Esempio n. 1
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 인벤토리 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodyTunnel::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);

		// 전쟁 존이라면 BloodyTunnel를 사용할 수 없다.
		// 일단은 ZoneID로 가는데.. ZoneInfo에 넣도록 해야한다.
		///*
		//if (pZone->getZoneID()==1122 || pZone->getZoneID()==1123)
		// 이벤트 경기장/OX 막기. by sigi. 2002.8.31
		//int zoneID = pZone->getZoneID();
		//if (zoneID==1005 || zoneID==1006)
		if (pZone->isNoPortalZone()
			|| pZone->isMasterLair()
			|| pZone->isCastle()
			|| pZone->isHolyLand())
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}
		//*/

		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);
		// 아이템이 없거나, 뱀파이어 포탈 아이템이 아니거나, OID가 틀리다면 기술 사용 불가
		if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_VAMPIRE_PORTAL_ITEM || pItem->getObjectID() != InvenObjectID)
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		VampirePortalItem* pVampirePortalItem = dynamic_cast<VampirePortalItem*>(pItem);
		Assert(pVampirePortalItem != NULL);

		// 뱀파이어 포탈 아이템에 기록된 위치가 없을 경우에는 실패다.
		ZoneID_t    zoneid = pVampirePortalItem->getZoneID();
		ZoneCoord_t tx     = pVampirePortalItem->getX();
		ZoneCoord_t ty     = pVampirePortalItem->getY();
		if (zoneid == 0)
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		// 얻어온 목표 존과 좌표를 검증한다.
		Zone* pTargetZone = getZoneByZoneID(zoneid);

		// 아담의 성지와 다른 존과는 연결되지 않는다.
		if (pZone->isHolyLand() != pTargetZone->isHolyLand())
		{
			executeSkillFailException(pVampire, getSkillType());
			return;
		}

		//cout << "타겟 존 포인터 획득 성공" << endl;

		VSRect* pRect = pTargetZone->getOuterRect();

		if (!pRect->ptInRect(tx, ty))
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		//cout << "좌표 검증 성공" << endl;
		
		GCSkillToInventoryOK1 _GCSkillToInventoryOK1;

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

		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);
		bool bHitRoll       = true;

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

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

			// 각각의 존에다가 포탈을 더한다.
			ZONE_COORD s_coord;
			ZONE_COORD t_coord;

			s_coord.id = pZone->getZoneID();
			s_coord.x  = pVampire->getX();
			s_coord.y  = pVampire->getY();

			t_coord.id = pTargetZone->getZoneID();
			t_coord.x  = tx;
			t_coord.y  = ty;

			pZone->addVampirePortal(s_coord.x, s_coord.y, pVampire, t_coord);
			pTargetZone->addVampirePortal(t_coord.x, t_coord.y, pVampire, s_coord);

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

			// 차지 수를 줄인다.
			pVampirePortalItem->setCharge(pVampirePortalItem->getCharge()-1);

			if (pVampirePortalItem->getCharge() > 0)
			{
				// 아직 차지가 남았다면 살려둔다.
				pVampirePortalItem->save(pVampire->getName(), STORAGE_INVENTORY, invenID, X, Y);
			}
			else
			{
				// 포탈 아이템의 차지가 다 소모되었다면 삭제시킨다.
				pInventory->deleteItem(X, Y);
				pVampirePortalItem->destroy();

				// 아이템 포인터 자체가 지워지고, NULL이 되면,
				// 이펙트 내부에서의 아이템 포인터도 NULL이 되겠지...
				SAFE_DELETE(pVampirePortalItem);
			}

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

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

	__END_CATCH
}
Esempio n. 2
0
void CGTradeAddItemHandler::executeOusters (CGTradeAddItem* pPacket , Player* pPlayer)
	 throw(ProtocolException , Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

	// 상위 함수에서 에러를 검사했기 때문에,
	// 여기서는 포인터가 널인지를 검사하지 않는다.
	ObjectID_t   TargetOID   = pPacket->getTargetObjectID();
	ObjectID_t   ItemOID     = pPacket->getItemObjectID();
	GamePlayer*  pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
	Creature*    pPC         = pGamePlayer->getCreature();
	Zone*        pZone       = pPC->getZone();
	PlayerCreature*    pTargetPC   = dynamic_cast<PlayerCreature*>(pZone->getCreature(TargetOID));

	// NoSuch제거. by sigi. 2002.5.2
	if (pTargetPC==NULL) return;

	Ousters*     pSender     = dynamic_cast<Ousters*>(pPC);

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

	// 교환 대상에 추가할 아이템의 포인터를 얻어낸다.
	CoordInven_t X, Y;
	Inventory*   pInventory = pSender->getInventory();
	Item*        pItem      = pInventory->findItemOID(ItemOID, X, Y);

	// 추가할 아이템이 없다면 당연히 더 이상 처리가 불가능
	// Relic은 교환할 수 없다.
	if (pItem == NULL
	|| !canTrade(pItem )
	|| pSender->getStore()->hasItem(pItem)
	|| (pItem->getItemClass() == Item::ITEM_CLASS_SUB_INVENTORY && hasItemWithItemClass(pTargetPC, Item::ITEM_CLASS_SUB_INVENTORY ) )
    )
	{
		pTradeManager->cancelTrade(pPC);
		executeError(pPacket, pPlayer, GC_TRADE_ERROR_CODE_ADD_ITEM);
		return;
	}


//
//#ifdef __XMAS_EVENT_CODE__
	// 녹색 선물 상자인 경우에는, 상대방에게 적색 선물 상자가 없는지 검사한 후, 
	// 인증 패킷을 보내줘야 한다.
	if (pItem->getItemClass() == Item::ITEM_CLASS_EVENT_GIFT_BOX)
	{
		PlayerCreature* pReceiver = dynamic_cast<PlayerCreature*>(pTargetPC);
		Item* pExtraSlotItem = pReceiver->getExtraInventorySlotItem();

		if (pItem->getItemType() == 0)
		{
			Inventory* pTargetInventory = pReceiver->getInventory();
			if (pTargetInventory->hasRedGiftBox())
			{
				// 적색 선물 상자를 가지고 있다면 더할 수 없다. 리턴시킨다.
				GCTradeVerify gcTradeVerify;
				gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_FAIL);
				pPlayer->sendPacket(&gcTradeVerify);
				return;
			}
			else if (pExtraSlotItem != NULL)
			{
				if (pExtraSlotItem->getItemClass() == Item::ITEM_CLASS_EVENT_GIFT_BOX && pExtraSlotItem->getItemType() == 1)
				{
					GCTradeVerify gcTradeVerify;
					gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_FAIL);
					pPlayer->sendPacket(&gcTradeVerify);
					return;
				}
			}
			else
			{
				// 적색 선물 상자를 가지고 있지 않다면, 걍 넘어간다.
				GCTradeVerify gcTradeVerify;
				gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_OK);
				pPlayer->sendPacket(&gcTradeVerify);
			}
		}
		else if (pItem->getItemType() == 1)
		{
			// 적색 선물 상자는 교환 품목이 될 수 없다.
			GCTradeVerify gcTradeVerify;
			gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_FAIL);
			pPlayer->sendPacket(&gcTradeVerify);
			return;
		}
	}
//#endif
//

	TradeInfo* pInfo1 = pTradeManager->getTradeInfo(pSender->getName());
	TradeInfo* pInfo2 = pTradeManager->getTradeInfo(pTargetPC->getName());

	list<Item*>      tradeList1  = pInfo1->getItemList();

	if (pItem->getItemClass() == Item::ITEM_CLASS_EVENT_GIFT_BOX && pItem->getItemType() > 1 && pItem->getItemType() < 6)
	{
		for (list<Item*>::iterator itr = tradeList1.begin(); itr != tradeList1.end(); itr++)
		{
			Item* pTradeItem = (*itr);
			if (pTradeItem->getItemClass() == Item::ITEM_CLASS_EVENT_GIFT_BOX && pTradeItem->getItemType() > 1 && pTradeItem->getItemType() < 6)	
			{
				GCTradeVerify gcTradeVerify;
				gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_FAIL);
				pPlayer->sendPacket(&gcTradeVerify);
				return;
			}
		}

		GCTradeVerify gcTradeVerify;
		gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_OK);
		pPlayer->sendPacket(&gcTradeVerify);
	}
	else if (pItem->getItemClass() == Item::ITEM_CLASS_EVENT_GIFT_BOX && pItem->getItemType() >= 6)
	{
		GCTradeVerify gcTradeVerify;
		gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_OK);
		pPlayer->sendPacket(&gcTradeVerify);
	}


	// TradeManager에 교환 대상으로서 아이템을 더한다.
	//Assert(pInfo1->addItem(pItem));
	pInfo1->addItem(pItem);

	// 현재 OK를 누른 상태라면, 클라이언트에게 인증 패킷을 보내줘야 한다.
	if (pInfo1->getStatus() == TRADE_FINISH)
	{
        //cout << "CGTradeRemoveItem [" << pSender->getName() << "]의 상태가 TRADE_FINISH이므로, 인증 패킷을 보내준다." << endl;

		// 인증 패킷을 날려준다.
		GCTradeVerify gcTradeVerify;
		gcTradeVerify.setCode(GC_TRADE_VERIFY_CODE_ADD_ITEM_WHEN_ACCEPT);
		pPlayer->sendPacket(&gcTradeVerify);
	}
    else
    {
		//cout << "CGTradeRemoveItem [" << pSender->getName() << "]의 상태가 TRADE_FINISH가 아니므로, 인증 패킷 날리지 않는다." << endl;
    }

	// 아이템을 더하거나 뺄 경우, 상태가 TRADE_FINISH라면 
	// TRADE_TRADING으로 바꿔줘야 한다.
	pInfo1->setStatus(TRADE_TRADING);
	pInfo2->setStatus(TRADE_TRADING);

	// 상대방에게 날려줄 아이템 정보를 구성한다.
	GCTradeAddItem gcTradeAddItem;
	makeGCTradeAddItemPacket(&gcTradeAddItem, pSender->getObjectID(), pItem, X, Y);

	// 상대방에게 교환할 아이템 정보를 날려준다.
	Player* pTargetPlayer = pTargetPC->getPlayer();
	pTargetPlayer->sendPacket(&gcTradeAddItem);

#endif

	__END_DEBUG_EX __END_CATCH
}
Esempio n. 3
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
}