.5 && canAttack(pCastCreature, pCreature ) && !pCreature->isFlag(Effect::EFFECT_CLASS_COMA) ) { if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); GCModifyInformation gcMI; setDamage(pSlayer, DropDamage, pCastCreature, SKILL_VIGOR_DROP, &gcMI); pSlayer->getPlayer()->sendPacket(&gcMI); } else if (pCreature->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); GCModifyInformation gcMI; setDamage(pVampire, DropDamage, pCastCreature, SKILL_VIGOR_DROP, &gcMI); pVampire->getPlayer()->sendPacket(&gcMI); } else if (pCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); GCModifyInformation gcMI; setDamage(pOusters, DropDamage, pCastCreature, SKILL_VIGOR_DROP, &gcMI); pOusters->getPlayer()->sendPacket(&gcMI); } else if (pCreature->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pCreature); setDamage(pMonster, DropDamage, pCastCreature, SKILL_VIGOR_DROP); } // m_CasterName이 pCreature를 죽인 경우의 KillCount 처리 // by sigi. 2002.9.9 // setDamage 를 불러서 처리한다. 주석처리 // by bezz. 2002.12.31 /* if (pCreature->isDead()) { Creature* pAttacker = pZone->getCreature(m_CasterName); if (pAttacker!=NULL) { affectKillCount(pAttacker, pCreature); } }*/ } setNextTime(m_Tick); //cout << "EffectVigorDropToCreature " << "end" << endl; __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 뱀파이어 타일 핸들러 ////////////////////////////////////////////////////////////////////////////// void Darkness::execute(Vampire* pVampire, ZoneCoord_t X, ZoneCoord_t Y, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; Assert(pVampire != NULL); Assert(pVampireSkillSlot != NULL); try { Player* pPlayer = pVampire->getPlayer(); Zone* pZone = pVampire->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); GCSkillToTileOK1 _GCSkillToTileOK1; GCSkillToTileOK2 _GCSkillToTileOK2; GCSkillToTileOK3 _GCSkillToTileOK3; GCSkillToTileOK4 _GCSkillToTileOK4; GCSkillToTileOK5 _GCSkillToTileOK5; GCSkillToTileOK6 _GCSkillToTileOK6; SkillType_t SkillType = pVampireSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); ZoneCoord_t myX = pVampire->getX(); ZoneCoord_t myY = pVampire->getY(); // Knowledge of Innate 가 있다면 hit bonus 10 int HitBonus = 0; if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE ) ) { RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_INNATE); Assert(pRankBonus != NULL); HitBonus = pRankBonus->getPoint(); } int RequiredMP = decreaseConsumeMP(pVampire, pSkillInfo); bool bManaCheck = hasEnoughMana(pVampire, RequiredMP); bool bTimeCheck = verifyRunTime(pVampireSkillSlot); bool bRangeCheck = verifyDistance(pVampire, X, Y, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus); bool bSlayerSafeZone = pZone->getZoneLevel(X, Y ) & SLAYER_SAFE_ZONE; bool bTileCheck = false; VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1); if (rect.ptInRect(X, Y)) bTileCheck = true; if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck && !bSlayerSafeZone) { decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1); // 이펙트의 지속시간을 계산한다. SkillInput input(pVampire); SkillOutput output; computeOutput(input, output); // Wisdom of Darkness 이 있다면 지속시간 30% 증가 if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_WISDOM_OF_DARKNESS ) ) { RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_WISDOM_OF_DARKNESS); Assert(pRankBonus != NULL); output.Duration += getPercentValue(output.Duration, pRankBonus->getPoint()); } Range_t Range = 3; int oX, oY; list<Creature*> cList; // denier list int edge = 1; // Wide Darkness 이 있다면 범위가 5*5 로 수정. skill type 을 수정한다. if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_WIDE_DARKNESS ) ) { RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_WIDE_DARKNESS); Assert(pRankBonus != NULL); Range = pRankBonus->getPoint(); edge = (pRankBonus->getPoint() - 1 ) / 2; SkillType = SKILL_DARKNESS_WIDE; } // map<int, uint> canAddMap; for(oY = -edge; oY <= edge; oY++) for(oX = -edge; oX <= edge; oX++) { int tileX = X+oX; int tileY = Y+oY; if (rect.ptInRect(tileX, tileY)) { Tile& tile = pZone->getTile(tileX, tileY); // if (canAddMap[normalizeCoord_DARKNESS(oX, oY, edge )] == 1 ) continue; if (tile.hasItem() ) { Item* pItem = tile.getItem(); if (pItem != NULL && pItem->getItemClass() == Item::ITEM_CLASS_CORPSE && pItem->getItemType() == MONSTER_CORPSE ) { MonsterCorpse* pMonsterCorpse = dynamic_cast<MonsterCorpse*>(pItem); if (g_pFlagManager->isFlagPole(pMonsterCorpse ) ) { // canAddMap[normalizeCoord_DARKNESS(oX+1, oY, edge )] = 1; // canAddMap[normalizeCoord_DARKNESS(oX+1, oY+1, edge )] = 1; // canAddMap[normalizeCoord_DARKNESS(oX, oY+1, edge )] = 1; continue; } } } if (tile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION ) != NULL ) continue; // 현재 타일에다 이펙트를 추가할 수 있다면... if (tile.canAddEffect()) { // 머시 그라운드 있음 추가 못한당. if (tile.getEffect(Effect::EFFECT_CLASS_MERCY_GROUND) != NULL ) continue; if (tile.getEffect(Effect::EFFECT_CLASS_DARKNESS_FORBIDDEN) != NULL ) continue; // 같은 effect가 있으면 지운다. Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_DARKNESS); if (pOldEffect != NULL) { ObjectID_t effectID = pOldEffect->getObjectID(); pZone->deleteEffect(effectID);// fix me } // 이펙트 클래스를 생성한다. EffectDarkness* pEffect = new EffectDarkness(pZone , tileX, tileY); pEffect->setDeadline(output.Duration); pEffect->setLevel(pVampire->getINT()); pEffect->setDuration(output.Duration); pEffect->setStartTime(); // Tile에 붙이는 Effect는 ObjectID를 등록받아야 한다. ObjectRegistry & objectregister = pZone->getObjectRegistry(); objectregister.registerObject(pEffect); pZone->addEffect(pEffect); tile.addEffect(pEffect); const list<Object*>& oList = tile.getObjectList(); for(list<Object*>::const_iterator itr = oList.begin(); itr != oList.end(); itr++) { Object* pTarget = *itr; Creature* pTargetCreature = NULL; if (pTarget->getObjectClass() == Object::OBJECT_CLASS_CREATURE && ((pTargetCreature = dynamic_cast<Creature*>(pTarget))->isSlayer() || pTargetCreature->isOusters() ) ) { cList.push_back(pTargetCreature); _GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID()); _GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID()); _GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID()); } pEffect->affectObject(pTarget, false); } } } } _GCSkillToTileOK1.setSkillType(SkillType); _GCSkillToTileOK1.setCEffectID(CEffectID); _GCSkillToTileOK1.setX(X); _GCSkillToTileOK1.setY(Y); _GCSkillToTileOK1.setDuration(output.Duration); _GCSkillToTileOK1.setRange(Range); _GCSkillToTileOK2.setObjectID(pVampire->getObjectID()); _GCSkillToTileOK2.setSkillType(SkillType); _GCSkillToTileOK2.setX(X); _GCSkillToTileOK2.setY(Y); _GCSkillToTileOK2.setDuration(output.Duration); _GCSkillToTileOK2.setRange(Range); //_GCSkillToTileOK2.addShortData(MODIFY_VISION, DARKNESS_SIGHT); _GCSkillToTileOK3.setObjectID(pVampire->getObjectID()); _GCSkillToTileOK3.setSkillType(SkillType); _GCSkillToTileOK3.setX(X); _GCSkillToTileOK3.setY(Y); _GCSkillToTileOK4.setSkillType(SkillType); _GCSkillToTileOK4.setX(X); _GCSkillToTileOK4.setY(Y); _GCSkillToTileOK4.setRange(Range); _GCSkillToTileOK4.setDuration(output.Duration); _GCSkillToTileOK5.setObjectID(pVampire->getObjectID()); _GCSkillToTileOK5.setSkillType(SkillType); _GCSkillToTileOK5.setX(X); _GCSkillToTileOK5.setY(Y); _GCSkillToTileOK5.setRange(Range); _GCSkillToTileOK5.setDuration(output.Duration); _GCSkillToTileOK6.setOrgXY(myX, myY); _GCSkillToTileOK6.setSkillType(SkillType); _GCSkillToTileOK6.setX(X); _GCSkillToTileOK6.setY(Y); _GCSkillToTileOK6.setDuration(output.Duration); _GCSkillToTileOK6.setRange(Range); //_GCSkillToTileOK6.addShortData(MODIFY_VISION, DARKNESS_SIGHT); for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++) { Creature* pTargetCreature = *itr; if (canSee(pTargetCreature, pVampire)) pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2); else pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK6); } pPlayer->sendPacket(&_GCSkillToTileOK1); cList.push_back(pVampire); list<Creature*> watcherList = pZone->getWatcherList(myX, myY, pVampire); // watcherList에서 cList에 속하지 않고, caster(pVampire)를 볼 수 없는 경우는 // OK4를 보내고.. cList에 추가한다. for(list<Creature*>::const_iterator itr = watcherList.begin(); itr != watcherList.end(); itr++) { bool bBelong = false; for(list<Creature*>::const_iterator tItr = cList.begin(); tItr != cList.end(); tItr++) if (*itr == *tItr) bBelong = true; Creature* pWatcher = (*itr); if (bBelong == false && canSee(pWatcher, pVampire) == false) { //Assert(pWatcher->isPC()); // 당연 PC다.. Zone::getWatcherList는 PC만 return한다 if (!pWatcher->isPC()) { //cout << "Darkness : 왓처 리스트가 PC가 아닙니다." << endl; GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(getSkillType()); pVampire->getPlayer()->sendPacket(&_GCSkillFailed1); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } pWatcher->getPlayer()->sendPacket(&_GCSkillToTileOK4); cList.push_back(*itr); } } cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList, false); pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK3 , cList); pZone->broadcastPacket(X, Y, &_GCSkillToTileOK4 , cList); pVampireSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pVampire, getSkillType(), NULL); } } catch (Throwable & t) { executeSkillFailException(pVampire, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; __END_CATCH }
void CGSkillToTileHandler::execute (CGSkillToTile* pPacket , Player* pPlayer) throw(Error) { __BEGIN_TRY __BEGIN_DEBUG_EX #ifdef __GAME_SERVER__ Assert(pPacket != NULL); Assert(pPlayer != NULL); try { // 특수기술 테스트를 위해서 임시로 넣어두는 코드이다. GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer); Assert(pGamePlayer != NULL); // by sigi if (pGamePlayer->getPlayerStatus() == GPS_NORMAL) { 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; } } if (pCreature->isFlag(Effect::EFFECT_CLASS_ABERRATION ) ) { EffectAberration* pEffect = dynamic_cast<EffectAberration*>(pCreature->findEffect(Effect::EFFECT_CLASS_ABERRATION)); if (pEffect != NULL && (rand()%100) < pEffect->getRatio()) { //cout << "aberration affected " << endl; Dir_t dir = rand()%8; pPacket->setX(pPacket->getX() + dirMoveMask[dir].x*3); pPacket->setY(pPacket->getY() + dirMoveMask[dir].y*3); } } disableFlags(pCreature, pZone, SkillType); if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); SkillSlot* pSkillSlot = ((Slayer *)pCreature)->hasSkill(SkillType); bool bSuccess = true; if (SkillType == SKILL_BURNING_SOL_LAUNCH ) { pSkillSlot = ((Slayer *)pCreature)->hasSkill(SKILL_BURNING_SOL_CHARGING); } if (SkillType == SKILL_SWEEP_VICE_3 || SkillType == SKILL_SWEEP_VICE_5 ) { pSkillSlot = ((Slayer *)pCreature)->hasSkill(SKILL_SWEEP_VICE_1); } if (SkillType == SKILL_TURRET_FIRE ) pSkillSlot = ((Slayer *)pCreature)->hasSkill(SKILL_INSTALL_TURRET); if (pSkillSlot == NULL) bSuccess = false; if (!isAbleToUseTileSkill(pSlayer)) bSuccess = false; /* if (pCreature->isSlayer() && pCreature->isFlag(Effect::EFFECT_CLASS_SNIPING_MODE)) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); Assert(pSlayer != NULL); g_Sniping.checkRevealRatio(pSlayer, 20, 10); } */ if (bSuccess) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType); Assert(pSkillHandler != NULL); #ifdef __PROFILE_SKILLS__ beginProfileEx(SkillTypes2String[SkillType]); pSkillHandler->execute(pSlayer, pPacket->getX(), pPacket->getY(), pSkillSlot, pPacket->getCEffectID()); endProfileEx(SkillTypes2String[SkillType]); #else pSkillHandler->execute(pSlayer, pPacket->getX(), pPacket->getY(), pSkillSlot, pPacket->getCEffectID()); #endif } else { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); } } else if (pCreature->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); VampireSkillSlot* pVampireSkillSlot = pVampire->hasSkill(SkillType); bool bSuccess = true; if (SkillType == SKILL_EAT_CORPSE && pVampire->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WOLF)) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SKILL_EAT_CORPSE); Assert(pSkillHandler != NULL); pSkillHandler->execute(pVampire, pPacket->getX(), pPacket->getY(), pVampireSkillSlot, pPacket->getCEffectID()); return; } if (pVampireSkillSlot == NULL) bSuccess = false; if (!isAbleToUseTileSkill(pVampire)) bSuccess = false; /* if (pVampire->isFlag(Effect::EFFECT_CLASS_INVISIBILITY)) { addVisibleCreature(pZone, pVampire, true); } 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 (bSuccess) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType); Assert(pSkillHandler != NULL); #ifdef __PROFILE_SKILLS__ beginProfileEx(SkillTypes2String[SkillType]); pSkillHandler->execute(pVampire, pPacket->getX(), pPacket->getY(), pVampireSkillSlot, pPacket->getCEffectID()); endProfileEx(SkillTypes2String[SkillType]); #else pSkillHandler->execute(pVampire, pPacket->getX(), pPacket->getY(), pVampireSkillSlot, pPacket->getCEffectID()); #endif } else { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); } } else if (pCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); OustersSkillSlot* pOustersSkillSlot = pOusters->hasSkill(SkillType); bool bSuccess = true; if (pOustersSkillSlot == NULL) bSuccess = false; if (!isAbleToUseTileSkill(pOusters)) bSuccess = false; if (SkillType == SKILL_DESTRUCTION_SPEAR && pOusters->hasSkill(SKILL_DESTRUCTION_SPEAR_MASTERY) == NULL ) { //cout << "has no mastery : destruction spear" << endl; bSuccess = false; } if (SkillType == SKILL_ICE_LANCE && pOusters->hasSkill(SKILL_ICE_LANCE_MASTERY) == NULL ) { //cout << "has no mastery : ice lance" << endl; bSuccess = false; } if (bSuccess) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType); Assert(pSkillHandler != NULL); #ifdef __PROFILE_SKILLS__ beginProfileEx(SkillTypes2String[SkillType]); pSkillHandler->execute(pOusters, pPacket->getX(), pPacket->getY(), pOustersSkillSlot, pPacket->getCEffectID()); endProfileEx(SkillTypes2String[SkillType]); #else pSkillHandler->execute(pOusters, pPacket->getX(), pPacket->getY(), pOustersSkillSlot, pPacket->getCEffectID()); #endif } else { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); } } } } catch(Throwable & t) { //cout << t.toString() << endl; } #endif // __GAME_SERVER__ __END_DEBUG_EX __END_CATCH }