コード例 #1
0
ファイル: IceField.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void IceField::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);

	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;
		}

		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();
		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);

			int grade = 0;

			if (input.SkillLevel <= 10 ) grade = 0;
			else if (input.SkillLevel <= 20 ) grade = 1;
			else if (input.SkillLevel < 30 ) grade = 2;
			else grade = 3;

			list<Creature*> cList;	// denier list
			
			for (int i=0; i<m_MaskNum[grade]; i++)
			{
				POINT& pt = m_IceFieldMask[grade][i];

				int tileX = X+pt.x;
				int tileY = Y+pt.y;

				if (rect.ptInRect(tileX, tileY))
				{
					Tile& tile = pZone->getTile(tileX, tileY);
					if (tile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION) ) continue;

					// 현재 타일에다 이펙트를 추가할 수 있다면...
					if (tile.canAddEffect())
					{
						// 같은 effect가 있으면 지운다.
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_ICE_FIELD);
						if (pOldEffect != NULL)
						{
							ObjectID_t effectID = pOldEffect->getObjectID();
							pZone->deleteEffect(effectID);// fix me
						}

						// 이펙트 클래스를 생성한다.
						EffectIceField* pEffect = new EffectIceField(pZone , tileX, tileY);
						pEffect->setCasterName(pOusters->getName());
						pEffect->setCasterID(pOusters->getObjectID());
						pEffect->setDeadline(output.Duration);
						pEffect->setDuration(output.Range);
						pEffect->setNextTime(0);
						pEffect->setTick(output.Tick);

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

						const list<Object*>& oList = tile.getObjectList();
						for(list<Object*>::const_iterator itr = oList.begin(); itr != oList.end(); itr++) 
						{
							Object* pTarget = *itr;
							Creature* pTargetCreature = NULL;
							if (pTarget->getObjectClass() == Object::OBJECT_CLASS_CREATURE 
								&& ((pTargetCreature = dynamic_cast<Creature*>(pTarget))->isSlayer() || pTargetCreature->isVampire() )
								&& !checkZoneLevelToHitTarget(pTargetCreature )
							) 
							{
								cList.push_back(pTargetCreature);
								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());

								pEffect->affect(pTargetCreature);
							}
//								pEffect->affect(pTarget);
						}
					}	
				}	
			}

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

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

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

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

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

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

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

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pOusters);

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

			// watcherList에서 cList에 속하지 않고, caster(pOusters)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, pOusters) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (!pWatcher->isPC())
					{
						//cout << "IceField : 왓처 리스트가 PC가 아닙니다." << endl;
//						GCSkillFailed1 _GCSkillFailed1;
//						_GCSkillFailed1.setSkillType(getSkillType());
//						pOusters->getPlayer()->sendPacket(&_GCSkillFailed1);

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

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

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

	__END_CATCH
}
コード例 #2
0
ファイル: BloodyWall.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodyWall::execute(Vampire* pVampire, ZoneCoord_t X, ZoneCoord_t Y, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

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

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

		// Knowledge of 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();
		}

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, X, Y, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);
		
		bool 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)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1);

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

			Dir_t 	   Dir		= getDirectionToPosition(myX, myY, X, Y);

			list<Creature*> cList;	// denier list
			
			for (int i=0; i<5; i++)
			{
				POINT& pt = m_BloodyWallMask[Dir][i];

				int tileX = X+pt.x;
				int tileY = Y+pt.y;

				if (rect.ptInRect(tileX, tileY))
				{
					Tile& tile = pZone->getTile(tileX, tileY);
					if (tile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION )!=NULL ) continue;

					// 현재 타일에다 이펙트를 추가할 수 있다면...
					if (tile.canAddEffect())
					{
						// 같은 effect가 있으면 지운다.
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_BLOODY_WALL);
						if (pOldEffect != NULL)
						{
							ObjectID_t effectID = pOldEffect->getObjectID();
							pZone->deleteEffect(effectID);// fix me
						}
					
						// 이펙트 클래스를 생성한다.
						EffectBloodyWall* pEffect = new EffectBloodyWall(pZone , tileX, tileY);
						pEffect->setCasterName(pVampire->getName());
						pEffect->setCasterID(pVampire->getObjectID());
						pEffect->setClan(Creature::CREATURE_CLASS_VAMPIRE, pVampire->getClanType());
						pEffect->setDamage(output.Damage);
						pEffect->setDeadline(output.Duration);
						pEffect->setLevel(pVampire->getINT());
						pEffect->setNextTime(0);
						pEffect->setTick(output.Tick);

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

						const list<Object*>& oList = tile.getObjectList();
						for(list<Object*>::const_iterator itr = oList.begin(); itr != oList.end(); itr++) 
						{
							Object* pTarget = *itr;
							Creature* pTargetCreature = NULL;
							if (pTarget->getObjectClass() == Object::OBJECT_CLASS_CREATURE 
								&& ((pTargetCreature = dynamic_cast<Creature*>(pTarget))->isSlayer() || pTargetCreature->isOusters() )
								&& !checkZoneLevelToHitTarget(pTargetCreature )
							) 
							{
								cList.push_back(pTargetCreature);
								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());

								pEffect->affect(pTargetCreature);
							}
//								pEffect->affect(pTarget);
						}
					}	
				}	
			}

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

			_GCSkillToTileOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(Dir);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, BLOODY_WALL_SIGHT);

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

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

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

			_GCSkillToTileOK6.setOrgXY(myX, myY);
			_GCSkillToTileOK6.setSkillType(SkillType);
			_GCSkillToTileOK6.setX(X);
			_GCSkillToTileOK6.setY(Y);
			_GCSkillToTileOK6.setDuration(output.Duration);
			_GCSkillToTileOK6.setRange(Dir);
			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, BLOODY_WALL_SIGHT);

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

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pVampire);

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

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

				Creature* pWatcher = (*itr);
				if (bBelong == false && canSee(pWatcher, pVampire) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (!pWatcher->isPC())
					{
						//cout << "BloodyWall : 왓처 리스트가 PC가 아닙니다." << endl;
						GCSkillFailed1 _GCSkillFailed1;
						_GCSkillFailed1.setSkillType(getSkillType());
						pVampire->getPlayer()->sendPacket(&_GCSkillFailed1);

						//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
						return;
					}
					pWatcher->getPlayer()->sendPacket(&_GCSkillToTileOK4);
					cList.push_back(*itr);
				}
			}
					
			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList, false);
			
			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			
			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

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

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

	__END_CATCH
}
コード例 #3
0
void EffectSpiritGuard::affect(Creature* pCastCreature)
	throw(Error)
{
	__BEGIN_TRY

	Assert(pCastCreature != NULL);

	if (!pCastCreature->isSlayer() )
		return;

	Player* pPlayer = dynamic_cast<Player*>(pCastCreature->getPlayer());
	Assert(pPlayer != NULL);

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

	SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SKILL_SPIRIT_GUARD);
	if (pSkillInfo == NULL )
	{
		return;
	}

	GCModifyInformation gcAttackerMI;

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

	VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);

	ZoneCoord_t Cx = pCastCreature->getX();
	ZoneCoord_t Cy = pCastCreature->getY();

	bool isHit = false;

	Level_t maxEnemyLevel = 0;
	uint EnemyNum = 0;

	for (int x=-1; x<=1; x++ )
	{
		for (int y=-1; y<=1; y++ )
		{
			if (x == 0 && y == 0 ) continue;

			int X = Cx + x;
			int Y = Cy + y;

			if (!rect.ptInRect(X, Y ) ) continue;

			// 타일안에 존재하는 오브젝트를 가져온다.
			Tile& tile = pZone->getTile(X, Y);

			if(tile.hasCreature(Creature::MOVE_MODE_WALKING) )
			{
				Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);
				Assert(pCreature != NULL);

				// 자신은 맞지 않는다. 무적도 안 맞는다. 슬레이어도 안 맞느다.
				// 안전지대 체크
				// 2003.1.10 by bezz, Sequoia
				if (pCreature == m_pTarget
				  || !canAttack(pCastCreature, pCreature )
				  || pCreature->isFlag(Effect::EFFECT_CLASS_COMA )
				  || pCreature->isSlayer() 
				  || pCreature->isNPC()
				  || !checkZoneLevelToHitTarget(pCreature)
				)
				{
					continue;
				}

				isHit = true;

				if (maxEnemyLevel < pCreature->getLevel() ) maxEnemyLevel = pCreature->getLevel();
				EnemyNum++;

				if (pCreature->isVampire() || pCreature->isOusters() )
				{
//					Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);

					GCModifyInformation gcMI;
					::setDamage(pCreature, m_Damage, pCastCreature, SKILL_SPIRIT_GUARD, &gcMI, &gcAttackerMI);

					pCreature->getPlayer()->sendPacket(&gcMI);

					// 맞는 동작을 보여준다.
					GCSkillToObjectOK2 gcSkillToObjectOK2;
					gcSkillToObjectOK2.setObjectID(1);    // 의미 없다.
					gcSkillToObjectOK2.setSkillType(SKILL_ATTACK_MELEE);
					gcSkillToObjectOK2.setDuration(0);
					pCreature->getPlayer()->sendPacket(&gcSkillToObjectOK2);

				}
				else if (pCreature->isMonster() )
				{
					Monster* pMonster = dynamic_cast<Monster*>(pCreature);

					::setDamage(pMonster, m_Damage, pCastCreature, SKILL_SPIRIT_GUARD, NULL, &gcAttackerMI);

					pMonster->addEnemy(pCastCreature);
				}
				else Assert(false);

				GCSkillToObjectOK4 gcSkillToObjectOK4;
				gcSkillToObjectOK4.setSkillType(SKILL_ATTACK_MELEE);
				gcSkillToObjectOK4.setTargetObjectID(pCreature->getObjectID());
				gcSkillToObjectOK4.setDuration(0);

				pZone->broadcastPacket(X, Y, &gcSkillToObjectOK4, pCreature);
			}
		}
	}

	if (isHit )
	{
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		SkillSlot* pSkillSlot = pSlayer->getSkill(SKILL_SPIRIT_GUARD);

		if (pSkillSlot != NULL )
		{
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), gcAttackerMI, maxEnemyLevel, EnemyNum);
			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, gcAttackerMI);
		}
	}

	setNextTime(m_Delay);

	__END_CATCH
}
コード例 #4
0
ファイル: TurnUndead.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void TurnUndead::execute(Slayer * pSlayer, SkillSlot * pSkillSlot, CEffectID_t CEffectID)
    throw(Error)
{
    __BEGIN_TRY

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

	// Slayer Object Assertion
	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

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

		Player* pPlayer = pSlayer->getPlayer();
		Assert(pPlayer != NULL);

		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	= verifyDistance(pSlayer, X, Y, pSkillInfo->getRange()) && checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll		= HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);

		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);

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

			// calculate damage and duration time
			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			bool bHit = false;

			Level_t maxEnemyLevel = 0;
			uint EnemyNum = 0;

			int oX, oY;

			for(oX = -2; oX <= 2; oX++)
			for(oY = -2; oY <= 2; oY++)
			{
				int tileX = X+oX;
				int tileY = Y+oY;

				if (oX == 0 && oY == 0 ) continue;
				if (!rect.ptInRect(tileX, tileY)) continue;

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

				// 타일에 있는 크리처들을 리스트로 만든다.
				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(checkZoneLevelToHitTarget(pTargetCreature ) && !pTargetCreature->isSlayer()
						   	&& !pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA)
						   	&& canAttack(pSlayer, pTargetCreature )
					)
					{
						if(pTargetCreature->isVampire() || pTargetCreature->isOusters())
						{
							Player* pTargetPlayer = pTargetCreature->getPlayer();

							bHit = true;

							// 데미지를 적용시킨다.
							GCModifyInformation gcMI;
							::setDamage(pTargetCreature, output.Damage, pSlayer, pSkillSlot->getSkillType(), &gcMI);

							// HP 가 변했다고 당사자에게 보낸다.
							pTargetPlayer->sendPacket(&gcMI);

							GCSkillToObjectOK2 gcSkillToObjectOK2;
							gcSkillToObjectOK2.setObjectID(1);    // 의미 없다.
							gcSkillToObjectOK2.setSkillType(SKILL_ATTACK_MELEE);
							gcSkillToObjectOK2.setDuration(0);
						}
						else if(pTargetCreature->isMonster())
						{
							Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
							bHit = true;

							::setDamage(pMonster, output.Damage, pSlayer, pSkillSlot->getSkillType());
							pMonster->addEnemy(pSlayer);
						}
						else
						{
							continue;
						}

						if (maxEnemyLevel < pTargetCreature->getLevel() ) maxEnemyLevel = pTargetCreature->getLevel();
						EnemyNum++;

						GCSkillToObjectOK4 gcSkillToObjectOK4;
						gcSkillToObjectOK4.setTargetObjectID(pTargetCreature->getObjectID());
						gcSkillToObjectOK4.setSkillType(SKILL_ATTACK_MELEE);
						gcSkillToObjectOK4.setDuration(0);
						pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcSkillToObjectOK4);

						// 성향을 올린다.
						increaseAlignment(pSlayer, pTargetCreature, _GCSkillToSelfOK1);
					}
				}
			}

			if(bHit)
			{
				//cout << "Skill Succesfully Attacked(" << output.Damage << ")" << endl;
				shareAttrExp(pSlayer, output.Damage, 1, 1, 8, _GCSkillToSelfOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1, maxEnemyLevel, EnemyNum);
				increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);
			}

            // 패킷을 만들어 보낸다.
			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(0);

			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(0);

			// 기술을 사용한 사람에게 packet 전달
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);

			// 기술 delay setting
			pSkillSlot->setRunTime(output.Delay);

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

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

	__END_CATCH
}
コード例 #5
0
ファイル: BloodyBreaker.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 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
}
コード例 #6
0
bool EffectEnergyDrop::affectCreature(Creature* pTargetCreature, bool bAffectByMove)
throw(Error)
{
    __BEGIN_TRY

    //cout << "EffectEnergyDrop " << "affectCreature Begin " << endl;

    Assert(pTargetCreature != NULL);

    // 상대에게 이미 poison 이펙트가 걸려져 있는 경우에는 걸리지 않는다.
    if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_ENERGY_DROP_TO_CREATURE))
    {
        //cout << "EffectEnergyDrop " << "affectCreature End(Already Effected) " << endl;
        return false;
    }

    // 안전지대 체크
    // 2003.1.10 by bezz, Sequoia
    if (!checkZoneLevelToHitTarget(pTargetCreature) )
    {
        return false;
    }

    Zone* pZone = pTargetCreature->getZone();

    // 상대방에게 미칠 독 데미지를 계산한다.
    int DropDamage = computeMagicDamage(pTargetCreature, m_Damage, SKILL_ENERGY_DROP);

    //cout << "EffectEnergyDrop(Damage:" << DropDamage << ") Affected" << endl;
    if (DropDamage > 0)
    {
        // 포이즌 이펙트를 생성해서, 타겟 크리쳐에 붙이고, 플래그를 켜준다.

        // 현제는 EnergyDrop Effect를 지속적으로 운영하지 않는다. 다른 Effeect기술의
        // 경우 시전자의 레벨이 올라갈수록 Duration이 증가하게 되고 이에 대한 Effect를 붙이게
        // 되지만, --Drop, --Storm류의 기술은 일단 성공이 되면 해당 구역의 모든 사람이
        // 기술을 당하게 되고, 각각 시간으로 데미지를 주는 것이 아니라 일정량의 데미지를
        // 3등분해서 주게 된다. 몇번의 데미지를 주는 함수는 아직 개발되지 않은 단계라서
        // Deadline과 tick을 사용해서 임의로 구현을 하였다.
        // 1.6초 동안에 0.5초 간격으로 데미지를 주게 되면, 3번의 데미지를 줄 수 있게 된다.
        // 여기서는 하드코딩이 되어 있는데, 이는 다른 방법으로 교체되어야 할 거 같다.
        // EffectEnergyDrop Class에 member variable로
        //   m_Tick
        //   m_Count
        // 를 두어서 이를 바탕으로 deadline을 계산해서 적용한다면 더욱 더 편할 것이다.

        EffectEnergyDropToCreature* pEffectEnergyDropToCreature = new EffectEnergyDropToCreature(pTargetCreature);

        // 우선권 시스템을 위하여 이름과 파티 아이디를 넣는다.
//		pEffectEnergyDropToCreature->setCasterName(m_CasterName);
//		pEffectEnergyDropToCreature->setPartyID(m_PartyID);
        pEffectEnergyDropToCreature->setUserObjectID(m_UserObjectID);

        pEffectEnergyDropToCreature->setLevel(m_Level);
        pEffectEnergyDropToCreature->setPoint(DropDamage/3);
        pEffectEnergyDropToCreature->setDeadline(16); // 이부분 바꿔야 한다.
        pEffectEnergyDropToCreature->setTick(5);             // 이부분도 바꿔야 한다.
        pEffectEnergyDropToCreature->affect(pTargetCreature);
        pTargetCreature->addEffect(pEffectEnergyDropToCreature);
        pTargetCreature->setFlag(Effect::EFFECT_CLASS_ENERGY_DROP_TO_CREATURE);

        // 이펙트가 붙었다고 주변에 알려준다.
        GCAddEffect gcAddEffect;
        gcAddEffect.setObjectID(pTargetCreature->getObjectID());
        gcAddEffect.setEffectID(Effect::EFFECT_CLASS_ENERGY_DROP_TO_CREATURE);
        gcAddEffect.setDuration(m_Duration);
        pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcAddEffect);
    }

    //cout << "EffectEnergyDrop " << "affectCreature End " << endl;

    return true;

    __END_CATCH
}
コード例 #7
0
ファイル: ThunderFlash.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////
//
// 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
}
コード例 #8
0
ファイル: MoleShot.cpp プロジェクト: mrktj/darkeden
//////////////////////////////////////////////////////////////////////////////
// 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
}