Exemple #1
0
//////////////////////////////////////////////////////////////////////////////
// 아우스터즈 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void MagnumSpear::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	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);

		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);
		SkillType_t SkillType = pOustersSkillSlot->getSkillType();

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

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

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

		
		int HitBonus = 0;
		/*
		if (pOusters->hasRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID ) )
		{
			RankBonus* pRankBonus = pOusters->getRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID);
			Assert(pRankBonus != NULL);

			HitBonus = pRankBonus->getPoint();
		}
		*/


		int  RequiredMP  = (int)(pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/3);
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot, HitBonus);
		bool bCanHit     = canHit(pOusters, pTargetCreature, SkillType);
		bool bPK         = verifyPK(pOusters, pTargetCreature);
		bool bEffect	 = pTargetCreature->isFlag(Effect::EFFECT_CLASS_MAGNUM_SPEAR);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffect)
		{
			ZoneCoord_t oustX   = pOusters->getX();
			ZoneCoord_t oustY   = pOusters->getY();
			ZoneCoord_t targetX = pTargetCreature->getX();
			ZoneCoord_t targetY = pTargetCreature->getY();

			decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);
			bool bCanSeeCaster = canSee(pTargetCreature, pOusters);

			SkillInput input(pOusters, pOustersSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			Damage_t Damage = output.Damage;

			OustersSkillSlot* pMastery = pOusters->hasSkill(SKILL_MAGNUM_SPEAR_MASTERY);
			if (pMastery != NULL )
			{
				Damage += (pMastery->getExpLevel() * 5 / 3 ) + 15;
			}
			else
			{
				bool dummy;
				computeCriticalBonus(pOusters, getSkillType(), Damage, dummy);
			}

			EffectMagnumSpear* pEffect = new EffectMagnumSpear(pTargetCreature);
			pEffect->setDamage(computeOustersMagicDamage(pOusters, pTargetCreature, Damage, SKILL_MAGNUM_SPEAR ));

			int spearNum = 2;

			if (pOustersSkillSlot->getExpLevel() <= 15 )
				spearNum = 2;
			else if (pOustersSkillSlot->getExpLevel() < 30 )
				spearNum = 4;
			else if (pOustersSkillSlot->getExpLevel() == 30 )
				spearNum = 6;

			int Grade = spearNum/2 - 1;

			if (pMastery != NULL ) 
			{
				spearNum = 1;
				Grade = 4;
				output.Delay = 20;
			}

			pEffect->setTimes(spearNum);
			pEffect->setTick(5);
			pEffect->setNextTime(5);
			pEffect->setCasterOID(pOusters->getObjectID());

			pTargetCreature->addEffect(pEffect);
			pTargetCreature->setFlag(pEffect->getEffectClass());

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

			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setGrade(Grade);
			
			_GCSkillToObjectOK6.setXY(oustX, oustY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(0);
			_GCSkillToObjectOK6.setGrade(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(oustX, oustY, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(oustX, oustY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pOustersSkillSlot->setRunTime(output.Delay);

		}
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

	__END_CATCH
}
Exemple #2
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void MindControl::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

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

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

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_MIND_CONTROL);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

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

			// 이펙트를 만들어 붙인다.
			EffectMindControl* pEffect = new EffectMindControl(pSlayer);
			pEffect->setDeadline(output.Duration);
			pEffect->setDefenseBonus(output.Damage);
			pEffect->setToHitBonus(output.Damage);
			pSlayer->setFlag(Effect::EFFECT_CLASS_MIND_CONTROL);
			pSlayer->addEffect(pEffect);

			// 이펙트를 붙였으니, 능력치를 재계산한다.
			SLAYER_RECORD prev;
			pSlayer->getSlayerRecord(prev);
			pSlayer->initAllStat();
			pSlayer->sendRealWearingInfo();
			pSlayer->addModifyInfo(prev, _GCSkillToSelfOK1);

			// 경험치를 올려준다.
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10* (Grade + 1);
			shareAttrExp(pSlayer, ExpUp, 1, 8, 1, _GCSkillToSelfOK1);
        	increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(myX, myY, &_GCSkillToSelfOK2, pSlayer);
		
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_MIND_CONTROL);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(myX, myY, &gcAddEffect);
			
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
Exemple #3
0
void ThunderStorm::execute(Slayer * pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot * pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

	SIMPLE_SKILL_INPUT param;
	param.SkillType     = getSkillType();
	param.SkillDamage   = output.Damage;
	param.Delay         = output.Delay;
	param.ItemClass     = Item::ITEM_CLASS_SWORD;
	param.STRMultiplier = 8;
	param.DEXMultiplier = 1;
	param.INTMultiplier = 1;
	param.bMagicHitRoll = false;
	param.bMagicDamage  = false;
	param.bAdd          = true;

	SIMPLE_SKILL_OUTPUT result;

	g_SimpleMeleeSkill.execute(pSlayer, TargetObjectID, pSkillSlot, param, result);
	*/

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

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

	SIMPLE_SKILL_INPUT param;
	param.SkillType     = getSkillType();
	param.SkillDamage   = output.Damage;
	param.Delay         = output.Delay;
	param.ItemClass     = Item::ITEM_CLASS_SWORD;
	param.STRMultiplier = 8;
	param.DEXMultiplier = 1;
	param.INTMultiplier = 1;
	param.bMagicHitRoll = false;
	param.bMagicDamage  = false;
	param.bAdd          = true;
	param.bExpForTotalDamage = true;

	SIMPLE_SKILL_OUTPUT result;

	// 목표위치+4방향
	param.addMask(0,  0, 100);
	param.addMask(-1, -1, 100);
	param.addMask(0, -1, 100);
	param.addMask(1, -1, 100);
	param.addMask(-1,  0, 100);
	param.addMask(1,  0, 100);
	param.addMask(-1,  1, 100);
	param.addMask(0,  1, 100);
	param.addMask(1,  1, 100);

	// 자신의 주변에 떨어뜨린다.
	// 아니다.. --;
	//X = pSlayer->getX();
	//Y = pSlayer->getY();

	g_SimpleTileMissileSkill.execute(pSlayer, X, Y, pSkillSlot, param, result);

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

	__END_CATCH
}
Exemple #4
0
bool CSpell::isHeal()
{
    return (getValidTarget() & TARGET_SELF) && getSkillType() == SKILL_HEA || m_ID == 549 || m_ID == 578 || m_ID == 581 || m_ID == 593;
}
Exemple #5
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodyBreaker::execute(Vampire* pVampire, ZoneCoord_t X, ZoneCoord_t Y, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

		HitBonus = pRankBonus->getPoint();
	}

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

		Dir_t	Dir		= getDirectionToPosition(pVampire->getX(), pVampire->getY(), X, Y);

		// 강제로 knockback시킬 확률
//		bool bForceKnockback = rand()%100 < output.ToHit;

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

		VSRect rect(1, 1, pZone->getWidth()-2, pZone->getHeight()-2);
		if (!rect.ptInRect(X, Y ))
		{
			executeSkillFailException(pVampire, SkillType);
			return;
		}


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

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

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, X, Y, pSkillInfo->getRange());

		if (bManaCheck && bTimeCheck && bRangeCheck )
		{
			// 마나를 떨어뜨린다.
			decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1);

			// 좌표와 방향을 구한다.
			ZoneCoord_t myX          = pVampire->getX();
			ZoneCoord_t myY          = pVampire->getY();
			Dir_t       dir          = calcDirection(myX, myY, X, Y);

			list<Creature*> cList;

			// knockback 때문에 recursive 하게 데미지를 먹는 경우가 있다.
			// 그래서 제일 먼쪽에 있는 마스크부터 체크한다.
			for (int i = 21; i >= 0; i-- )
			{
				int tileX   = myX + m_pBloodyBreakerMask[Dir][i].x;
				int tileY   = myY + m_pBloodyBreakerMask[Dir][i].y;

				// 현재 타일이 존 내부이고, 안전지대가 아니라면 맞을 가능성이 있다.
				if (rect.ptInRect(tileX, tileY))
				{
					// 타일을 받아온다.
					Tile& tile = pZone->getTile(tileX, tileY);

					list<Creature*> targetList;
					if (tile.hasCreature(Creature::MOVE_MODE_WALKING))
					{
						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);
						targetList.push_back(pCreature);
					}
					if (tile.hasCreature(Creature::MOVE_MODE_FLYING))
					{
						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_FLYING);
						targetList.push_back(pCreature);
					}
					if (tile.hasCreature(Creature::MOVE_MODE_BURROWING))
					{
						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_BURROWING);
						targetList.push_back(pCreature);
					}

					list<Creature*>::iterator itr = targetList.begin();
					for(; itr != targetList.end(); itr++)
					{
						Creature* pTargetCreature = (*itr);
						Assert(pTargetCreature != NULL);

						if (!canAttack(pVampire, pTargetCreature )
							|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA) )
						{
							continue;
						}

						if (pTargetCreature != pVampire)
						{
							bool bPK             = verifyPK(pVampire, pTargetCreature);
							bool bRaceCheck      = pTargetCreature->isSlayer() || pTargetCreature->isMonster() || pTargetCreature->isOusters();
							bool bZoneLevelCheck = checkZoneLevelToHitTarget(pTargetCreature);
							bool bHitRoll        = false;//HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);

							int EnemyLevel = 0;

							if (pTargetCreature->isSlayer() )
							{
								Slayer* pSlayer = dynamic_cast<Slayer*>(pTargetCreature);
								EnemyLevel = pSlayer->getHighestSkillDomainLevel();
							}
							else if (pTargetCreature->isOusters() )
							{
								Ousters* pOusters = dynamic_cast<Ousters*>(pTargetCreature);
								EnemyLevel = pOusters->getLevel();
							}
							else if (pTargetCreature->isMonster() )
							{
								Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
								EnemyLevel = pMonster->getLevel();
							}

							// min : 20, max : 100
							int hitRatio = max(20, 50 + pVampire->getLevel() - EnemyLevel + HitBonus);
							bHitRoll = (rand()%100) < hitRatio;

							if (bPK && bRaceCheck && bZoneLevelCheck && bHitRoll)
							{
								Damage_t Damage = 0;
								bool bForceKnockback = rand() & 1;

								Damage += computeMagicDamage(pTargetCreature, output.Damage, SkillType, true, pVampire);

								ObjectID_t targetObjectID = pTargetCreature->getObjectID();
								cList.push_back(pTargetCreature);

								_GCSkillToTileOK1.addCListElement(targetObjectID);
								_GCSkillToTileOK2.addCListElement(targetObjectID);
								_GCSkillToTileOK5.addCListElement(targetObjectID);

								// 일단 맞는 놈이 받을 패킷은 널 상태로 한 채로, 데미지를 준다.
								setDamage(pTargetCreature, Damage, pVampire, SkillType, NULL, &_GCSkillToTileOK1);
								computeAlignmentChange(pTargetCreature, Damage, pVampire, NULL, &_GCSkillToTileOK1);

								increaseAlignment(pVampire, pTargetCreature, _GCSkillToTileOK1);

								// 크리티컬 히트라면 상대방을 뒤로 물러나게 한다.
								if (bForceKnockback)
								{
									knockbackCreature(pZone, pTargetCreature, pVampire->getX(), pVampire->getY());
								}

								if (pTargetCreature->isDead())
								{
									int exp = computeCreatureExp(pTargetCreature, KILL_EXP);
									shareVampExp(pVampire, exp, _GCSkillToTileOK1);
								}
							}
						}
					}
				}
			}


			// 공격자의 아이템 내구성을 떨어뜨린다.
			decreaseDurability(pVampire, NULL, pSkillInfo, &_GCSkillToTileOK1, NULL);

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(0);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setRange(dir);
			_GCSkillToTileOK1.setDuration(0);

			_GCSkillToTileOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setRange(dir);
			_GCSkillToTileOK2.setDuration(0);

			_GCSkillToTileOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(dir);
			_GCSkillToTileOK5.setDuration(0);

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			// 이 기술에 의해 영향을 받는 놈들에게 패킷을 보내줘야 한다.
			for (list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)
			{
				Creature * pTargetCreature = *itr;
				Assert(pTargetCreature != NULL);

				if (pTargetCreature->isPC())
				{
					_GCSkillToTileOK2.clearList();

					// HP의 변경사항을 패킷에다 기록한다.
					HP_t targetHP = 0;
					if (pTargetCreature->isSlayer())
					{
						targetHP = (dynamic_cast<Slayer*>(pTargetCreature))->getHP(ATTR_CURRENT);
					}
					else if (pTargetCreature->isVampire())
					{
						targetHP = (dynamic_cast<Vampire*>(pTargetCreature))->getHP(ATTR_CURRENT);
					}
					else if (pTargetCreature->isOusters())
					{
						targetHP = (dynamic_cast<Ousters*>(pTargetCreature))->getHP(ATTR_CURRENT);
					}

					_GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP);

					// 아이템의 내구력을 떨어뜨린다.
					decreaseDurability(NULL, pTargetCreature, pSkillInfo, NULL, &_GCSkillToTileOK2);

					// 패킷을 보내준다.
					pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				}
				else if (pTargetCreature->isMonster())
				{
					// 당근 적으로 인식한다.
					Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
					pMonster->addEnemy(pVampire);
				}
			}

			cList.push_back(pVampire);

			pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK5 , cList);

			// set Next Run Time
			pVampireSkillSlot->setRunTime(output.Delay);
		}
		else 
		{
			executeSkillFailNormal(pVampire, SkillType, NULL);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, SkillType);
	}

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

	__END_CATCH
}
Exemple #6
0
//////////////////////////////////////////////////////////////////////
//
// ThunderFlash::execute()
//
//////////////////////////////////////////////////////////////////////
void ThunderFlash::execute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

		// 무장하고 있는 무기가 널이거나, SWORD가 아니라면 사용할 수 없다.
		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_SWORD)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end" << endl;
			return;
		}

		bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);

		GCSkillToTileOK1 _GCSkillToTileOK1;
		GCSkillToTileOK2 _GCSkillToTileOK2;
		GCSkillToTileOK5 _GCSkillToTileOK5;

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		SkillLevel_t      SkillLevel = pSkillSlot->getExpLevel();

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

		// 마나가 있어야 하고, 시간과 거리 체크에 성공하고,
		if (bManaCheck && bTimeCheck && bRangeCheck)
		{
			// MP를 떨어뜨린다.
			decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);

			// 좌표와 방향을 구한다.
			ZoneCoord_t myX = pSlayer->getX();
			ZoneCoord_t myY = pSlayer->getY();	
			Dir_t       dir = calcDirection(myX, myY, X, Y);

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

			Damage_t SkillDamage = output.Damage;
			Damage_t Damage      = 0;
			bool     bHit        = false;

			Level_t maxEnemyLevel = 0;
			uint EnemyNum = 0;

			VSRect rect(1, 1, pZone->getWidth()-2, pZone->getHeight()-2);

			list<Creature*> cList;

			for (int count=0; count<4; count++)
			{
				int tileX = X + m_pThunderFlashMask[count].x;
				int tileY = Y + m_pThunderFlashMask[count].y;

				// 현재 타일이 존 내부이고, 안전지대가 아니라면, 맞을 확률이 있다.
				if (rect.ptInRect(tileX, tileY))
				{
					// 타일을 받아온다.
					Tile& tile = pZone->getTile(tileX, tileY);

					list<Creature*> targetList;
					if (tile.hasCreature(Creature::MOVE_MODE_WALKING))
					{
						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);
						targetList.push_back(pCreature);
					}

					list<Creature*>::iterator itr = targetList.begin();
					for(; itr != targetList.end(); itr++)
					{
						Creature* pTargetCreature = (*itr);
						Assert(pTargetCreature != NULL);

						bool bMoveModeCheck  = (pTargetCreature->getMoveMode() == Creature::MOVE_MODE_WALKING) ? true : false;
						bool bHitRoll        = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel/2);
						//bool bCanHit        = canHit(pSlayer, pTargetCreature, SkillType);
						bool bCanHit         = true;
						bool bPK             = verifyPK(pSlayer, pTargetCreature);
						bool bRaceCheck      = pTargetCreature->isSlayer() || pTargetCreature->isNPC();
						bool bZoneLevelCheck = checkZoneLevelToHitTarget(pTargetCreature);

						if (bMoveModeCheck && bHitRoll && bCanHit && bPK && !bRaceCheck && bZoneLevelCheck)
						{
							CheckCrossCounter(pSlayer, pTargetCreature, Damage, pSkillInfo->getRange());

							bool bCriticalHit = false;

							Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit) + SkillDamage;

							ObjectID_t targetObjectID = pTargetCreature->getObjectID();
							cList.push_back(pTargetCreature);

							_GCSkillToTileOK1.addCListElement(targetObjectID);
							_GCSkillToTileOK2.addCListElement(targetObjectID);
							_GCSkillToTileOK5.addCListElement(targetObjectID);

							// 일단 맞는 놈이 받을 패킷은 널 상태로 한 채로, 데미지를 준다.
							setDamage(pTargetCreature, Damage, pSlayer, SkillType, NULL, &_GCSkillToTileOK1);
							computeAlignmentChange(pTargetCreature, Damage, pSlayer, NULL, &_GCSkillToTileOK1);
							increaseAlignment(pSlayer, pTargetCreature, _GCSkillToTileOK1);

							// 크리티컬 히트라면 상대방을 뒤로 물러나게 한다.
							if (bCriticalHit)
							{
								knockbackCreature(pZone, pTargetCreature, pSlayer->getX(), pSlayer->getY());
							}

							// 슬레이어가 아닐 경우에만 맞은 것으로 간주한다.
							if (!pTargetCreature->isSlayer())
							{
								bHit = true;
								if (maxEnemyLevel < pTargetCreature->getLevel() ) maxEnemyLevel = pTargetCreature->getLevel();
								EnemyNum++;
							}
						}
					} //for (; itr != objectList.end(); itr++) 
				} // if (rect.ptInRect(tileX, tileY) && ...
			} // for (int count=0; count<3; count++)

			if (bHit)
			{
				if (bIncreaseExp)
				{
					shareAttrExp(pSlayer, Damage , 8, 1, 1, _GCSkillToTileOK1);
					increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1, maxEnemyLevel, EnemyNum);
					increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToTileOK1);
				}
			}

			// 공격자 아이템 내구성 떨어트림.
			decreaseDurability(pSlayer, NULL, pSkillInfo, &_GCSkillToTileOK1, NULL);

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setRange(dir);
			_GCSkillToTileOK1.setDuration(0);
		
			_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setRange(dir);
			_GCSkillToTileOK2.setDuration(0);
		
			_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(dir);
			_GCSkillToTileOK5.setDuration(0);
		
			pPlayer->sendPacket(&_GCSkillToTileOK1);
		
			// 이 기술에 의해 영향을 받는 놈들에게 패킷을 보내줘야 한다.
			for (list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)
			{
				Creature * pTargetCreature = *itr;
				Assert(pTargetCreature != NULL);

				if (pTargetCreature->isPC())
				{
					_GCSkillToTileOK2.clearList();

					// HP의 변경사항을 패킷에다 기록한다.
					HP_t targetHP = 0;
					if (pTargetCreature->isSlayer()) targetHP = (dynamic_cast<Slayer*>(pTargetCreature))->getHP(ATTR_CURRENT);
					else if (pTargetCreature->isVampire()) targetHP = (dynamic_cast<Vampire*>(pTargetCreature))->getHP(ATTR_CURRENT);
					_GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP);

					// 아이템의 내구력을 떨어뜨린다.
					decreaseDurability(NULL, pTargetCreature, pSkillInfo, NULL, &_GCSkillToTileOK2);

					// 패킷을 보내준다.
					pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				}
				else if (pTargetCreature->isMonster())
				{
					// 당근 적으로 인식한다.
					Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
					pMonster->addEnemy(pSlayer);
				}
			}

			cList.push_back(pSlayer);

			pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK5 , cList);

			// set Next Run Time
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
Exemple #7
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void OpenCasket::execute(Vampire* pVampire, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

	//cout << "Open Casket" << endl;
	try 
	{
		Player* pPlayer = pVampire->getPlayer();
		Zone* pZone = pVampire->getZone();

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

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

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

		// 관 속에 들어있는 경우만 사용 가능하다.
		bool bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_CASKET);

		if (bEffected)
		{
			//cout << "Open Casket Succeed" << endl;

			// 이펙트 클래스를 만들어 붙인다.
			EffectManager* pEffectManager = pVampire->getEffectManager();
			Assert(pEffectManager!=NULL);

			Effect* pEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_CASKET);

			if (pEffect!=NULL)
			{
				pEffect->setDeadline(0);
//				pEffect->unaffect();
//				pEffectManager->deleteEffect(Effect::EFFECT_CLASS_CASKET);
//				pVampire->removeFlag(Effect::EFFECT_CLASS_CASKET);
			}

			// 패킷을 만들어 보낸다.
			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(0);
		
			_GCSkillToSelfOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(0);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
		
			pZone->broadcastPacket(pVampire->getX(), pVampire->getY(),  &_GCSkillToSelfOK2, pVampire);

			// set Next Run Time
			//pVampireSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			//cout << "Open Casket Failed1" << endl;
			executeSkillFailNormal(pVampire, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		//cout << "Open Casket Failed2" << endl;
		executeSkillFailException(pVampire, getSkillType());
	}

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

	__END_CATCH
}
Exemple #8
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Restore::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;
	//cout << "Restore2 Start" << endl;

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

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

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

		// 뱀파이어만 건드릴 수가 있다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pFromCreature==NULL
			|| !pFromCreature->isVampire())
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1; // 스킬 쓴 넘에게...
		GCMorph1           _GCMorph1;           // 변신 당사자에게..
		GCMorphSlayer2     _GCMorphSlayer2;     // 변신 구경꾼들에게..

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

		bool bRangeCheck = verifyDistance(pSlayer, pFromCreature, pSkillInfo->getRange());
		bool bHitRoll    = true;

		if (bRangeCheck && bHitRoll)
		{
			//////////////////////////////////////////////////////////////////////
			// 각종 존 레벨 정보를 삭제해야 한다.
			//////////////////////////////////////////////////////////////////////

			// 파티 초대 중이라면 정보를 삭제해 준다.
			PartyInviteInfoManager* pPIIM = pZone->getPartyInviteInfoManager();
			Assert(pPIIM != NULL);
			pPIIM->cancelInvite(pFromCreature);

			// 파티 관련 정보를 삭제해 준다.
			int PartyID = pFromCreature->getPartyID();
			if (PartyID != 0)
			{
				// 먼저 로컬에서 삭제하고...
				LocalPartyManager* pLPM = pZone->getLocalPartyManager();
				Assert(pLPM != NULL);
				pLPM->deletePartyMember(PartyID, pFromCreature);

				// 글로벌에서도 삭제해 준다.
				deleteAllPartyInfo(pFromCreature);
			}

			// 트레이드 중이었다면 트레이드 관련 정보를 삭제해준다.
			TradeManager* pTM = pZone->getTradeManager();
			Assert(pTM != NULL);
			pTM->cancelTrade(pFromCreature);

			//////////////////////////////////////////////////////////////////////
			//////////////////////////////////////////////////////////////////////

			Slayer*  pNewSlayer = new Slayer;
			Vampire* pVampire   = dynamic_cast<Vampire*>(pFromCreature);

			// DB에서 혹시 남아있을 지 모르는 흡혈 정보를 삭제해준다.
			Statement* pStmt = NULL;
			BEGIN_DB
			{
				pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement();
				StringStream sql;
				sql << "DELETE FROM EffectBloodDrain WHERE OwnerID = '" + pFromCreature->getName() + "'";
				pStmt->executeQuery(sql.toString());
				SAFE_DELETE(pStmt);
			}
			END_DB(pStmt)

			pNewSlayer->setName(pFromCreature->getName());

			// 크리쳐 안의 플레이어 포인터와 플레이어 안의 크리쳐 포인터를 갱신한다.
			Player* pFromPlayer = pFromCreature->getPlayer();
			pNewSlayer->setPlayer(pFromPlayer);
			GamePlayer* pFromGamePlayer = dynamic_cast<GamePlayer*>(pFromPlayer);
			pFromGamePlayer->setCreature(pNewSlayer);

			pNewSlayer->setZone(pZone);
			pNewSlayer->load();
			pNewSlayer->setObjectID(pFromCreature->getObjectID());
			pNewSlayer->setMoveMode(Creature::MOVE_MODE_WALKING);
			
			ZoneCoord_t x    = pFromCreature->getX();
			ZoneCoord_t y    = pFromCreature->getY();
			Dir_t       dir  = pFromCreature->getDir();
			Tile&       tile = pZone->getTile(x, y);

			// 곧 pFromCreature 즉, 원래의 뱀파이어 객체는 지워질 것이므로,
			// PCFinder에 들어가 있는 값은 쓰레기 값이 될 것이다. 
			// 그러므로 뱀파이어 포인터를 지워주고, 새로운 슬레이어 포인터를 더한다.
			g_pPCFinder->deleteCreature(pFromCreature->getName());
			g_pPCFinder->addCreature(pNewSlayer);

			// 길드 현재 접속 멤버 리스트에서 삭제한다.
			if (pVampire->getGuildID() != 0 )
				g_pGuildManager->getGuild(pVampire->getGuildID() )->deleteCurrentMember(pVampire->getName());

			// 인벤토리 교체.
			Inventory* pInventory = pVampire->getInventory();
			pNewSlayer->setInventory(pInventory);
			pVampire->setInventory(NULL);

			// 보관함 교체
			pNewSlayer->deleteStash();
			pNewSlayer->setStash(pVampire->getStash());
			pNewSlayer->setStashNum(pVampire->getStashNum());
			pNewSlayer->setStashStatus(false);
			pVampire->setStash(NULL);

			/*
			// 가비지 교체
			while (true)
			{
				Item* pGarbage = pVampire->popItemFromGarbage();

				// 더 이상 없다면 브레이크...
				if (pGarbage == NULL) break;

				pNewSlayer->addItemToGarbage(pGarbage);
			}
			*/

			// 플래그 셋 교체
			pNewSlayer->deleteFlagSet();
			pNewSlayer->setFlagSet(pVampire->getFlagSet());
			pVampire->setFlagSet(NULL);

			Item* pItem = NULL;
			_TPOINT point;

			// 입고 있는 아이템들을 인벤토리 또는 바닥으로 옮긴다.
			for(int part = 0; part < (int)Vampire::VAMPIRE_WEAR_MAX; part++)
			{
				pItem = pVampire->getWearItem((Vampire::WearPart)part);
				if (pItem != NULL)
				{
					// 먼저 기어에서 삭제하고...
					pVampire->deleteWearItem((Vampire::WearPart)part);
			
					// 인벤토리에 자리가 있으면 인벤토리에 더하고...
					if (pInventory->getEmptySlot(pItem, point))
					{
						pInventory->addItem(point.x, point.y, pItem);
						pItem->save(pNewSlayer->getName(), STORAGE_INVENTORY, 0, point.x, point.y);
					}
					// 자리가 없으면 바닥에 떨어뜨린다.
					else
					{
						ZoneCoord_t ZoneX = pVampire->getX();
						ZoneCoord_t ZoneY = pVampire->getY();

						TPOINT pt;

						pt = pZone->addItem(pItem, ZoneX , ZoneY);

						if (pt.x != -1) 
						{
							pItem->save("", STORAGE_ZONE, pZone->getZoneID(), pt.x, pt.y);
						} 
						else 
						{
							pItem->destroy();
							SAFE_DELETE(pItem);
						}
					}
				}
			}

			pItem = pVampire->getExtraInventorySlotItem();
			if (pItem != NULL)
			{
				pVampire->deleteItemFromExtraInventorySlot();

				// 인벤토리에 자리가 있으면 인벤토리에 더하고...
				if (pInventory->getEmptySlot(pItem, point))
				{
					pInventory->addItem(point.x, point.y, pItem);
					pItem->save(pNewSlayer->getName(), STORAGE_INVENTORY, 0, point.x, point.y);
				}
				// 자리가 없으면 바닥에 떨어뜨린다.
				else
				{
					TPOINT pt;
					ZoneCoord_t ZoneX = pVampire->getX();
					ZoneCoord_t ZoneY = pVampire->getY();

					pt = pZone->addItem(pItem, ZoneX , ZoneY);

					if (pt.x != -1) 
					{
						pItem->save("", STORAGE_ZONE, pZone->getZoneID(), pt.x, pt.y);
					} 
					else 
					{
						pItem->destroy();
						SAFE_DELETE(pItem);
					}
				}
			}

			// 뱀파이어 가지고 있던 돈을 슬레이어로 옮겨준다.
			pNewSlayer->setGoldEx(pVampire->getGold());

			// 스킬 정보를 전송한다.
			pNewSlayer->sendSlayerSkillInfo();

			_GCMorph1.setPCInfo2(pNewSlayer->getSlayerInfo2());
			_GCMorph1.setInventoryInfo(pNewSlayer->getInventoryInfo());
			_GCMorph1.setGearInfo(pNewSlayer->getGearInfo());
			_GCMorph1.setExtraInfo(pNewSlayer->getExtraInfo());

			_GCMorphSlayer2.setSlayerInfo(pNewSlayer->getSlayerInfo3());

			pFromPlayer->sendPacket(&_GCMorph1);
			//pFromGamePlayer->deleteEvent(Event::EVENT_CLASS_REGENERATION);

			pZone->broadcastPacket(x, y, &_GCMorphSlayer2, pNewSlayer);

			// 타일 및 존에서 기존 뱀파이어를 삭제하고, 새로운 슬레이어를 더한다.
			tile.deleteCreature(pFromCreature->getObjectID());
			pZone->deletePC(pFromCreature);

			TPOINT pt = findSuitablePosition(pZone, x, y, Creature::MOVE_MODE_WALKING);
			Tile& newtile = pZone->getTile(pt.x, pt.y);

			newtile.addCreature(pNewSlayer);
			pNewSlayer->setXYDir(pt.x, pt.y, dir);

			pZone->addPC(pNewSlayer);

			pNewSlayer->tinysave("Race='SLAYER'");
			SAFE_DELETE(pFromCreature);

			// 시야 update..
			pZone->updateHiddenScan(pNewSlayer);
		
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			pSkillSlot->setRunTime(0);

			EffectRestore* pEffectRestore = new EffectRestore(pNewSlayer);
			pEffectRestore->setDeadline(60*60*24*7*10); // 7일 
			pNewSlayer->addEffect(pEffectRestore);
			pNewSlayer->setFlag(Effect::EFFECT_CLASS_RESTORE);
			pEffectRestore->create(pNewSlayer->getName());
		}
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), pFromCreature);
		}
	} 
Exemple #9
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Berserker::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

		// 무장하고 있는 무기가 널이거나, 도가 아니라면 사용할 수 없다.
		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_BLADE)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		bool bIncreaseDomainExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

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

		ZoneCoord_t X = pSlayer->getX();
		ZoneCoord_t Y = pSlayer->getY();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP(); 
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		// 차징 파워랑 동시에 사용할 수 없다.
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_BERSERKER) || pSlayer->isFlag(Effect::EFFECT_CLASS_CHARGING_POWER);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

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

			// by sigi. 2002.12.3
			// by 홍창. 2002.12.6
//			int DefensePenalty = 35 - pSkillSlot->getExpLevel()*2/13;	// %
//			int ProtectionPenalty = 25 - pSkillSlot->getExpLevel()*2/13;	// %
			int DefensePenalty = 25 - pSkillSlot->getExpLevel()*2/13;	// %
			int ProtectionPenalty = 20 - pSkillSlot->getExpLevel()*2/13;	// %

			// 이펙트 클래스를 만들어 붙인다.
			EffectBerserker* pEffect = new EffectBerserker(pSlayer);
			pEffect->setDeadline(output.Duration);
			pEffect->setDefensePenalty(DefensePenalty);
			pEffect->setProtectionPenalty(ProtectionPenalty);
			pEffect->setToHitBonus(output.ToHit);
			pEffect->setDamageBonus(output.Damage);
			pSlayer->addEffect(pEffect);
			pSlayer->setFlag(Effect::EFFECT_CLASS_BERSERKER);

			// 이로 인하여 바뀌는 능력치를 보낸다.
			SLAYER_RECORD prev;
			pSlayer->getSlayerRecord(prev);
			pSlayer->initAllStat();
			pSlayer->sendRealWearingInfo();
			pSlayer->sendModifyInfo(prev);

			// 경험치를 올린다.
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10*(Grade+1);

			if (bIncreaseDomainExp )
			{
				shareAttrExp(pSlayer, ExpUp, 8, 1, 1, _GCSkillToSelfOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
//				increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);
			}

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_BERSERKER);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);

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

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

	__END_CATCH
}
Exemple #10
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void CrossGuard::execute(Ousters* pOusters, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

		Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);

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

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

		SkillType_t       SkillType  = pOustersSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		//SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		//SkillLevel_t      SkillLevel = pOustersSkillSlot->getExpLevel();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pOusters);
		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);
		bool bEffected   = pOusters->isFlag(Effect::EFFECT_CLASS_CROSS_GUARD);
		bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && bSatisfyRequire)
		{
			decreaseMana(pOusters, RequiredMP, _GCSkillToSelfOK1);

			// 지속 시간을 계산한다.
			SkillInput input(pOusters, pOustersSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// 이팩트 클래스를 만들어 붙인다.
			EffectCrossGuard* pEffect = new EffectCrossGuard(pOusters);
			pEffect->setDeadline(output.Duration);
			pEffect->setBonus(output.Damage);
			pOusters->addEffect(pEffect);
			pOusters->setFlag(Effect::EFFECT_CLASS_CROSS_GUARD);

			OUSTERS_RECORD prev;
			pOusters->getOustersRecord(prev);
			pOusters->initAllStat();
			pOusters->addModifyInfo(prev, _GCSkillToSelfOK1);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
			_GCSkillToSelfOK1.setGrade(Grade);
		
			_GCSkillToSelfOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
			_GCSkillToSelfOK2.setGrade(Grade);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(pOusters->getX(), pOusters->getY(),  &_GCSkillToSelfOK2, pOusters);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pOusters->getObjectID());
			gcAddEffect.setEffectID(pEffect->getEffectClass());
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &gcAddEffect);

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

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

	__END_CATCH
}
Exemple #11
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void WildWolf::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
throw(Error)
{
    __BEGIN_TRY

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

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

        Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
        //Assert(pTargetCreature != NULL);
        if (pTargetCreature==NULL )
        {
            Item* pTargetItem = pZone->getItem(TargetObjectID);
            if (pTargetItem == NULL || pTargetItem->getItemClass() != Item::ITEM_CLASS_CORPSE )
            {
                executeSkillFailException(pVampire, getSkillType());
                return;
            }

            eatCorpse(pVampire, pTargetItem, pVampireSkillSlot);
            return;
        }

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

        if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA ) )
        {
            eatComaCreature(pVampire, pTargetCreature);
            return;
        }

        GCSkillToObjectOK1 _GCSkillToObjectOK1;
        GCSkillToObjectOK2 _GCSkillToObjectOK2;
        GCSkillToObjectOK5 _GCSkillToObjectOK5;

        SkillType_t       SkillType  = pVampireSkillSlot->getSkillType();
        SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
        Range_t			  Range		 = pSkillInfo->getRange();

        int  RequiredMP         = decreaseConsumeMP(pVampire, pSkillInfo);
        bool bManaCheck         = hasEnoughMana(pVampire, RequiredMP);
        bool bTimeCheck         = verifyRunTime(pVampireSkillSlot);
        bool bRangeCheck        = verifyDistance(pVampire, pTargetCreature, Range);
        bool bHitRoll           = HitRoll::isSuccess(pVampire, pTargetCreature);
        bool bCanHit            = canHit(pVampire, pTargetCreature, getSkillType());
        bool bPK                = verifyPK(pVampire, pTargetCreature);

        if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK)
        {
            SkillInput input(pVampire);
            SkillOutput output;
            computeOutput(input, output);

            Damage_t Damage = output.Damage;
            bool bCriticalHit = false;
            Damage += computeDamage(pVampire, pTargetCreature, 0, bCriticalHit);

            // 마나를 깍는다.
            decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

            EffectSetAfire* pEffect = new EffectSetAfire(pTargetCreature);
            pEffect->setDamage(Damage);
            pEffect->setTick(3);
            pEffect->setNextTime(3);
            pEffect->setTimes(3);
            pEffect->setCasterOID(pVampire->getObjectID());
            pTargetCreature->addEffect(pEffect);

            increaseAlignment(pVampire, pTargetCreature, _GCSkillToObjectOK1);

            // 패킷을 보낸다.
            _GCSkillToObjectOK1.setSkillType(getSkillType());
            _GCSkillToObjectOK1.setCEffectID(CEffectID);
            _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
            _GCSkillToObjectOK1.setDuration(0);

            _GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
            _GCSkillToObjectOK2.setSkillType(getSkillType());
            _GCSkillToObjectOK2.setDuration(0);

            _GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
            _GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
            _GCSkillToObjectOK5.setSkillType(getSkillType());

            pPlayer->sendPacket(&_GCSkillToObjectOK1);

            Player* pTargetPlayer = NULL;

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

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

            cList = pZone->broadcastSkillPacket(pVampire->getX(), pVampire->getY(),
                                                pTargetCreature->getX(), pTargetCreature->getY(), &_GCSkillToObjectOK5, cList);

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

    __END_CATCH
}
Exemple #12
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트
//////////////////////////////////////////////////////////////////////////////
void JabbingVein::execute (Slayer* pSlayer, ObjectID_t TargetObjectID,  SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY __BEGIN_DEBUG

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

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

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

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

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

		GCAttackArmsOK1 _GCAttackArmsOK1;
		GCAttackArmsOK2 _GCAttackArmsOK2;
		GCAttackArmsOK3 _GCAttackArmsOK3;
		GCAttackArmsOK4 _GCAttackArmsOK4;
		GCAttackArmsOK5 _GCAttackArmsOK5;

		// 들고 있는 무기가 없거나, 총 계열 무기가 아니라면 기술을 쓸 수 없다.
		// 총 계열 무기 중에서도 SG나 SR은 JabbingVein를 쓸 수가 없다.
		// SG, SR 도 이제 쓸 수 있다.
		// 2003. 1. 14  by bezz
		Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pWeapon == NULL || isArmsWeapon(pWeapon) == false )
//			pWeapon->getItemClass() == Item::ITEM_CLASS_SG || 
//			pWeapon->getItemClass() == Item::ITEM_CLASS_SR)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		SkillLevel_t      SkillLevel = pSkillSlot->getExpLevel();

		SkillInput input(pSlayer, pSkillSlot);
		SkillOutput output;

		if (pTargetCreature->isPC() )
		{
			input.TargetType = SkillInput::TARGET_PC;
		}
		else
		{
			input.TargetType = SkillInput::TARGET_MONSTER;
		}

		computeOutput(input, output);

		// 페널티 값을 계산한다.
		int ToHitPenalty = getPercentValue(pSlayer->getToHit(), output.ToHit); 

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck   = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck   = verifyRunTime(pSkillSlot);
		bool bRangeCheck  = verifyDistance(pSlayer, pTargetCreature, pWeapon->getRange());
		bool bBulletCheck = (getRemainBullet(pWeapon) > 0) ? true : false;
		bool bHitRoll     = HitRoll::isSuccess(pSlayer, pTargetCreature, ToHitPenalty);
		bool bPK          = verifyPK(pSlayer, pTargetCreature);

		// 총알 숫자는 무조건 떨어뜨린다.
		Bullet_t RemainBullet = 0;
		if (bBulletCheck)
		{
			// 총알 숫자를 떨어뜨리고, 저장하고, 남은 총알 숫자를 받아온다.
			decreaseBullet(pWeapon);
			// 한발쓸때마다 저장할 필요 없다. by sigi. 2002.5.9
			//pWeapon->save(pSlayer->getName(), STORAGE_GEAR, 0, Slayer::WEAR_RIGHTHAND, 0);
			RemainBullet = getRemainBullet(pWeapon);
		}

		if (bManaCheck && bTimeCheck && bRangeCheck && bBulletCheck && bHitRoll && bPK)
		{
			//cout << pSlayer->getName().c_str() << " Attack OK" << endl;
			decreaseMana(pSlayer, RequiredMP, _GCAttackArmsOK1);

			_GCAttackArmsOK5.setSkillSuccess(true);
			_GCAttackArmsOK1.setSkillSuccess(true);

			bool bCriticalHit = false;

			// 데미지를 계산하고, quickfire 페널티를 가한다.
			// output.Damage가 음수이기 때문에, %값을 구해 더하면 결국 빼는 것이 된다.
			int Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);
			Damage += getPercentValue(Damage, output.Damage);
			Damage = max(0, Damage);

			//cout << "JabbingVeinDamage:" << Damage << endl;

			// 데미지를 세팅한다.
			setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCAttackArmsOK2, &_GCAttackArmsOK1);
			computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCAttackArmsOK2, &_GCAttackArmsOK1);

			bool bAffect = true;

			if (pTargetCreature->isMonster())
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				if (pMonster->isMaster() ) bAffect = false;
			}

			if (bAffect && !pTargetCreature->isFlag(Effect::EFFECT_CLASS_JABBING_VEIN) && rand()%100 < output.Range )
			{
				EffectJabbingVein* pEffect = new EffectJabbingVein(pTargetCreature);
				pEffect->setDeadline(output.Duration);
				pTargetCreature->addEffect(pEffect);
				pTargetCreature->setFlag(pEffect->getEffectClass());

				GCAddEffect gcAddEffect;
				gcAddEffect.setObjectID(pTargetCreature->getObjectID());
				gcAddEffect.setEffectID(pEffect->getSendEffectClass());
				gcAddEffect.setDuration(output.Duration);

				pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcAddEffect);
			}

			// 크리티컬 히트라면 상대방을 뒤로 물러나게 한다.
			if (bCriticalHit)
			{
				knockbackCreature(pZone, pTargetCreature, pSlayer->getX(), pSlayer->getY());
			}

			if(!pTargetCreature->isSlayer() ) 
			{
				if (bIncreaseExp)
				{
					shareAttrExp(pSlayer, Damage , 1, 8, 1, _GCAttackArmsOK1);
					increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCAttackArmsOK1, pTargetCreature->getLevel());
					increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCAttackArmsOK1);
				}

				increaseAlignment(pSlayer, pTargetCreature, _GCAttackArmsOK1);
			}
			//}

			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				if (pTargetPlayer != NULL) 
				{ 
					_GCAttackArmsOK2.setObjectID(getSkillType());
					_GCAttackArmsOK2.setObjectID(pSlayer->getObjectID());
					pTargetPlayer->sendPacket(&_GCAttackArmsOK2);
				}
			} 
			else if (pTargetCreature->isMonster())
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pSlayer);
			}

			// 공격자와 상대의 아이템 내구성 떨어트림.
			decreaseDurability(pSlayer, pTargetCreature, NULL, &_GCAttackArmsOK1, &_GCAttackArmsOK2);

			ZoneCoord_t targetX = pTargetCreature->getX();
			ZoneCoord_t targetY = pTargetCreature->getY();
			ZoneCoord_t myX     = pSlayer->getX();
			ZoneCoord_t myY     = pSlayer->getY();
			
			_GCAttackArmsOK1.setSkillType(getSkillType());
			_GCAttackArmsOK1.setObjectID(TargetObjectID);
			_GCAttackArmsOK1.setBulletNum(RemainBullet);

			_GCAttackArmsOK3.setSkillType(getSkillType());
			_GCAttackArmsOK3.setObjectID(pSlayer->getObjectID());
			_GCAttackArmsOK3.setTargetXY (targetX, targetY);
			
			_GCAttackArmsOK4.setSkillType(getSkillType());
			_GCAttackArmsOK4.setTargetObjectID (TargetObjectID);
			
			_GCAttackArmsOK5.setSkillType(getSkillType());
			_GCAttackArmsOK5.setObjectID(pSlayer->getObjectID());
			_GCAttackArmsOK5.setTargetObjectID (TargetObjectID);

			pPlayer->sendPacket(&_GCAttackArmsOK1);

			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pSlayer);
			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCAttackArmsOK5, cList);
			pZone->broadcastPacket(myX, myY, &_GCAttackArmsOK3, cList);
			pZone->broadcastPacket(targetX, targetY, &_GCAttackArmsOK4, cList);

			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormalWithGun(pSlayer, getSkillType(), pTargetCreature, RemainBullet);
			//cout << pSlayer->getName().c_str() << " Fail : " 
			//	<< (int)bManaCheck << (int)bTimeCheck << (int)bRangeCheck 
			//	<< (int)bBulletCheck << (int)bHitRoll << (int)bPK << endl;
		}
	} 
	catch (Throwable &t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_DEBUG __END_CATCH
}
//////////////////////////////////////////////////////////////////////////////
// 아우스터즈 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void SummonGroundElemental::execute(Ousters* pOusters, ZoneCoord_t X, ZoneCoord_t Y, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

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

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

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

		// 데미지와 지속 시간을 계산한다.
		SkillInput input(pOusters, pOustersSkillSlot);
		SkillOutput output;
		computeOutput(input, output);

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/3;
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, X, Y, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);
		bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo);

		bool bTileCheck = false;
		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);
//		if (rect.ptInRect(X, Y))
//		{
//			Tile& tile = pZone->getTile(X, Y);
//			if (tile.canAddEffect()) bTileCheck = true;
//		}

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

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

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


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

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

			// 무뇌정령
			pGroundElemental->setBrain(NULL);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setGrade(Grade);
		
			_GCSkillToTileOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);
			_GCSkillToTileOK3.setGrade(Grade);
			
			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(output.Duration);
			_GCSkillToTileOK4.setGrade(Grade);
		
			_GCSkillToTileOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setGrade(Grade);

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

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

			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

			pOustersSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), NULL, Grade);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType(), Grade);
		//cout << t.toString() << endl;
	}

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

	__END_CATCH
}
Exemple #14
0
//////////////////////////////////////////////////////////////////////////////
// 몬스터 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void IceWave::execute(Monster* pMonster, ZoneCoord_t X, ZoneCoord_t Y)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pMonster != NULL);

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

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

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

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

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

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

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

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

		if (bRangeCheck && bMoveModeCheck)
		{

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

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

			SIMPLE_SKILL_OUTPUT result;

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

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

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

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

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

	__END_CATCH
}
Exemple #15
0
//////////////////////////////////////////////////////////////////////////////
// 몬스터 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void TransformToWolf::execute(Monster* pMonster)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pMonster != NULL);

	try 
	{
		Zone* pZone = pMonster->getZone();
		Assert(pZone != NULL);
		
		SkillType_t SkillType  = SKILL_TRANSFORM_TO_WOLF;
		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

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

		bool bRangeCheck    = checkZoneLevelToUseSkill(pMonster);
		bool bHitRoll       = HitRoll::isSuccessMagic(pMonster, pSkillInfo);
		bool bMoveModeCheck = pMonster->isWalking();
		bool bEffected      = pMonster->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WOLF);

		if (bRangeCheck && bHitRoll && bMoveModeCheck && !bEffected)
		{
			SkillInput input(pMonster);
			SkillOutput output;
			computeOutput(input, output);

			// 이펙트 클래스를 만들어 붙인다.
			EffectTransformToWolf* pEffectTTW = new EffectTransformToWolf(pMonster);
			pEffectTTW->setDeadline(999999999);
			pMonster->addEffect(pEffectTTW);
			pMonster->setFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WOLF);

			// 이로 인해서 변하는 능력치들을 보내준다.
			pMonster->initAllStat();

			// 뱀파이어 대신 늑대를 더하라고 알려준다.
			GCAddWolf gcAddWolf;
			gcAddWolf.setObjectID(pMonster->getObjectID());
			gcAddWolf.setName(pMonster->getName());
			gcAddWolf.setXYDir(x, y, pMonster->getDir());
			gcAddWolf.setItemType(0);
			gcAddWolf.setCurrentHP(pMonster->getHP());
			gcAddWolf.setMaxHP(pMonster->getHP(ATTR_MAX));
			gcAddWolf.setGuildID(1);
			pZone->broadcastPacket(x, y, &gcAddWolf, pMonster);
		} 
		else 
		{
			executeSkillFailNormal(pMonster, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pMonster, getSkillType());
	}

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

	__END_CATCH
}
Exemple #16
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void BackStab::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	SkillInput input(pOusters, pOustersSkillSlot);
	SkillOutput output;
	computeOutput(input, output);

	Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
	if (pWeapon == NULL )
	{
		executeSkillFailException(pOusters, getSkillType());
		return;
	}

	SIMPLE_SKILL_INPUT param;
	param.SkillType     = getSkillType();
//	param.SkillDamage   = output.Damage;

	bool bCritical = false;
	if (HitRoll::isSuccessBackStab(pOusters ) )
	{
		double ratio = (1.0 + (2 * input.SkillLevel / 30.0 ));
		param.SkillDamage = (short unsigned int)(max(1, Random(pWeapon->getMinDamage(), pWeapon->getMaxDamage() ) ) * ratio);
		if (input.SkillLevel == 30 ) param.SkillDamage = (short unsigned int)(param.SkillDamage * 1.1);
		bCritical = true;
	}
	else
	{
		param.SkillDamage = 0;
	}

	param.Delay         = 0;
	param.ItemClass     = Item::ITEM_CLASS_OUSTERS_CHAKRAM;
	param.STRMultiplier = 0;
	param.DEXMultiplier = 0;
	param.INTMultiplier = 0;
	param.bMagicHitRoll = false;
	param.bMagicDamage  = false;
	param.bAdd = true;

	if (input.SkillLevel < 15 ) param.Grade = 0;
	else if (input.SkillLevel < 30 ) param.Grade = 1;
	else param.Grade = 2;

	SIMPLE_SKILL_OUTPUT result;

	g_SimpleMeleeSkill.execute(pOusters, TargetObjectID, pOustersSkillSlot, param, result, CEffectID);

	if (bCritical && result.bSuccess )
	{
		GCAddEffect gcAddEffect;
		gcAddEffect.setObjectID(TargetObjectID);
		if (param.Grade == 0 ) gcAddEffect.setEffectID(Effect::EFFECT_CLASS_BACK_STAB);
		else if (param.Grade == 1 ) gcAddEffect.setEffectID(Effect::EFFECT_CLASS_BACK_STAB_2);
		else gcAddEffect.setEffectID(Effect::EFFECT_CLASS_BACK_STAB_3);

		gcAddEffect.setDuration(0);

		Zone* pZone = pOusters->getZone();
		if (pZone != NULL ) 
		{
			Creature* pCreature = pZone->getCreature(TargetObjectID);
			if (pCreature != NULL )
			{
				pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcAddEffect);
			}
		}
	}

	__END_CATCH
}
Exemple #17
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 인벤토리 핸들러
//////////////////////////////////////////////////////////////////////////////
void TransformToWolf::execute(Vampire* pVampire, ObjectID_t InvenObjectID, ObjectID_t InventoryItemObjectID, CoordInven_t X, CoordInven_t Y, CoordInven_t TargetX, CoordInven_t TargetY, VampireSkillSlot* pSkillSlot)
	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();
		Inventory* pInventory = pVampire->getInventory();

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

		SubInventory* pInventoryItem = NULL;
		int invenID = 0;

		if (InventoryItemObjectID != 0 )
		{
			//cout << "서브 인벤토리에서 사용 : " << InventoryItemObjectID << endl;
			CoordInven_t X, Y;
			pInventoryItem = dynamic_cast<SubInventory*>(pInventory->findItemOID(InventoryItemObjectID, X, Y ));

			TradeManager* pTradeManager = pZone->getTradeManager();
			Assert(pTradeManager != NULL);

			if (pInventoryItem == NULL || pTradeManager->hasTradeInfo(pVampire->getName()) )
			{
				//cout << "근데 서브 인벤토리가 없다." <<endl;
				executeSkillFailException(pVampire, getSkillType());
				return;
			}

			pInventory = pInventoryItem->getInventory();
			invenID = pInventoryItem->getItemID();
		}

		Item* pItem = pInventory->getItem(X, Y);
		Assert(pItem != NULL);

		// 적당한 아이템이 아니라면 당연히 변신할 수 없다.
		// PK존에서는 변신할 수 없다.
		if (pItem->getItemClass() != Item::ITEM_CLASS_VAMPIRE_ETC 
			|| pItem->getItemType() != 0
			|| pVampire->hasRelicItem()
			|| g_pPKZoneInfoManager->isPKZone(pZone->getZoneID() )
			|| pVampire->isFlag(Effect::EFFECT_CLASS_REFINIUM_TICKET )
			|| GDRLairManager::Instance().isGDRLairZone(pZone->getZoneID())
		)
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}
		
		GCSkillToInventoryOK1 _GCSkillToInventoryOK1;

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

		ZoneCoord_t x = pVampire->getX();
		ZoneCoord_t y = 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(pSkillSlot);
		bool bRangeCheck    = checkZoneLevelToUseSkill(pVampire);
		bool bHitRoll       = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus);
		bool bMoveModeCheck = pVampire->isWalking();
		bool bEffected      = pVampire->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WOLF)
								|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)
								|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bMoveModeCheck && !bEffected)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToInventoryOK1);

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

			// 이펙트 클래스를 만들어 붙인다.
			EffectTransformToWolf* pEffectTTW = new EffectTransformToWolf(pVampire);
			pEffectTTW->setDeadline(999999999);
			pVampire->addEffect(pEffectTTW);
			pVampire->setFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WOLF);

			// 이로 인해서 변하는 능력치들을 보내준다.
			VAMPIRE_RECORD prev;
			pVampire->getVampireRecord(prev);
			pVampire->initAllStat();
			pVampire->addModifyInfo(prev, _GCSkillToInventoryOK1);

			_GCSkillToInventoryOK1.setSkillType(SkillType);
			_GCSkillToInventoryOK1.setCEffectID(0);
			_GCSkillToInventoryOK1.setDuration(0);
		
			pPlayer->sendPacket(&_GCSkillToInventoryOK1);

			// 뱀파이어 대신 늑대를 더하라고 알려준다.
			GCAddWolf gcAddWolf;
			gcAddWolf.setObjectID(pVampire->getObjectID());
			gcAddWolf.setName(pVampire->getName());
			gcAddWolf.setXYDir(x, y, pVampire->getDir());
			gcAddWolf.setItemType(pItem->getItemType());
			gcAddWolf.setCurrentHP(pVampire->getHP());
			gcAddWolf.setMaxHP(pVampire->getHP(ATTR_MAX));
			gcAddWolf.setGuildID(pVampire->getGuildID());
			pZone->broadcastPacket(x, y, &gcAddWolf, pVampire);

			decreaseItemNum(pItem, pInventory, pVampire->getName(), STORAGE_INVENTORY, invenID, X, Y);

			if (pVampire->getPetInfo() != NULL )
			{
				pVampire->setPetInfo(NULL);
				sendPetInfo(dynamic_cast<GamePlayer*>(pVampire->getPlayer()), true);
			}

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

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

	__END_CATCH
}
Exemple #18
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Restore::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

		// 뱀파이어만 건드릴 수가 있다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pFromCreature==NULL
			|| !pFromCreature->isVampire())
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1; // 스킬 쓴 넘에게...
		GCMorph1           _GCMorph1;           // 변신 당사자에게..
		GCMorphSlayer2     _GCMorphSlayer2;     // 변신 구경꾼들에게..

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

		bool bRangeCheck = verifyDistance(pSlayer, pFromCreature, pSkillInfo->getRange());
		bool bHitRoll    = true;

		if (bRangeCheck && bHitRoll)
		{
			dropRelicToZone(pFromCreature);
			dropFlagToZone(pFromCreature);

			//////////////////////////////////////////////////////////////////////
			// 각종 존 레벨 정보를 삭제해야 한다.
			//////////////////////////////////////////////////////////////////////

			// 파티 초대 중이라면 정보를 삭제해 준다.
			PartyInviteInfoManager* pPIIM = pZone->getPartyInviteInfoManager();
			Assert(pPIIM != NULL);
			pPIIM->cancelInvite(pFromCreature);

			// 파티 관련 정보를 삭제해 준다.
			int PartyID = pFromCreature->getPartyID();
			if (PartyID != 0)
			{
				// 먼저 로컬에서 삭제하고...
				LocalPartyManager* pLPM = pZone->getLocalPartyManager();
				Assert(pLPM != NULL);
				pLPM->deletePartyMember(PartyID, pFromCreature);

				// 글로벌에서도 삭제해 준다.
				deleteAllPartyInfo(pFromCreature);
			}

			// 트레이드 중이었다면 트레이드 관련 정보를 삭제해준다.
			TradeManager* pTM = pZone->getTradeManager();
			Assert(pTM != NULL);
			pTM->cancelTrade(pFromCreature);

			//////////////////////////////////////////////////////////////////////
			//////////////////////////////////////////////////////////////////////

			Slayer*  pNewSlayer = new Slayer;
			Vampire* pVampire   = dynamic_cast<Vampire*>(pFromCreature);

			// DB에서 혹시 남아있을 지 모르는 흡혈 정보를 삭제해준다.
			Statement* pStmt = NULL;
			BEGIN_DB
			{
				pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement();
				StringStream sql;
				sql << "DELETE FROM EffectBloodDrain WHERE OwnerID = '" + pFromCreature->getName() + "'";
				pStmt->executeQuery(sql.toString());
				SAFE_DELETE(pStmt);
			}
			END_DB(pStmt)

			pNewSlayer->setName(pFromCreature->getName());

			// 크리쳐 안의 플레이어 포인터와 플레이어 안의 크리쳐 포인터를 갱신한다.
			Player* pFromPlayer = pFromCreature->getPlayer();
			pNewSlayer->setPlayer(pFromPlayer);
			GamePlayer* pFromGamePlayer = dynamic_cast<GamePlayer*>(pFromPlayer);
			pFromGamePlayer->setCreature(pNewSlayer);

			// load하면 load한 zone에서 objectID를 받으므로 다시 설정한다. by sigi. 2002.6.4
			pNewSlayer->load();
			pNewSlayer->setZone(pZone);
			pNewSlayer->setObjectID(pFromCreature->getObjectID());
			//pZone->getObjectRegistry().registerObject(pNewSlayer);
			pNewSlayer->setMoveMode(Creature::MOVE_MODE_WALKING);
			
			ZoneCoord_t x    = pFromCreature->getX();
			ZoneCoord_t y    = pFromCreature->getY();
			Dir_t       dir  = pFromCreature->getDir();
			Tile&       tile = pZone->getTile(x, y);

			// 곧 pFromCreature 즉, 원래의 뱀파이어 객체는 지워질 것이므로,
			// PCFinder에 들어가 있는 값은 쓰레기 값이 될 것이다. 
			// 그러므로 뱀파이어 포인터를 지워주고, 새로운 슬레이어 포인터를 더한다.
			g_pPCFinder->deleteCreature(pFromCreature->getName());
			g_pPCFinder->addCreature(pNewSlayer);

			// 길드 현재 접속 멤버 리스트에서 삭제한다.
			if (pVampire->getGuildID() != 0 )
			{
				Guild* pGuild = g_pGuildManager->getGuild(pVampire->getGuildID());
				if (pGuild != NULL )
				{
					pGuild->deleteCurrentMember(pVampire->getName());

					GSGuildMemberLogOn gsGuildMemberLogOn;
					gsGuildMemberLogOn.setGuildID(pGuild->getID());
					gsGuildMemberLogOn.setName(pVampire->getName());
					gsGuildMemberLogOn.setLogOn(false);

					g_pSharedServerManager->sendPacket(&gsGuildMemberLogOn);

					Statement* pStmt = NULL;
					// 디비에 업데이트 한다.
					BEGIN_DB
					{
						pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement();
						pStmt->executeQuery("UPDATE GuildMember SET LogOn = 0 WHERE Name = '%s'", pVampire->getName().c_str());
					}
					END_DB(pStmt)
				}
				else
					filelog("GuildMissing.log", "[NoSuchGuild] GuildID : %d, Name : %s\n", (int)pVampire->getGuildID(), pVampire->getName().c_str());
			}
Exemple #19
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void RefusalEther::execute(Ousters* pOusters, ZoneCoord_t X, ZoneCoord_t Y, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

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

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

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

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

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

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/3;
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, X, Y, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);
		bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo);
		
		bool bTileCheck = false;
		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);
		if (rect.ptInRect(X, Y)) bTileCheck = true;

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck && bSatisfyRequire)
		{
			decreaseMana(pOusters, RequiredMP, _GCSkillToTileOK1);
			list<Creature*> cList;

			for (int ox = X-output.Range; ox <= X+output.Range; ++ox )
			for (int oy = Y-output.Range; oy <= Y+output.Range; ++oy )
			{
				if (!rect.ptInRect(ox,oy) ) continue;

				Tile& rTile = pZone->getTile(ox,oy);
				EffectDarkness* pEffect = dynamic_cast<EffectDarkness*>(rTile.getEffect(Effect::EFFECT_CLASS_DARKNESS));
				int ratio = 0;

				if (pEffect != NULL )
				{
					if (input.SkillLevel <= 15 )
					{
						ratio = (int)(pOusters->getLevel() + (input.SkillLevel * 8.0 / 3.0 ) - pEffect->getLevel());
					}
					else
					{
						ratio = (int)(pOusters->getLevel() + 20 + (input.SkillLevel * 4.0 / 3.0 ) - pEffect->getLevel());
						if (input.SkillLevel == 30 ) ratio = (int)(ratio * 1.1);
					}

					ratio = max(20, ratio);
				}
				else
				{
					continue;
				}

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

				if (bHitRoll2)
				{
					pZone->deleteEffect(pEffect->getObjectID());
					
					Creature* pTargetCreature = NULL;
					if (rTile.hasCreature(Creature::MOVE_MODE_WALKING))
						pTargetCreature = rTile.getCreature(Creature::MOVE_MODE_WALKING);

					GCDeleteEffectFromTile gcDeleteEffectFromTile;
					gcDeleteEffectFromTile.setXY(ox, oy);
					gcDeleteEffectFromTile.setObjectID(pEffect->getObjectID());
					gcDeleteEffectFromTile.setEffectID(Effect::EFFECT_CLASS_DARKNESS);
					pZone->broadcastPacket(ox, oy, &gcDeleteEffectFromTile);

					if (pTargetCreature != NULL && pTargetCreature->isPC() && pTargetCreature->getObjectID() != pOusters->getObjectID() )
						cList.push_back(pTargetCreature);
				}
			}

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setRange(0);
			_GCSkillToTileOK1.setGrade(Grade);

			_GCSkillToTileOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(0);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, ICE_FIELD_SIGHT);
			_GCSkillToTileOK2.setGrade(Grade);

			_GCSkillToTileOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);
			_GCSkillToTileOK3.setGrade(Grade);

			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setRange(0);
			_GCSkillToTileOK4.setDuration(output.Duration);
			_GCSkillToTileOK4.setGrade(Grade);

			_GCSkillToTileOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(0);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setGrade(Grade);

			_GCSkillToTileOK6.setOrgXY(myX, myY);
			_GCSkillToTileOK6.setSkillType(SkillType);
			_GCSkillToTileOK6.setX(X);
			_GCSkillToTileOK6.setY(Y);
			_GCSkillToTileOK6.setDuration(output.Duration);
			_GCSkillToTileOK6.setRange(0);
			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, ICE_FIELD_SIGHT);
			_GCSkillToTileOK6.setGrade(Grade);

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			list<Creature*>::iterator itr = cList.begin();
			list<Creature*>::iterator endItr = cList.end();

			for (; itr != endItr ; ++itr )
			{
				if ((*itr)->isPC() )
				{
					(*itr)->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				}
			}

			cList.push_back(pOusters);

			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList, false);
			
			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);

			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

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

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

	__END_CATCH
}
Exemple #20
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 타일 핸들러 - AR이나 SMG를 들고 있을 경우
//////////////////////////////////////////////////////////////////////////////
void MoleShot::ARSMGexecute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(getSkillType());
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		Level_t 	      SkillLevel = pSkillSlot->getExpLevel();

		Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		Assert(pWeapon != NULL);

		bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);
 
		int  RequiredMP   = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck   = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck   = verifyRunTime(pSkillSlot);
		bool bRangeCheck  = verifyDistance(pSlayer, X, Y, pWeapon->getRange());
		bool bBulletCheck = (getRemainBullet(pWeapon) > 0) ? true : false;

		// 총알 숫자는 무조건 떨어뜨린다.
		Bullet_t RemainBullet = 0;
		if (bBulletCheck)
		{
			decreaseBullet(pWeapon);
			// 한발쓸때마다 저장할 필요 없다. by sigi. 2002.5.9
			// pWeapon->save(pSlayer->getName(), STORAGE_GEAR, 0, Slayer::WEAR_RIGHTHAND, 0);
			RemainBullet = getRemainBullet(pWeapon);
		}

		// 데미지, 투힛 보너스, 좌표와 방향을 구한다.
		int         ToHitBonus    = 0;
		int         DamageBonus   = 0;
		int         ToHitPenalty  = 0;
		int         DamagePenalty = 0;
		ZoneCoord_t myX           = pSlayer->getX();
		ZoneCoord_t myY           = pSlayer->getY();	
		Dir_t       dir           = calcDirection(myX, myY, X, Y);
		bool        bHit          = false; // 한번이라도 맞았는가를 저장하기 위한 변수
		Damage_t    Damage        = 0;     // 마지막으로 입힌 데미지를 저장하기 위한 변수

		// AR이나 SMG일 경우에는 2부터 시작해서 4까지의 splash 데미지를 입힌다.
		int Splash = 1 + pSkillSlot->getExpLevel()/30 + 1;

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

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

			// 음수 값이 돌아온다.
			ToHitPenalty  = getPercentValue(pSlayer->getToHit(), output.ToHit);

			list<Creature*> cList;
			list<Creature*> creatureList;
			getSplashVictims(pZone, X, Y, Creature::CREATURE_CLASS_MAX, creatureList, Splash);

			Level_t maxEnemyLevel = 0;
			uint EnemyNum = 0;

			list<Creature*>::iterator itr = creatureList.begin();
			for (; itr != creatureList.end(); itr++)
			{
				Creature* pTargetCreature = (*itr);
				Assert(pTargetCreature != NULL);

				ToHitBonus  = computeArmsWeaponToHitBonus(pWeapon, myX, myY, pTargetCreature->getX(), pTargetCreature->getY());
				DamageBonus = computeArmsWeaponDamageBonus(pWeapon, myX, myY, pTargetCreature->getX(), pTargetCreature->getY());

				bool bInvokerCheck   = (pTargetCreature->getObjectID() == pSlayer->getObjectID()) ? true : false;
				bool bRaceCheck      = pTargetCreature->isSlayer() || pTargetCreature->isNPC();
				bool bHitRoll        = HitRoll::isSuccess(pSlayer, pTargetCreature, ToHitPenalty + ToHitBonus);
				bool bPK             = verifyPK(pSlayer, pTargetCreature);
				bool bZoneLevelCheck = checkZoneLevelToHitTarget(pTargetCreature);

				if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE )
					|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA )
				)
				{
					bHitRoll = false;
				}

				if (!bInvokerCheck && !bRaceCheck && bHitRoll && bPK && bZoneLevelCheck)
				{
					bool bCriticalHit = false;

					// 데미지를 계산해서 페널티를 가한다.
					// 보너스는 멀티샷 페널티 때문에 음수가 될 수도 있다.
					Damage        = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);
					DamagePenalty = getPercentValue(Damage, output.Damage);
					Damage        = max(0, Damage + DamagePenalty + DamageBonus);

					// 메인 타겟을 제외하고는, 스플래시 데미지를 입는데,
					// 스플래시 데미지는 일반 데미지의 50%다.
					if (pTargetCreature->getX() != X || pTargetCreature->getY() != Y)
					{
						Damage = Damage/2;
					}

					// 소드웨이브와는 달리 크로스 카운터 체크는 하지 않는다.
					ObjectID_t targetObjectID = pTargetCreature->getObjectID();
					cList.push_back(pTargetCreature);
					_GCSkillToTileOK1.addCListElement(targetObjectID);
					_GCSkillToTileOK2.addCListElement(targetObjectID);
					_GCSkillToTileOK5.addCListElement(targetObjectID);
							
					setDamage(pTargetCreature, Damage, pSlayer, getSkillType(), NULL, &_GCSkillToTileOK1);
					computeAlignmentChange(pTargetCreature, Damage, pSlayer, NULL, &_GCSkillToTileOK1);

					// 크리티컬 히트라면 상대방을 뒤로 물러나게 한다.
					if (bCriticalHit)
					{
						knockbackCreature(pZone, pTargetCreature, pSlayer->getX(), pSlayer->getY());
					}

					// 슬레이어가 아닐 경우에만 맞춘 걸로 간주한다.
					if (!pTargetCreature->isSlayer())
					{
						bHit = true;
						if (maxEnemyLevel < pTargetCreature->getLevel() ) maxEnemyLevel = pTargetCreature->getLevel();
						EnemyNum++;
					}
				}
			}

			if (bHit)
			{
				if (bIncreaseExp)
				{
					increaseDomainExp(pSlayer, DomainType , pSkillInfo->getPoint(), _GCSkillToTileOK1, maxEnemyLevel, EnemyNum);
					shareAttrExp(pSlayer, Damage , 1, 8, 1, _GCSkillToTileOK1);
				}
				increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToTileOK1);
			}

			_GCSkillToTileOK1.addShortData(MODIFY_BULLET, RemainBullet);

			decreaseDurability(pSlayer, NULL, pSkillInfo, &_GCSkillToTileOK1, NULL);

			_GCSkillToTileOK1.setSkillType(getSkillType());
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setRange(dir);
			_GCSkillToTileOK1.setDuration(0);
		
			_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK2.setSkillType(getSkillType());
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setRange(dir);
			_GCSkillToTileOK2.setDuration(0);

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

			_GCSkillToTileOK4.setSkillType(getSkillType());
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(0);
			_GCSkillToTileOK4.setRange(dir);
		
			_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK5.setSkillType(getSkillType());
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(dir);
			_GCSkillToTileOK5.setDuration(0);
			
			pPlayer->sendPacket(&_GCSkillToTileOK1);
		
			// 이 기술에 의해 영향을 받는 놈들에게 패킷을 보내줘야 한다.
			for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)
			{
				Creature* pTargetCreature = *itr;
				Assert(pTargetCreature != NULL);

				if (pTargetCreature->isPC())
				{
					_GCSkillToTileOK2.clearList();

					HP_t targetHP = 0;
					if (pTargetCreature->isSlayer())
					{
						targetHP = (dynamic_cast<Slayer*>(pTargetCreature))->getHP();
					}
					else if (pTargetCreature->isVampire())
					{
						targetHP = (dynamic_cast<Vampire*>(pTargetCreature))->getHP();
					}

					_GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP);

					// 아이템의 내구력을 떨어뜨린다.
					decreaseDurability(NULL, pTargetCreature, pSkillInfo, NULL, &_GCSkillToTileOK2);

					// 패킷을 보내준다.
					Player* pPlayer = pTargetCreature->getPlayer();
					Assert(pPlayer != NULL);
					pPlayer->sendPacket(&_GCSkillToTileOK2);
				}
				else if (pTargetCreature->isMonster())
				{
					// 당근 적으로 인식한다.
					Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
					pMonster->addEnemy(pSlayer);
				}
			}

			cList.push_back(pSlayer);

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

			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

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

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

	__END_CATCH
}
Exemple #21
0
void Howl::execute(Vampire* pVampire, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pVampire != NULL);

	// 패킷 핸들러에서 직접 수행하는 기술 핸들러이기 때문에
	// 스킬 핸들러가 널이다.
	//Assert(pSkillSlot != NULL);

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

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

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

		int  RequiredMP = 10;
		bool bManaCheck = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pVampire);
		bool bHitRoll    = (rand()%100)<output.Range;
		bool bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_HOWL);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);

			ZoneCoord_t x = pVampire->getX();
			ZoneCoord_t y = pVampire->getY();
		
			ObjectID_t objectID = pVampire->getObjectID();

			EffectHowl* pEffect = new EffectHowl(pVampire);
			pEffect->setDeadline(output.Duration);

			pVampire->setFlag(Effect::EFFECT_CLASS_HOWL);
			pVampire->addEffect(pEffect);

			VAMPIRE_RECORD prev;
			pVampire->getVampireRecord(prev);
			pVampire->initAllStat();
			pVampire->sendModifyInfo(prev);
			
			_GCSkillToSelfOK1.setSkillType(SKILL_HOWL);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(0);

			_GCSkillToSelfOK2.setObjectID(objectID);
			_GCSkillToSelfOK2.setSkillType(SKILL_HOWL);
			_GCSkillToSelfOK2.setDuration(0);
			
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2, pVampire);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pVampire->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_HOWL);
			gcAddEffect.setDuration(output.Duration);

			pPlayer->sendPacket(&gcAddEffect);
		}
		else
		{
			executeSkillFailNormal(pVampire, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

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

	__END_CATCH
}
Exemple #22
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Revealer::execute(Slayer* pSlayer, 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);

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

		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 = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_REVEALER);
		
		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

			// 기술이 유지되는 시간은 숙련도에 따라서 달라진다.
			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// 이펙트 오브젝트를 생성해서 붙인다.
			EffectRevealer* pEffectRevealer = new EffectRevealer (pSlayer);
			pEffectRevealer->setSkillLevel(pSkillSlot->getExpLevel());
			pEffectRevealer->setDeadline(output.Duration);
			pSlayer->addEffect(pEffectRevealer);
			pSlayer->setFlag(Effect::EFFECT_CLASS_REVEALER);

			// 이 이펙트가 붙음으로써, 안 보이던 것이 보인다.
			pZone->updateMineScan(pSlayer);
			//pZone->updateInvisibleScan(pSlayer);
			pZone->updateHiddenScan(pSlayer);

			// 경험치를 올린다.
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10* (Grade + 1)* 2;
			shareAttrExp(pSlayer, ExpUp, 1, 8, 1, _GCSkillToSelfOK1);
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
//			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
		
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &_GCSkillToSelfOK2, pSlayer);

			// 이펙트가 붙었다고 알려준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_REVEALER);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);

			pSkillSlot->setRunTime(output.Delay);

			uint PartyID = pSlayer->getPartyID();
			if (PartyID != 0)
			{
				LocalPartyManager* pLPM = pZone->getLocalPartyManager();
				pLPM->shareRevealer(PartyID, pSlayer, output.Duration);
			}
		}
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
Exemple #23
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void WillOfLife::execute(Vampire* pVampire, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

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

		// 스킬 레벨에 따라 데미지 보너스가 달라진다.
		SkillInput input(pVampire);
		SkillOutput output;
		computeOutput(input, output);

		int  RequiredMP  = output.Damage;
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pVampire);
		bool bHitRoll    = HitRoll::isSuccessWillOfLife(pVampire);
		bool bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_WILL_OF_LIFE);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);

			// 이펙트 클래스를 만들어 붙인다.
			EffectWillOfLife* pEffect = new EffectWillOfLife(pVampire);
			pEffect->setDeadline(output.Duration);
			pEffect->setBonus(output.Damage);
			pEffect->setNextTime(0);
			pVampire->addEffect(pEffect);
			pVampire->setFlag(Effect::EFFECT_CLASS_WILL_OF_LIFE);

			// 패킷을 만들어 보낸다.
			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);

			GCStatusCurrentHP gcStatusCurrentHP;

			gcStatusCurrentHP.setObjectID(pVampire->getObjectID());
			gcStatusCurrentHP.setCurrentHP(pVampire->getHP());
		
			pZone->broadcastPacket(pVampire->getX(), pVampire->getY(),  &_GCSkillToSelfOK2, pVampire);
			pZone->broadcastPacket(pVampire->getX(), pVampire->getY(),  &gcStatusCurrentHP);

			// 이펙트가 붙었다고 알려준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pVampire->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_WILL_OF_LIFE);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcAddEffect);
		} 
		else 
		{
			executeSkillFailNormal(pVampire, getSkillType(), NULL);
		}

		// set Next Run Time
		if (bTimeCheck ) pVampireSkillSlot->setRunTime(output.Delay);
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

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

	__END_CATCH
}
Exemple #24
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void MagicElusion::execute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

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

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

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, X, Y, pSkillInfo->getRange()) && checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagicElusion(pSlayer);
		
		bool bTileCheck = false;
		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);
		if (rect.ptInRect(X, Y)) bTileCheck = true;

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


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

			Range_t    Range    = 2;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pSlayer);

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

			// watcherList에서 cList에 속하지 않고, caster(pSlayer)를 볼 수 없는 경우는
			// OK4를 보내고.. cList에 추가한다.
			for(list<Creature*>::const_iterator itr = watcherList.begin(); itr != watcherList.end(); itr++)
			{
				bool bBelong = false;
				for(list<Creature*>::const_iterator tItr = cList.begin(); tItr != cList.end(); tItr++)
					if (*itr == *tItr)
						bBelong = true;

				Creature* pWatcher = (*itr);
				if (bBelong == false && canSee(pWatcher, pSlayer) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (pWatcher->isPC())
					{
						pWatcher->getPlayer()->sendPacket(&_GCSkillToTileOK4);
						cList.push_back(*itr);
					}
				}
			}

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

			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);

			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}

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

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


	__END_CATCH
}
Exemple #25
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Expansion::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

		// 무장하고 있는 무기가 널이거나, 도가 아니라면 사용할 수 없다.
		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_SWORD)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		bool bIncreaseDomainExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

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

		ZoneCoord_t X = pSlayer->getX();
		ZoneCoord_t Y = pSlayer->getY();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP(); 
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_EXPANSION);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

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

			// 이펙트 클래스를 만들어 붙인다.
			EffectExpansion* pEffect = new EffectExpansion(pSlayer);
			pEffect->setDeadline(output.Duration);
			pEffect->setHPBonus(output.Damage);
			pSlayer->addEffect(pEffect);
			pSlayer->setFlag(Effect::EFFECT_CLASS_EXPANSION);

			// 이펙트를 적용시킨다.
			pEffect->affect(pSlayer);

			// 경험치를 올린다.
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10*(Grade+1);
			if (bIncreaseDomainExp )
			{
				shareAttrExp(pSlayer, ExpUp, 8, 1, 1, _GCSkillToSelfOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
//				increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);
			}

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_EXPANSION);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);

			pSkillSlot->setRunTime(output.Delay);

			uint PartyID = pSlayer->getPartyID();
			if (PartyID != 0)
			{
				LocalPartyManager* pLPM = pZone->getLocalPartyManager();
				pLPM->shareExpansion(PartyID, pSlayer, output.Duration, output.ToHit);
			}
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
Exemple #26
0
void Flare::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

		// NPC이거나, 슬레이어에게는 Flare를 쓸 수가 없다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| pTargetCreature->isNPC() || pTargetCreature->isSlayer())
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

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

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		SkillLevel_t      SkillLevel = pSkillSlot->getExpLevel();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessFlare(pTargetCreature, SkillLevel) && canAttack(pSlayer, pTargetCreature);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_FLARE);

		//if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && pTargetCreature->getCompetence() == 3)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);

			// 지속 시간을 계산한다.
			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// 이펙트 클래스를 만들어 붙인다.
			EffectFlare* pEffect = new EffectFlare(pTargetCreature);
			//pEffect->setOldSight(13);
			pEffect->setOldSight(pTargetCreature->getSight());
			// 제거할때 level체크하기 위햇서.by sigi. 2002.6.21
			pEffect->setLevel(pSkillInfo->getLevel());	
			pEffect->setDeadline(output.Duration);
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_FLARE);
			pTargetCreature->addEffect(pEffect);

			// 이펙트를 적용시킨다. 
			pEffect->affect(pTargetCreature);

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

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

			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);

			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);
		
			_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.addShortData(MODIFY_VISION, FLARE_SIGHT);
			_GCSkillToObjectOK2.setDuration(0);
		
			_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY (targetX, targetY);
			
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK4.setDuration(0);
			
			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration(0);

			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pSlayer);
			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);
			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);
			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
			} 
			else 
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pSlayer);
			}
		
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(TargetObjectID);
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_FLARE);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);
			
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
Exemple #27
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void SummonCasket::execute(Vampire* pVampire, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID)
throw(Error)
{
    __BEGIN_TRY

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

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

    //cout << "SummonCasket try.." << endl;

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

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

        if (!pVampire->isVampire()
                && !pVampire->isMonster())
        {
            executeSkillFailNormal(pVampire, getSkillType(), NULL);
            return;
        }


        GCSkillToSelfOK1 _GCSkillToSelfOK1;
        GCSkillToSelfOK3 _GCSkillToSelfOK3;

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

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

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

            HitBonus = pRankBonus->getPoint();
        }

        int  RequiredMP     = decreaseConsumeMP(pVampire, pSkillInfo);
        bool bManaCheck     = hasEnoughMana(pVampire, RequiredMP);
        bool bTimeCheck     = verifyRunTime(pSkillSlot);
        bool bRangeCheck    = checkZoneLevelToUseSkill(pVampire);
        bool bHitRoll       = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus);
        bool bTileCheck     = canBurrow(pZone, x, y);
        bool bMoveModeCheck = pVampire->isWalking();
        bool bEffected      = pVampire->isFlag(Effect::EFFECT_CLASS_CASKET);

        if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck && bMoveModeCheck && !bEffected)
        {
            //cout << "SummonCasket Success" << endl;

            decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);

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


            // 뱀파이어를 땅 위에서 삭제하기 이전에 기술 패킷들을 날린다.
            _GCSkillToSelfOK1.setSkillType(SkillType);
            _GCSkillToSelfOK1.setCEffectID(CEffectID);
            _GCSkillToSelfOK1.setDuration(output.Duration);

            _GCSkillToSelfOK3.setXY(x, y);
            _GCSkillToSelfOK3.setSkillType(SkillType);
            _GCSkillToSelfOK3.setDuration(output.Duration);

            pPlayer->sendPacket(&_GCSkillToSelfOK1);
            pZone->broadcastPacket(x, y, &_GCSkillToSelfOK3, pVampire);

            //---------------------------------------------------------------
            // 기존의 지속 마법 효과를 제거한다.
            //---------------------------------------------------------------
            EffectManager* pEffectManager = pVampire->getEffectManager();
            Assert(pEffectManager!=NULL);

            Effect* pCheckEffect = NULL;

            // 사용자의 level을 구한다.
            int userLevel = pVampire->getLevel();

            Effect::EffectClass effectClass;

            // EFFECT_CLASS_FLARE
            effectClass = Effect::EFFECT_CLASS_FLARE;
            pCheckEffect = pEffectManager->findEffect(effectClass);
            if (pCheckEffect!=NULL)
            {
                int level =	(dynamic_cast<EffectFlare*>(pCheckEffect))->getLevel();

                if (level < userLevel)
                {
                    pEffectManager->deleteEffect(effectClass);
                    pVampire->removeFlag(effectClass);
                }
            }

            // EFFECT_CLASS_DOOM
            effectClass = Effect::EFFECT_CLASS_DOOM;
            pCheckEffect = pEffectManager->findEffect(effectClass);
            if (pCheckEffect!=NULL)
            {
                int level =	(dynamic_cast<EffectDoom*>(pCheckEffect))->getLevel();

                if (level < userLevel)
                {
                    pEffectManager->deleteEffect(effectClass);
                    pVampire->removeFlag(effectClass);
                }
            }

            // EFFECT_CLASS_SEDUCTION
            effectClass = Effect::EFFECT_CLASS_SEDUCTION;
            pCheckEffect = pEffectManager->findEffect(effectClass);
            if (pCheckEffect!=NULL)
            {
                int level =	(dynamic_cast<EffectSeduction*>(pCheckEffect))->getLevel();

                if (level < userLevel)
                    pEffectManager->deleteEffect(effectClass);
                pVampire->removeFlag(effectClass);
            }


            //---------------------------------------------------------------
            // 이펙트 오브젝트를 생성해 붙인다.
            //---------------------------------------------------------------
            EffectSummonCasket* pEffect = new EffectSummonCasket(pVampire);
            pEffect->setDeadline(99999999);
            pEffect->setType(0);
            pVampire->addEffect(pEffect);
            pVampire->setFlag(Effect::EFFECT_CLASS_CASKET);

            // SUMMON CASKET 에 의해 변하는 능력치가 변한다.. 2002.12.13  by bezz.
            VAMPIRE_RECORD prev;

            pVampire->getVampireRecord(prev);
            pVampire->initAllStat();
            pVampire->sendRealWearingInfo();
            pVampire->sendModifyInfo(prev);

            GCAddEffect gcAddEffect;
            gcAddEffect.setObjectID(pVampire->getObjectID());
            gcAddEffect.setEffectID(Effect::EFFECT_CLASS_CASKET);
            gcAddEffect.setDuration(output.Duration);
            pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcAddEffect, pVampire);

            pSkillSlot->setRunTime();
        }
        else
        {
            //cout << "SummonCasket Failed" << endl;
            executeSkillFailNormal(pVampire, getSkillType(), NULL);
        }
    }
    catch(Throwable & t)
    {
        //cout << "SummonCasket Failed2" << endl;
        executeSkillFailException(pVampire, getSkillType());
    }

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

    __END_CATCH

}
Exemple #28
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
}
Exemple #29
0
void InstallMine::execute(Slayer* pSlayer, ObjectID_t, CoordInven_t X, CoordInven_t Y, CoordInven_t TargetX, CoordInven_t TargetY, SkillSlot* pSkillSlot) 
	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);

		GCSkillToInventoryOK1 _GCSkillToInventoryOK1;
//		GCSkillToTileOK1 _GCSkillToTileOK1;
//		GCSkillToTileOK5 _GCSkillToTileOK5;

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

		// 명중률.
		//ToHit_t ToHit = pSlayer->getToHit();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		ZoneCoord_t slayerX = pSlayer->getX(), slayerY = pSlayer->getY();
		bool bInstallAction = false;

		Mine* pMine = NULL;

		Inventory * pInventory = pSlayer->getInventory();
		Assert(pInventory != NULL);

		if(bManaCheck && bTimeCheck &&bRangeCheck ) {
			// mine을 찾는다.
			Item* pItem = pInventory->getItem(X, Y);
			if(pItem != NULL && pItem->getItemClass() == Item::ITEM_CLASS_MINE)
			{
				bInstallAction = true;
				pMine = dynamic_cast<Mine*>(pItem);
			}
		}


		// 기술의 성패를 따진다.
		if (bInstallAction ) 
		{
			//Range_t Range = 1; 

			GCSkillToInventoryOK1 _GCSkillToInventoryOK1;
//			GCSkillToInventoryOK5 _GCSkillToInventoryOK5;
		
			ItemInfo*       pItemInfo = g_pItemInfoManager->getItemInfo(Item::ITEM_CLASS_MINE, pMine->getItemType());

			Damage_t MinDamage = pItemInfo->getMinDamage();
			Damage_t MaxDamage = pItemInfo->getMaxDamage();

			Damage_t RealDamage = MinDamage + (max (0, ((int)MaxDamage * (int)SkillLevel / 100 ) - MinDamage ));

			Mine * pInstallMine = new Mine();
			ObjectRegistry& OR = pZone->getObjectRegistry();
			OR.registerObject(pInstallMine);

			Assert(pInstallMine != NULL);
			pInstallMine->setItemType(pMine->getItemType()); 
			pInstallMine->setDir(TargetX); 
			pInstallMine->setDamage(RealDamage); 
			pInstallMine->setInstallerName(pSlayer->getName());
			pInstallMine->setInstallerPartyID(pSlayer->getPartyID());
			pInstallMine->setFlag(Effect::EFFECT_CLASS_INSTALL);

			// 아이템 사라지는게 3분인거 때문에 지뢰도 사라졌는데.. 
			// 10분으로 고정. by sigi. 2002.11.3
			TPOINT pt = pZone->addItem(pInstallMine, slayerX, slayerY, true, 6000);

			// EXP up
			Exp_t Point = pSkillInfo->getPoint();

			shareAttrExp(pSlayer, 100, 1, 8, 1, _GCSkillToInventoryOK1);
			increaseDomainExp(pSlayer, SKILL_DOMAIN_GUN, Point, _GCSkillToInventoryOK1);
			increaseSkillExp(pSlayer, SKILL_DOMAIN_GUN, pSkillSlot, pSkillInfo, _GCSkillToInventoryOK1);

			decreaseMana(pSlayer, RequiredMP, _GCSkillToInventoryOK1);
			decreaseItemNum(pMine, pInventory, pSlayer->getName(), STORAGE_INVENTORY, 0, X, Y);


			_GCSkillToInventoryOK1.setObjectID(pInstallMine->getObjectID());
			_GCSkillToInventoryOK1.setSkillType(SkillType);
			_GCSkillToInventoryOK1.setCEffectID(0);
			_GCSkillToInventoryOK1.setX(X);
			_GCSkillToInventoryOK1.setY(Y);
			_GCSkillToInventoryOK1.setDuration(0);

			/*
			_GCSkillToInventoryOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToInventoryOK5.setSkillType(SkillType);
			_GCSkillToInventoryOK5.setX(X);
			_GCSkillToInventoryOK5.setY(Y);
			_GCSkillToInventoryOK5.setRange(Range);
			_GCSkillToInventoryOK5.setDuration(0);
			*/

			pPlayer->sendPacket(&_GCSkillToInventoryOK1);

			// mine을 볼 수 없게 된 자들에게는 삭제 
			addInstalledMine(pZone, pInstallMine, pt.x, pt.y);

//			pZone->broadcastPacket(slayerX, slayerY, &_GCSkillToInventoryOK5, pSlayer);

	//        cout << "Run Skill : " << (int)SkillType << endl;
			// Set NextTime
			pSkillSlot->setRunTime();

		} 
		else 
		{
			GCSkillFailed1 _GCSkillFailed1;
			GCSkillFailed2 _GCSkillFailed2;

			executeSkillFailException(pSlayer, getSkillType());
		}

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

	__END_CATCH
}
Exemple #30
0
void DestructionSpear::execute(Ousters* pOusters, ZoneCoord_t X, ZoneCoord_t Y, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

	if (pTargetCreature==NULL
		|| !canAttack(pOusters, pTargetCreature )
		|| pTargetCreature->isNPC())
	{
		executeSkillFailException(pOusters, getSkillType());
		return;
	}*/

/*	if (pTargetCreature->isSlayer() )
	{
		Slayer* pSlayer = dynamic_cast<Slayer*>(pTargetCreature);
		targetLevel = pSlayer->getHighestSkillDomainLevel();
	}
	else
	{
		targetLevel = pTargetCreature->getLevel();
	}*/

	SkillInput input(pOusters, pOustersSkillSlot);
	SkillOutput output;
	computeOutput(input, output);

	Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
	if (pWeapon == NULL )
	{
		executeSkillFailException(pOusters, getSkillType());
		return;
	}

	SIMPLE_SKILL_INPUT param;
	param.SkillType     = getSkillType();
	param.SkillDamage   = output.Damage;

	param.Delay         = output.Delay;
	param.ItemClass     = Item::ITEM_CLASS_OUSTERS_CHAKRAM;
	param.STRMultiplier = 0;
	param.DEXMultiplier = 0;
	param.INTMultiplier = 0;
	param.bMagicHitRoll = false;
	param.bMagicDamage  = false;
	param.bAdd = true;

	SIMPLE_SKILL_OUTPUT result;

	int offset = 0;

	OustersSkillSlot* pMastery = pOusters->hasSkill(SKILL_DESTRUCTION_SPEAR_MASTERY);
	if (pMastery != NULL )
	{
		offset = 1;
		if (pMastery->getExpLevel() <= 15 )
			param.SkillDamage = min(70,param.SkillDamage + 10 + pMastery->getExpLevel()/3);
		else
			param.SkillDamage = min(90,param.SkillDamage + 10 + pMastery->getExpLevel()/2);
		param.Grade=4;
	}

	for (int i=-offset; i<=offset; ++i )
	for (int j=-offset; j<=offset; ++j )
		param.addMask(i, j, 100);

	g_SimpleTileMissileSkill.execute(pOusters, X, Y, pOustersSkillSlot, param, result, CEffectID);

	list<Creature*>::iterator itr = result.targetCreatures.begin();
	for (; itr != result.targetCreatures.end() ; ++itr )
	{
		Creature* pTargetCreature = *itr;
		if (pTargetCreature->getX() == X && pTargetCreature->getY() == Y )
		{
			GCModifyInformation gcMI, gcAttackerMI;
			Damage_t damage = computeElementalCombatSkill(pOusters, pTargetCreature, gcAttackerMI);
			if (damage != 0 )
			{
				::setDamage(pTargetCreature, damage, pOusters, SKILL_DESTRUCTION_SPEAR, &gcMI, &gcAttackerMI);
				if (pTargetCreature->isPC() ) pTargetCreature->getPlayer()->sendPacket(&gcMI);

				if (pTargetCreature->isDead())
				{
					int exp = computeCreatureExp(pTargetCreature, 70, pOusters);
					shareOustersExp(pOusters, exp, gcAttackerMI);
				}

				pOusters->getPlayer()->sendPacket(&gcAttackerMI);
			}
		}

		if (!pTargetCreature->isFlag(Effect::EFFECT_CLASS_DESTRUCTION_SPEAR ) && result.bSuccess )
		{
			int targetLevel = pTargetCreature->getLevel();
			int ratio = 0;

			if (input.SkillLevel <= 15 )
			{
				ratio = max(20, min(80, (int)(pOusters->getLevel() + (input.SkillLevel * 8.0 / 3.0) - targetLevel ) ));
			}
			else
			{
				ratio = max(20, min(80, (int)(pOusters->getLevel() + 20.0 + (input.SkillLevel * 4.0 / 3.0) - targetLevel ) ));
			}

			if (rand() % 100 < ratio )
			{

				EffectDestructionSpear* pEffect = new EffectDestructionSpear(pTargetCreature);
				Assert(pEffect != NULL);

				pEffect->setDamage(2 + (input.SkillLevel/3 ));
				pEffect->setNextTime(20);
				pEffect->setCasterID(pOusters->getObjectID());
				pEffect->setDeadline(output.Duration);

				if (pTargetCreature->getX() == X && pTargetCreature->getY() == Y )
					pEffect->setSteal(true);

				pTargetCreature->setFlag(Effect::EFFECT_CLASS_DESTRUCTION_SPEAR);
				pTargetCreature->addEffect(pEffect);

				GCAddEffect gcAddEffect;
				gcAddEffect.setObjectID(pTargetCreature->getObjectID());
				gcAddEffect.setEffectID(pEffect->getSendEffectClass());
				gcAddEffect.setDuration(output.Duration);

				pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcAddEffect);
			}
		}
	}

	__END_CATCH
}