コード例 #1
0
ファイル: Sanctuary.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void Sanctuary::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::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		
		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)
		{
			// 이펙트의 지속시간을 계산한다.
			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			Range_t    Range    = 3;

			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_SANCTUARY);

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

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

			// 실패하면 마나가 줄면 안 되므로 여기서 줄여준다.
			decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);

			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);

					// 현재 타일에다 이펙트를 추가할 수 있다면...
					//if (tile.canAddEffect())	// 위에서 체크했다.
					{
						// 같은 effect가 있으면 지운다.
						// 위에서 체크했다.
						/*
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_SANCTUARY);
						if (pOldEffect != NULL)
						{
							ObjectID_t effectID = pOldEffect->getObjectID();
							pZone->deleteEffect(effectID);// fix me
						}
						*/
					
						// 이펙트 클래스를 생성한다.
						EffectSanctuary* pEffect = new EffectSanctuary(pZone , tileX, tileY, X, Y);
						pEffect->setDeadline(output.Duration);
						pEffect->setLevel(pSlayer->getINT());
						pEffect->setDuration(output.Duration);
						pEffect->setStartTime();

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

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

							pZone->broadcastPacket(X, Y, &gcAddEffectToTile, pSlayer);
						}

						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);

								// 이펙트 클래스를 생성한다.
								/*
								EffectSanctuary* pEffect = new EffectSanctuary(pZone , tileX, tileY, X, Y);
								pEffect->setDeadline(output.Duration);
								pEffect->setLevel(pSlayer->getINT());
								pEffect->setDuration(output.Duration);
								pEffect->setStartTime();

								// 캐릭터에 붙는다. 못 움직이게 할려고..
								objectregister.registerObject(pEffect);
								pTargetCreature->getEffectManager()->addEffect(pEffect);
								pZone->addEffect(pEffect);
								*/

							}
								/*
								&& (pTargetCreature = dynamic_cast<Creature*>(pTarget))->isSlayer()) 
							{
								cList.push_back(pTargetCreature);
								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());
							}
							*/

							pEffect->affectObject(pTarget, false);
						}
					}	
				}	
			}

			// client에서는 effect생성되는 시간이 있어서 
			// 타이밍 맞출려면.. 시간을 좀 빼줘야 한다. -_-;
			output.Duration -= 20;	// 2초 뺀다.

			_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);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, SANCTUARY_SIGHT);

			_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);
			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, SANCTUARY_SIGHT);

			// EXP UP!
			SkillDomainType_t DomainType = pSkillInfo->getDomainType();
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10* (Grade + 1);

			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToTileOK1);
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1);
			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToTileOK1);



			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())
					{
						//cout << "Sanctuary : 왓처 리스트가 PC가 아닙니다." << endl;
						GCSkillFailed1 _GCSkillFailed1;
						_GCSkillFailed1.setSkillType(getSkillType());
						pSlayer->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);

			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 #2
0
ファイル: AirShield.cpp プロジェクト: opendarkeden/server
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void AirShield::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
throw(Error)
{
    __BEGIN_TRY

    //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayer)" << 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());
            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();
        SkillLevel_t      SkillLevel = pSkillSlot->getExpLevel();

        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_AIR_SHIELD_1);

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

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

            // 이팩트 클래스를 만들어 붙인다.
            EffectAirShield* pEffect = new EffectAirShield(pSlayer);
            pEffect->setDeadline(output.Duration);
            pEffect->setLevel(SkillLevel);
            pEffect->setDamage(output.Damage);
            pSlayer->addEffect(pEffect);
            pSlayer->setFlag(Effect::EFFECT_CLASS_AIR_SHIELD_1);

            // 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(0);

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

            pPlayer->sendPacket(&_GCSkillToSelfOK1);
            pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToSelfOK2, pSlayer);

            GCAddEffect gcAddEffect;
            gcAddEffect.setObjectID(pSlayer->getObjectID());
            gcAddEffect.setEffectID(pEffect->getClientEffectClass());
            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(slayer)" << endl;

    __END_CATCH
}
コード例 #3
0
ファイル: Invisibility.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 몬스터 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Invisibility::execute(Monster* pMonster)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pMonster != NULL);

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

		Assert(pZone != NULL);

		GCSkillToSelfOK2 _GCSkillToSelfOK2;

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

		SkillType_t SkillType  = SKILL_INVISIBILITY;
		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 bEffected   = (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY) || 
				            pMonster->isFlag(Effect::EFFECT_CLASS_FADE_OUT));

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

			// 점점 사라지는 이펙트를 생성해서 붙인다.
			// 실제로 사라지는 것은 이 이펙트 내부에서다.
			// (한번에 '팍'하고 사라지는 게 아니라서 붙이는 이펙트다.)
			EffectFadeOut* pEffect= new EffectFadeOut(pMonster);
			pEffect->setDuration(output.Duration);
			pEffect->setDeadline(40);	
			pEffect->setInvisibility();	
			pMonster->addEffect(pEffect);
			pMonster->setFlag(Effect::EFFECT_CLASS_FADE_OUT);

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

			pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2);
		} 
		else 
		{
			executeSkillFailNormal(pMonster, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pMonster, getSkillType());
	}

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

	__END_CATCH
}
コード例 #4
0
ファイル: HolyArmor.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프
//////////////////////////////////////////////////////////////////////////////
void HolyArmor::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, 검이 아니라면 기술을 쓸 수 없다.
/*		Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_SWORD)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}*/

		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) && pSlayer->getHP() > 100;
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_HOLY_ARMOR);

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

			pSlayer->setHP(pSlayer->getHP()-100);
			_GCSkillToSelfOK1.addShortData(MODIFY_CURRENT_HP, pSlayer->getHP());

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

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

			// 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);

			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToSelfOK1);
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
			increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);

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

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_HOLY_ARMOR);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(X, Y, &gcAddEffect);

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);
		
			pSkillSlot->setRunTime(output.Delay);

			uint PartyID = pSlayer->getPartyID();
			if (PartyID != 0)
			{
				LocalPartyManager* pLPM = pZone->getLocalPartyManager();
				pLPM->shareHolyArmor(PartyID, pSlayer, output.Damage, input.SkillLevel);
			}
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
		//cout << t.toString() << endl;
	}

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

	__END_CATCH
}
コード例 #5
0
ファイル: Eternity.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프
//////////////////////////////////////////////////////////////////////////////
void Eternity::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();

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

        Tile& rTile = pZone->getTile(pSlayer->getX(), pSlayer->getY());

        int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
        bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
        bool bTimeCheck  = verifyRunTime(pSkillSlot);
        bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
        bool bHitRoll    = pSlayer->isFlag(Effect::EFFECT_CLASS_COMA ) && HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
        bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_ETERNITY) || rTile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION)!=NULL;

        if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
        {
            Effect* pComa = pSlayer->findEffect(Effect::EFFECT_CLASS_COMA);
            if (pComa == NULL )
            {
                executeSkillFailException(pSlayer, getSkillType());
                return;
            }

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

            decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

            // 이펙트 클래스를 만들어 붙인다.
            EffectEternity* pEffect = new EffectEternity(pSlayer);
            pEffect->setDeadline(output.Duration);
            pEffect->setHPPenalty(output.Damage);
            pEffect->setBroadcastingEffect(false);
//			pSlayer->addEffect(pEffect);
            pSlayer->setFlag(Effect::EFFECT_CLASS_ETERNITY);

            pZone->registerObject(pEffect);
            pZone->addEffect(pEffect);

            pComa->setDeadline(output.Duration + 10); //11초. 스킬 발동 전에 부활위치로 튕기는거 방지

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

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

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

            // Send Packet
            pPlayer->sendPacket(&_GCSkillToSelfOK1);
            pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);
        }
        else
        {
            executeSkillFailNormal(pSlayer, getSkillType(), NULL);
        }

        pSkillSlot->setRunTime(20);	//2초
    }
    catch (Throwable & t)
    {
        executeSkillFailException(pSlayer, getSkillType());
        //cout << t.toString() << endl;
    }

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

    __END_CATCH
}
コード例 #6
0
ファイル: DuplicateSelf.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 몬스터 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void DuplicateSelf::execute(Monster* pMonster)
	throw(Error)
{
	__BEGIN_TRY

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

	//cout << "DuplicateSelf" << endl;
	MonsterType_t MType = pMonster->getMonsterType();

	map<MonsterType_t, MonsterType_t>::const_iterator itr = m_DuplicateMonsterTypes.find(MType);

	// 분신할 MonsterType이 없으면 분신 모하지..
	if (itr==m_DuplicateMonsterTypes.end())
	{
		//cout <<"DuplicateSelf::noMonsterType: " << (int)MType << endl;
		return;
	}

	MonsterType_t DuplicateMType = itr->second;

	Assert(pMonster != NULL);

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

		if (pMonster->isFlag(Effect::EFFECT_CLASS_HIDE))
		{
			//cout << "DuplicateSelf: hide" << endl;
			return;
		}
		if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))
		{
			addVisibleCreature(pZone, pMonster, true);
		}

		//GCSkillToSelfOK2 _GCSkillToSelfOK2;

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

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

		if (bRangeCheck)// && bMoveModeCheck)
		{
			//cout << "DuplicateSelf OK" << endl;
			GCSkillToTileOK5 _GCSkillToTileOK5;

			_GCSkillToTileOK5.setObjectID(pMonster->getObjectID());
			_GCSkillToTileOK5.setSkillType(getSkillType());
			_GCSkillToTileOK5.setX(x);
			_GCSkillToTileOK5.setY(y);
			_GCSkillToTileOK5.setDuration( 0);

			pZone->broadcastPacket(x, y,  &_GCSkillToTileOK5);

			//--------------------------------------------------------
			// 주위에 knockback되는맞는 애들을 체크해준다.
			//--------------------------------------------------------
			//SkillInput input(pMonster);
			//SkillOutput output;
			//computeOutput(input, output);
			// 몬스터를 존에 추가한다.
			SUMMON_INFO		summonInfo;
			summonInfo.scanEnemy = true;
			summonInfo.hasItem = false;
			summonInfo.initHPPercent = pMonster->getHP(ATTR_CURRENT)*100/pMonster->getHP(ATTR_MAX);
			
			int numFake = min((1+rand()%3), pMonster->getINT()/100);

			//cout << "numDuplicate =  " << numFake<< endl;
			MonsterManager* pMonsterManager = pZone->getMonsterManager();
			Assert(pMonsterManager != NULL);

			list<Monster*> summonedMonsters;

			for (int i=0; i<numFake; i++)
			{
				int X = max(0, min((int)pZone->getWidth()-1, (x - 5 + rand()%11)));
				int Y = max(0, min((int)pZone->getHeight()-1, (y - 5 + rand()%11)));

				try
				{
					pMonsterManager->addMonsters(X, Y, DuplicateMType, 1, summonInfo, &summonedMonsters);
				}
				catch (Throwable& t)
				{
					cerr << t.toString() << endl;
				}
			}

			// 잔상을 보여준다.
			list<Monster*>::const_iterator iMonster = summonedMonsters.begin();

			for (; iMonster!=summonedMonsters.end(); iMonster++)
			{
				Monster* pFakeMonster = *iMonster;

				GCFakeMove gcFakeMove;
				gcFakeMove.setObjectID(pMonster->getObjectID());
				gcFakeMove.setXY(pFakeMonster->getX(), pFakeMonster->getY());
				
				pZone->broadcastPacket(x, y,  &gcFakeMove);
			}

			// 괜히 몬스터도 어딘가로 이동해본다.
			// 50번 시도..
			for (int i=0; i<50; i++)
			{
				int X = max(0, min((int)pZone->getWidth()-1, (x - 8 + rand()%11)));
				int Y = max(0, min((int)pZone->getHeight()-1, (y - 8 + rand()%11)));

				if (pZone->moveFastMonster(pMonster, x,y, X,Y, getSkillType()))
				{
					break;
				}
			}
		}
		else 
		{
			//cout << "RangeCheckFailed" << endl;
			executeSkillFailNormal(pMonster, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pMonster, getSkillType());
	}

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

	__END_CATCH

}
コード例 #7
0
ファイル: InstallTurret.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프
//////////////////////////////////////////////////////////////////////////////
void InstallTurret::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);

		Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pWeapon == NULL || !isArmsWeapon(pWeapon) || pSlayer->hasRelicItem())
		{
			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();
		Tile& rTile = pZone->getTile(X,Y);

		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_INSTALL_TURRET);

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

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

			EffectInstallTurret* pEffect = new EffectInstallTurret(pSlayer);
			pEffect->setDeadline(output.Duration);
			pEffect->setDamage(output.Damage);
			pEffect->setDefense(output.ToHit);

			//cout << "Turret Duration : " << output.Duration << endl;
			//cout << "Turret Delay : " << output.Delay << endl;

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

			GCAddEffect gcAE;
			gcAE.setObjectID(pSlayer->getObjectID());
			gcAE.setDuration(output.Duration);
			gcAE.setEffectID(pEffect->getSendEffectClass());

			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAE);

			SLAYER_RECORD prev;
			pSlayer->getSlayerRecord(prev);
			pSlayer->initAllStat();
			pSlayer->sendRealWearingInfo();
			pSlayer->addModifyInfo(prev, _GCSkillToSelfOK1);

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

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);
		
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
		//cout << t.toString() << endl;
	}

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

	__END_CATCH
}
コード例 #8
0
ファイル: TransformToWolf.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 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
}
コード例 #9
0
ファイル: TransformToWolf.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 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
}
コード例 #10
0
ファイル: Revealer.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 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
}
コード例 #11
0
ファイル: MagicElusion.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 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
}
コード例 #12
0
ファイル: Light.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Light::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);
		SkillLevel_t SkillLevel = pSkillSlot->getExpLevel();

		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_LIGHT);

		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);

			Sight_t CurrentSight = pSlayer->getSight();
			Sight_t oldSight     = CurrentSight;
			
			// 혹시라도 옛날 이펙트가 남아있다면 삭제한다.
			if (pSlayer->isEffect(Effect::EFFECT_CLASS_LIGHT)) 
			{
				EffectLight* pOldEffectLight = (EffectLight*)pSlayer->findEffect(Effect::EFFECT_CLASS_LIGHT);
				CurrentSight = pOldEffectLight->getOldSight();
				pSlayer->deleteEffect(Effect::EFFECT_CLASS_LIGHT);
			}

			// 이펙트를 만들어 붙인다.
			EffectLight* pEffectLight = new EffectLight (pSlayer);
			pEffectLight->setDeadline(output.Duration);
			pEffectLight->setOldSight(CurrentSight);
			pSlayer->setFlag(Effect::EFFECT_CLASS_LIGHT);
			pSlayer->addEffect(pEffectLight);

			//pEffectLight->create(pSlayer->getName());

			// 시야처리..
			Sight_t MinSight = pSkillInfo->getMinDamage();
			Sight_t MaxSight = pSkillInfo->getMaxDamage();
			Sight_t NewSight = MinSight + (MaxSight - MinSight)* SkillLevel / 100;

			// 시야 변경에 따른 오브젝트 가감 패킷을 보낸다.
			pZone->updateScan(pSlayer, oldSight, NewSight);

			pSlayer->setSight(NewSight);

			if (NewSight != oldSight) _GCSkillToSelfOK1.addShortData(MODIFY_VISION, NewSight);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			// EXP UP!
			SkillDomainType_t DomainType = pSkillInfo->getDomainType();
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10* (Grade + 1)* 2;

			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToSelfOK1);
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);

			// Send Packet
			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_LIGHT);
			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
}
コード例 #13
0
ファイル: Mephisto.cpp プロジェクト: mrktj/darkeden
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Mephisto::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);

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

			HitBonus = pRankBonus->getPoint();
		}

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pVampire);
		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);
		bool bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_MEPHISTO);

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

			// 스킬 레벨에 따라 데미지 보너스가 달라진다.
			SkillInput input(pVampire);
			SkillOutput output;
			input.SkillLevel = pVampire->getSTR()+pVampire->getDEX()+pVampire->getINT();
			input.DomainLevel = pVampire->getLevel();
			computeOutput(input, output);

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

			// 이로 인하여 바뀌는 능력치를 보낸다.
			VAMPIRE_RECORD prev;
			pVampire->getVampireRecord(prev);
			pVampire->initAllStat();
			pVampire->sendRealWearingInfo();
			pVampire->sendModifyInfo(prev);

			// 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);
		
			pZone->broadcastPacket(pVampire->getX(), pVampire->getY(),  &_GCSkillToSelfOK2, pVampire);

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

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

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

	__END_CATCH
}
コード例 #14
0
ファイル: Mephisto.cpp プロジェクト: mrktj/darkeden
void Mephisto::execute(Vampire* pVampire, ObjectID_t TargetObjectID,  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);

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

		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL)
		{
			executeSkillFailException(pVampire, getSkillType());
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;

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

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pVampire);
		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_MEPHISTO);

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

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && pTargetCreature->isVampire() )
		{
			Vampire* pTargetVampire= dynamic_cast<Vampire*>(pTargetCreature);

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

			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

			// 스킬 레벨에 따라 데미지 보너스가 달라진다.
			SkillInput input(pVampire);
			SkillOutput output;
			input.SkillLevel = pVampire->getSTR()+pVampire->getDEX()+pVampire->getINT();
			input.DomainLevel = pVampire->getLevel();
			computeOutput(input, output);

			// 이펙트 클래스를 만들어 붙인다.
			EffectMephisto* pEffect = new EffectMephisto(pTargetVampire);
			pEffect->setDeadline(output.Duration);
			pEffect->setBonus(output.Damage);
			pTargetVampire->addEffect(pEffect);
			pTargetVampire->setFlag(Effect::EFFECT_CLASS_MEPHISTO);

			// 이로 인하여 바뀌는 능력치를 보낸다.
			VAMPIRE_RECORD prev;
			pTargetVampire->getVampireRecord(prev);
			pTargetVampire->initAllStat();
			pTargetVampire->sendRealWearingInfo();
			pTargetVampire->sendModifyInfo(prev);

			// 패킷을 만들어 보낸다.
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setDuration(output.Duration);
		
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(output.Duration);

			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
		    _GCSkillToObjectOK3.setSkillType(SkillType);
		    _GCSkillToObjectOK3.setTargetXY (X, Y);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC())
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
	
				_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
	
				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
			}
			else
			{
				Assert(false);
			}

			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pVampire);
			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);

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

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

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

	__END_CATCH
}
コード例 #15
0
ファイル: IceWave.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 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
}
コード例 #16
0
ファイル: WillOfLife.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 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
}
コード例 #17
0
ファイル: GroundBless.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void GroundBless::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);

	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;
		}

		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() + pOustersSkillSlot->getExpLevel()/2;
		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_GROUND_BLESS);
		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;

			input.STR = pOusters->getSTR(ATTR_BASIC);
			input.DEX = pOusters->getDEX(ATTR_BASIC);
			input.INTE = pOusters->getINT(ATTR_BASIC);

			computeOutput(input, output);

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

			pOusters->initAllStatAndSend();

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			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);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

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

	__END_CATCH
}
コード例 #18
0
ファイル: MindControl.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 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
}
コード例 #19
0
ファイル: RemoveCurse.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void RemoveCurse::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();
		// by sigi. 2002.12.3
		SkillLevel_t      SkillLevel = pSlayer->getINT()/2; //pSkillSlot->getExpLevel();

		bool bDoom      = false;
		bool bParalyze  = false;
		bool bSeduction = false;
		// by sigi. 2002.12.3
		//bool bHallucination = false;
		bool bDeath = false;
		bool bEffected  = false; // 아무 독이나 걸려있으면 켠다.

		EffectDoom*      pEffectDoom      = NULL;
		EffectParalyze*  pEffectParalyze  = NULL;
		EffectSeduction* pEffectSeduction = NULL;
		// by sigi. 2002.12.3
		//EffectHallucination* pEffectHallucination = NULL;
		EffectDeath* pEffectDeath = NULL;

		if (pSlayer->isEffect(Effect::EFFECT_CLASS_DOOM)) 
		{
			pEffectDoom = (EffectDoom*)pSlayer->findEffect(Effect::EFFECT_CLASS_DOOM);
			Assert(pEffectDoom != NULL);

			bDoom = HitRoll::isSuccessRemoveCurse(70, SkillLevel, 20, pEffectDoom->getLevel()/4);
			bEffected = true;
		}
		if (pSlayer->isEffect(Effect::EFFECT_CLASS_PARALYZE)) 
		{
			pEffectParalyze = (EffectParalyze*)pSlayer->findEffect(Effect::EFFECT_CLASS_PARALYZE);
			Assert(pEffectParalyze != NULL);

			bParalyze = HitRoll::isSuccessRemoveCurse(70, SkillLevel, 10, pEffectParalyze->getLevel()/4);
			bEffected = true;
		}
		if (pSlayer->isEffect(Effect::EFFECT_CLASS_SEDUCTION)) 
		{
			pEffectSeduction = (EffectSeduction*)pSlayer->findEffect(Effect::EFFECT_CLASS_SEDUCTION);
			Assert(pEffectSeduction != NULL);

			bSeduction = HitRoll::isSuccessRemoveCurse(70, SkillLevel, 30, pEffectSeduction->getLevel()/4);
			bEffected = true;
		}
		// by sigi. 2002.12.3
//		if (pSlayer->isEffect(Effect::EFFECT_CLASS_HALLUCINATION)) 
//		{
//			pEffectHallucination = (EffectHallucination*)pSlayer->findEffect(Effect::EFFECT_CLASS_HALLUCINATION);
//			Assert(pEffectHallucination != NULL);
//
//			bHallucination = HitRoll::isSuccessRemoveCurse(70, SkillLevel, 40, pEffectHallucination->getLevel()/4);
//			bEffected = true;
//		}
		if (pSlayer->isEffect(Effect::EFFECT_CLASS_DEATH)) 
		{
			pEffectDeath = (EffectDeath*)pSlayer->findEffect(Effect::EFFECT_CLASS_DEATH);
			Assert(pEffectDeath != NULL);

			bDeath = HitRoll::isSuccessRemoveCurse(70, SkillLevel, 50, pEffectDeath->getLevel()/4);
			bEffected = true;
		}

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);

		// 마나가 있고, 시간이 됐고, 거리가 적당하며,
		// 저주가 하나라도 걸려있어야 한다.
		if (bManaCheck && bTimeCheck && bRangeCheck && bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

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

			// 각각의 저주를 제거하고,
			// 패킷에다 이펙트 삭제하라고 더한다.
			GCRemoveEffect gcRemoveEffect;
			gcRemoveEffect.setObjectID(pSlayer->getObjectID());

			if (bDoom)
			{
				pEffectDoom->setDeadline(0);
				pSlayer->removeFlag(Effect::EFFECT_CLASS_DOOM);
				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_DOOM);
			}
			if (bParalyze)
			{
				pEffectParalyze->setDeadline(0);
				pSlayer->removeFlag(Effect::EFFECT_CLASS_PARALYZE);
				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_PARALYZE);
			}
			if (bSeduction)
			{
				pEffectSeduction->setDeadline(0);
				pSlayer->removeFlag(Effect::EFFECT_CLASS_SEDUCTION);
				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_SEDUCTION);
			}
			// by sigi. 2002.12.3
//			if (bHallucination)
//			{
//				pEffectHallucination->setDeadline(0);
//				pSlayer->removeFlag(Effect::EFFECT_CLASS_HALLUCINATION);
//				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_HALLUCINATION);
//			}
			if (bDeath)
			{
				pEffectDeath->setDeadline(0);
				pSlayer->removeFlag(Effect::EFFECT_CLASS_DEATH);
				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_DEATH);
			}

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

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

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(0);

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

			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(myX, myY,  &_GCSkillToSelfOK2 , pSlayer);

			// 기술이 풀렸다는 것을 알려준다아.
			pZone->broadcastPacket(myX, myY, &gcRemoveEffect);

			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 #20
0
ファイル: SummonCasket.cpp プロジェクト: opendarkeden/server
//////////////////////////////////////////////////////////////////////////////
// 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

}
コード例 #21
0
ファイル: BloodyTunnel.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 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
}
コード例 #22
0
ファイル: InstallMine.cpp プロジェクト: jun199004/server
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
}
コード例 #23
0
ファイル: DivineSpirits.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void DivineSpirits::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);

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

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

		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  = 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_DIVINE_SPIRITS);
		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.
			EffectDivineSpirits* pEffect = new EffectDivineSpirits(pOusters);
			pEffect->setDeadline(output.Duration);
			pEffect->setBonus(output.Damage);
			pOusters->addEffect(pEffect);
			pOusters->setFlag(Effect::EFFECT_CLASS_DIVINE_SPIRITS);

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

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			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, pOusters);

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

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

	__END_CATCH
}
コード例 #24
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 #25
0
ファイル: Sacrifice.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Sacrifice::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();

		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_SACRIFICE);

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

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

			// 이펙트 클래스를 만들어 붙인다.
			EffectSacrifice* pEffect = new EffectSacrifice(pSlayer);
			pEffect->setDeadline(output.Duration);
			pSlayer->addEffect(pEffect);
			pSlayer->setFlag(Effect::EFFECT_CLASS_SACRIFICE);

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

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(0);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(0);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_SACRIFICE);
			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
}
コード例 #26
0
ファイル: SummonMonsters.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 몬스터 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void SummonMonsters::execute(Monster* pMonster)
	throw(Error)
{
	__BEGIN_TRY

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

	//cout << "SummonMonsters" << endl;

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


	try 
	{
		if (pMonster->isFlag(Effect::EFFECT_CLASS_HIDE))
		{
			//cout << "SummonMonsters: hide" << endl;
			return;
		}
		if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))
		{
			addVisibleCreature(pZone, pMonster, true);
		}

		//GCSkillToSelfOK2 _GCSkillToSelfOK2;

		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);

			SUMMON_INFO2 summonInfo;

			bool hasInfo = pMonster->getMonsterSummonInfo(summonInfo);

			if (!hasInfo || summonInfo.pMonsters==NULL)
			{
				//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
				// 소환할 몹이 없는 경우다. -_-;
				executeSkillFailNormal(pMonster, getSkillType(), NULL);

				// 마스터 레어에서 마스터가 몹을 소환할려고 한 경우
				if (pZone->isMasterLair() && pMonster->isMaster())
				{
					MasterLairManager* pMasterLairManager = pZone->getMasterLairManager();
					Assert(pMasterLairManager!=NULL);

					// 더 이상 소환할게 없다면..
					// 마스터가 직접 나서서 싸워야겠지..
					pMasterLairManager->setMasterReady();
					//cout << "no more SummonMonsters: set MasterReady" << endl;
				}
			}

			if (pMonster->isMaster() && pZone->isMasterLair())
			{
				MasterLairManager* pMasterLairManager = pZone->getMasterLairManager();
				Assert(pMasterLairManager!=NULL);
				// minion combat에서는 지정된 좌표에 소환한다.

				MasterLairInfo* pInfo = g_pMasterLairInfoManager->getMasterLairInfo(pZone->getZoneID());
				Assert(pInfo!=NULL);

				if (!pMasterLairManager->isMasterReady())
				{
					x = pInfo->getSummonX();
					y = pInfo->getSummonY();

					GCSay gcSay;
					gcSay.setObjectID(pMonster->getObjectID());
					gcSay.setColor(MASTER_SAY_COLOR);
					gcSay.setMessage(pInfo->getRandomMasterSummonSay());
					if (!gcSay.getMessage().empty())
						pZone->broadcastPacket(pMonster->getX(), pMonster->getY(), &gcSay);
				}

				// 마스터 레어에서는 소환된 몬스터들이 아템 안 준다.
				// by sigi. 2002.11.21
				summonInfo.hasItem = false;
			}

			summonInfo.scanEnemy = true;
			summonInfo.clanType = SUMMON_INFO::CLAN_TYPE_GROUP;
			summonInfo.clanID = pMonster->getClanType(); // 주인의 clan을 따른다.
			summonInfo.X = x;
			summonInfo.Y = y;
			summonInfo.regenType = REGENTYPE_PORTAL;

			// 몬스터를 존에 추가한다.
			addMonstersToZone(pZone, summonInfo);

			//cout << "SummonMonsters OK" << endl;
			GCSkillToTileOK5 _GCSkillToTileOK5;

			_GCSkillToTileOK5.setObjectID(pMonster->getObjectID());
			_GCSkillToTileOK5.setSkillType(getSkillType());
			_GCSkillToTileOK5.setX(x);
			_GCSkillToTileOK5.setY(y);
			_GCSkillToTileOK5.setDuration( 0);

			pZone->broadcastPacket(x, y,  &_GCSkillToTileOK5);
		}
		else 
		{
			executeSkillFailNormal(pMonster, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pMonster, getSkillType());
	}

	__END_CATCH

}
コード例 #27
0
ファイル: Howl.cpp プロジェクト: jun199004/server
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
}
コード例 #28
0
ファイル: ChargingPower.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void ChargingPower::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);

		// 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(slayerself)" << endl;
			return;
		}

		bool bIncreaseExp = 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();

		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);
		// 버서커랑 동시에 사용할 수 없다.
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_CHARGING_POWER) || pSlayer->isFlag(Effect::EFFECT_CLASS_BERSERKER);

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

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

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

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

			// 패킷을 만들어 보낸다.
			_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_CHARGING_POWER);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);

			// 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(slayerself)" << endl;

	__END_CATCH
}
コード例 #29
0
ファイル: Invisibility.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 셀프
//////////////////////////////////////////////////////////////////////////////
void Invisibility::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);

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

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

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

		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();
		}

		Tile& rTile = pZone->getTile(pVampire->getX(), pVampire->getY());

		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 bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_INVISIBILITY) || 
				            pVampire->isFlag(Effect::EFFECT_CLASS_FADE_OUT) || 
							pVampire->hasRelicItem() ||
							pVampire->isFlag(Effect::EFFECT_CLASS_HAS_FLAG) ||
							pVampire->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER) ||
							rTile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION) != NULL;
		
		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);

			SkillInput input(pVampire);
			SkillOutput output;
			computeOutput(input, output);
		
			// 점점 사라지는 이펙트를 생성해서 붙인다.
			// 실제로 사라지는 것은 이 이펙트 내부에서다.
			// (한번에 '팍'하고 사라지는 게 아니라서 붙이는 이펙트다.)
			EffectFadeOut* pEffect= new EffectFadeOut(pVampire);
			pEffect->setDuration(output.Duration);
			pEffect->setDeadline(40);
			pEffect->setInvisibility();
			pVampire->addEffect(pEffect);
			pVampire->setFlag(Effect::EFFECT_CLASS_FADE_OUT);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(0);

			_GCSkillToSelfOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(0);
		
			// Send Packet
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
		
			pZone->broadcastPacket(x, y, &_GCSkillToSelfOK2, pVampire);

			pSkillSlot->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 #30
0
//////////////////////////////////////////////////////////////////////////////
// 몬스터 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void LandMineExplosion::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);

		//GCSkillToSelfOK2 _GCSkillToSelfOK2;

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

		bool bRangeCheck    = checkZoneLevelToUseSkill(pMonster);

		if (bRangeCheck)
		{
			//--------------------------------------------------------
			// 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<48; i++)
			{
				param.addMask(m_pLandMineExplosionMask[i].x, m_pLandMineExplosionMask[i].y, 100);
			}

			// 강제로 맞는 애들을 knockback 시킨다.
		//	bool bForceKnockback = true;
			g_SimpleTileMeleeSkill.execute(pMonster, x, y,
											param, result, 
											0, 
											false);

			GCAddEffectToTile gcAE;
			gcAE.setXY(x, y);
			gcAE.setEffectID(Effect::EFFECT_CLASS_LAND_MINE_EXPLOSION);
			gcAE.setObjectID(0);
			gcAE.setDuration(0);
			pZone->broadcastPacket(x, y, &gcAE);
		} 
		else 
		{
			executeSkillFailNormal(pMonster, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pMonster, getSkillType());
	}

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

	__END_CATCH

}