コード例 #1
0
ファイル: EffectBlazeWalk.cpp プロジェクト: hillwah/darkeden
void EffectBlazeWalk::affect(Creature* pCreature)
	throw(Error)
{
	__BEGIN_TRY

	Assert(pCreature != NULL);

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

	Creature* pAttacker = pZone->getCreature(m_UserObjectID);
	if (pAttacker == NULL )
	{
		setDeadline(0);
		return;
	}

	if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE)
		&& !pCreature->isDead()
		&& !pCreature->isFlag(Effect::EFFECT_CLASS_COMA )
		// 무적상태 체크. by sigi. 2002.9.5
		&& canAttack(pAttacker, pCreature )
	   )
	{
		GCModifyInformation gcMI, gcAttackerMI;
		setDamage(pCreature, m_Point, pAttacker, m_SkillType, &gcMI, &gcAttackerMI);

		if (pAttacker->isPC() ) computeAlignmentChange(pCreature, m_Point, pAttacker, &gcMI, &gcAttackerMI);
		if (pCreature->isPC() ) pCreature->getPlayer()->sendPacket(&gcMI);

		if (pAttacker->isSlayer() && !pCreature->isSlayer() )
		{
			Slayer* pSlayer = dynamic_cast<Slayer*>(pAttacker);

			if (pSlayer != NULL )
			{
				GCModifyInformation gcMI;
				shareAttrExp(pSlayer, m_Point, 8, 1, 1, gcAttackerMI);
			}
		}

		if (pAttacker->isPC() ) pAttacker->getPlayer()->sendPacket(&gcAttackerMI);

		if (pCreature->isDead() ) setDeadline(0);
	}

	m_AttackNum--;

	if (m_AttackNum > 0 )
	{
		setNextTime(5);
	}
	else setDeadline(0);

//cout << "EffectBlazeWalk " << "begin" << endl;
	//cout << "EffectBlazeWalk " << "end" << endl;

	__END_CATCH
}
コード例 #2
0
void EffectDivineGuidance::affect(Creature* pCreature)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "EffectDivineGuidance " << "begin" << endl;
	//cout << "EffectDivineGuidance " << "end" << endl;
	Assert(pCreature != NULL);

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

	Creature* pAttacker = pZone->getCreature(m_UserObjectID);

	if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE)
		&& !pCreature->isDead()
		&& !pCreature->isFlag(Effect::EFFECT_CLASS_COMA)
		// 무적상태 체크. by sigi. 2002.9.5
		&& canAttack(pAttacker, pCreature )
	   )
	{
		GCModifyInformation gcMI, gcAttackerMI;
		setDamage(pCreature, m_Point, pAttacker, SKILL_DIVINE_GUIDANCE, &gcMI, &gcAttackerMI);
		if (pCreature->isPC() ) pCreature->getPlayer()->sendPacket(&gcMI);

		if (pAttacker!=NULL) 
		{
			computeAlignmentChange(pCreature, m_Point, pAttacker, &gcMI, &gcAttackerMI);
			if (pAttacker->isPC() )
			{ 
				if (pAttacker->isSlayer() && !pCreature->isSlayer() )
				{
					Slayer* pSlayer = dynamic_cast<Slayer*>(pAttacker);

					if (pSlayer != NULL )
					{
						GCModifyInformation gcMI;
						shareAttrExp(pSlayer, m_Point, 1, 1, 8, gcAttackerMI);
					}
				}

				if (pAttacker->isPC() ) pAttacker->getPlayer()->sendPacket(&gcAttackerMI);
			}
		}

	}

	setNextTime(m_Tick);

	__END_CATCH
}
コード例 #3
0
void SimpleMissileSkill::execute(
	Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, 
	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 
	CEffectID_t CEffectID, int HitBonus) 
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

		result.pTargetCreature = pTargetCreature;

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

		SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType);
		bool       bCriticalHit = false;
		Damage_t   Damage       = 0;

		if (param.bAdd)
		{
			// 파라미터로 전달된 데미지 값이 더해지는 데미지라면, 
			// 일반 데미지를 계산 후, 데미지를 더해야 한다.
			// 파라미터로 전달된 데미지 값이 직접적으로 쓰이는 데미지라면,
			// 이 부분까지 들어오지 않으므로, 밑의 부분까지 0으로 전달된다.
			Damage += computeDamage(pVampire, pTargetCreature, 0, bCriticalHit);
		}

		if (param.bMagicDamage)
		{
			// 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다.
			Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType, true, pVampire);
		}
		else
		{
			Damage += param.SkillDamage;
		}

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = false;
		bool bCanHit     = canHit(pVampire, pTargetCreature, param.SkillType);
		bool bPK         = verifyPK(pVampire, pTargetCreature);

		if (param.bMagicHitRoll)
		{
			bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);
		}
		else
		{
			bHitRoll = HitRoll::isSuccess(pVampire, pTargetCreature);
		}

		ZoneCoord_t vampX   = pVampire->getX();
		ZoneCoord_t vampY   = pVampire->getY();
		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

			bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

			// 데미지를 가하고, 아이템 내구도를 떨어뜨린다.
			if (bCanSeeCaster) 
			{
				setDamage(pTargetCreature, Damage, pVampire, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				decreaseDurability(pVampire, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);
			}
			else
			{
				setDamage(pTargetCreature, Damage, pVampire, param.SkillType, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				decreaseDurability(pVampire, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK6);
			}

			// 상대가 죽었다면 경험치를 좀 올려준다.
			if (pTargetCreature->isDead())
			{
				int exp = computeCreatureExp(pTargetCreature, KILL_EXP);
				shareVampExp(pVampire, exp, _GCSkillToObjectOK1);
			}

			increaseAlignment(pVampire, pTargetCreature, _GCSkillToObjectOK1);

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

			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(param.SkillType);
			
			_GCSkillToObjectOK6.setXY(vampX, vampY);
			_GCSkillToObjectOK6.setSkillType(param.SkillType);
			_GCSkillToObjectOK6.setDuration(0);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);
		
			Player* pTargetPlayer = NULL;
			if (pTargetCreature->isPC()) 
			{
				pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			} 
			else 
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pVampire);
			}

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

			cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(vampX, vampY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pVampireSkillSlot->setRunTime(param.Delay);

			result.bSuccess = true;
		} 
		else 
		{
			executeSkillFailNormal(pVampire, param.SkillType, pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, param.SkillType);
	}

	__END_CATCH
}
コード例 #4
0
void EffectPlasmaRocketLauncher::affect(Creature* pCreature)
	throw(Error)
{
	__BEGIN_TRY
	__BEGIN_DEBUG

	Assert(pCreature != NULL);

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

	Creature* pAttacker = pZone->getCreature(m_UserObjectID);

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

	int cX = pCreature->getX();
	int cY = pCreature->getY();
	
	for(int x = -1; x <= 1; x++)
	{
		for(int y= -1; y <= 1; y++)
		{
			int X = cX + x;
			int Y = cY + y;

			if(!rect.ptInRect(X, Y)) continue;
			Tile& tile = pZone->getTile(X, Y);
			
			const list<Object*>& oList = tile.getObjectList();
			list<Object*>::const_iterator itr = oList.begin();
			for(; itr != oList.end(); itr++)
			{
				Assert(*itr != NULL);
				Object* pObject = *itr;
				Assert(pObject != NULL);

				if(pObject->getObjectClass() == Object::OBJECT_CLASS_CREATURE)
				{
					Creature* pCreature2 = dynamic_cast<Creature*>(pObject);
					Assert(pCreature2 != NULL);

					if (pCreature2 != pCreature && pCreature2->isSlayer() ) continue;
	
					if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE)
						&& !pCreature2->isDead()
						&& !pCreature2->isFlag(Effect::EFFECT_CLASS_COMA)
						// 무적상태 체크. by sigi. 2002.9.5
						&& canAttack(pAttacker, pCreature2 )
					   )
					{
						GCModifyInformation gcMI, gcAttackerMI;
						setDamage(pCreature2, m_Point, pAttacker, SKILL_PLASMA_ROCKET_LAUNCHER, &gcMI, &gcAttackerMI);
						if (pCreature2->isPC() ) pCreature2->getPlayer()->sendPacket(&gcMI);

						if (pAttacker!=NULL) 
						{
							computeAlignmentChange(pCreature2, m_Point, pAttacker, &gcMI, &gcAttackerMI);
							if (pAttacker->isPC() )
							{ 
								if (pAttacker->isSlayer() && !pCreature2->isSlayer() )
								{
									Slayer* pSlayer = dynamic_cast<Slayer*>(pAttacker);

									if (pSlayer != NULL )
									{
										GCModifyInformation gcMI;
										shareAttrExp(pSlayer, m_Point, 1, 8, 1, gcAttackerMI);
									}
								}

								if (pAttacker->isPC() ) pAttacker->getPlayer()->sendPacket(&gcAttackerMI);
							}
						}
					}

				}
				
			}
		}
	}

	setDeadline(0);

	__END_DEBUG
	__END_CATCH
}
コード例 #5
0
ファイル: EffectDecreaseHP.cpp プロジェクト: mrktj/darkeden
void EffectDecreaseHP::unaffect(Creature* pCreature)
	throw(Error)
{
	__BEGIN_TRY
	__BEGIN_DEBUG

	Assert(pCreature != NULL);

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

	pCreature->removeFlag(Effect::EFFECT_CLASS_DECREASE_HP);

	Damage_t decreaseHP = m_Point;

	if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE)
		&& !pCreature->isDead()
		&& !pCreature->isFlag(Effect::EFFECT_CLASS_COMA)
		// 무적상태 체크. by sigi. 2002.9.5
		&& canAttack(NULL, pCreature )
	   )
	{
		if (pCreature->isSlayer())
		{
			Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature);

			HP_t CurrentHP = pSlayer->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pSlayer->setHP(RemainHP, ATTR_CURRENT);

				GCModifyInformation gcMI;
				gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
				pSlayer->getPlayer()->sendPacket(&gcMI);

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pSlayer->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &pkt);
			}
		}
		else if (pCreature->isVampire())
		{
			Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);

			HP_t CurrentHP = pVampire->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pVampire->setHP(RemainHP, ATTR_CURRENT);

				GCModifyInformation gcMI;
				gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
				pVampire->getPlayer()->sendPacket(&gcMI);

				// 공격(흡혈) 당하는 경우에는 공격자의 성향이 바뀜 by sigi. 2002.12.27
				Creature* pAttacker = pZone->getCreature(m_UserObjectID);
				if (pAttacker!=NULL && pAttacker->isVampire())
				{
					Vampire* pAttackVampire = dynamic_cast<Vampire*>(pAttacker);

					GCModifyInformation gcAttackerMI;
					computeAlignmentChange(pVampire, decreaseHP, pAttackVampire, NULL, &gcAttackerMI);

					// 뭔가 변한 정보가 있다면 보내준다.
					if (gcAttackerMI.getShortCount()+gcAttackerMI.getLongCount() > 0)
					{
						pAttackVampire->getPlayer()->sendPacket(&gcAttackerMI);
					}
				}

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pVampire->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &pkt);
			}
		}
		else if (pCreature->isOusters())
		{
			Ousters* pOusters = dynamic_cast<Ousters*>(pCreature);

			HP_t CurrentHP = pOusters->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pOusters->setHP(RemainHP, ATTR_CURRENT);

				GCModifyInformation gcMI;
				gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
				pOusters->getPlayer()->sendPacket(&gcMI);

				// 공격(흡혈) 당하는 경우에는 공격자의 성향이 바뀜 by sigi. 2002.12.27
				Creature* pAttacker = pZone->getCreature(m_UserObjectID);
				if (pAttacker!=NULL && pAttacker->isOusters())
				{
					Ousters* pAttackOusters = dynamic_cast<Ousters*>(pAttacker);

					GCModifyInformation gcAttackerMI;
					computeAlignmentChange(pOusters, decreaseHP, pAttackOusters, NULL, &gcAttackerMI);

					// 뭔가 변한 정보가 있다면 보내준다.
					if (gcAttackerMI.getShortCount()+gcAttackerMI.getLongCount() > 0)
					{
						pAttackOusters->getPlayer()->sendPacket(&gcAttackerMI);
					}
				}

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pOusters->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &pkt);
			}
		}
		else if (pCreature->isMonster())
		{
			Monster* pMonster = dynamic_cast<Monster*>(pCreature);

			HP_t CurrentHP = pMonster->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pMonster->setHP(RemainHP, ATTR_CURRENT);

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pMonster->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pMonster->getX(), pMonster->getY(), &pkt);

				if (RemainHP == 0 )
				{
					Creature* pAttacker = pZone->getCreature(m_UserObjectID);
					if (pAttacker != NULL && pAttacker->isVampire() )
					{
						Vampire* pAttackVampire = dynamic_cast<Vampire*>(pAttacker);

						GCModifyInformation gcMI;
						increaseAlignment(pAttackVampire, pCreature, gcMI);

						if (gcMI.getShortCount() > 0 || gcMI.getLongCount() > 0 )
							pAttackVampire->getPlayer()->sendPacket(&gcMI);
					}
				}
			}
		}


		// m_CasterName이 pCreature를 죽인 경우의 KillCount 처리
		// by sigi. 2002.9.9
		if (pCreature->isDead())
		{
			Creature* pAttacker = pZone->getCreature(m_UserObjectID);

			if (pAttacker!=NULL)
			{ 
				if (pAttacker->isVampire())
				{
					Vampire* pVampire = dynamic_cast<Vampire*>(pAttacker);
					// 죽일때 경험치를 준다.
					GCModifyInformation mi;

					int exp = computeCreatureExp(pCreature, KILL_EXP);
					shareVampExp(pVampire, exp, mi);

					if (pCreature->isMonster() )
					{
						increaseFame(pVampire, decreaseHP);
						mi.addLongData(MODIFY_FAME, pVampire->getFame());
					}

					pAttacker->getPlayer()->sendPacket(&mi);
				}
				else if (pAttacker->isOusters() )
				{
					Ousters* pOusters = dynamic_cast<Ousters*>(pAttacker);
					GCModifyInformation mi;
					int exp = computeCreatureExp(pCreature, 100);
					shareOustersExp(pOusters, exp, mi);

					if (pCreature->isMonster() )
					{
						increaseFame(pOusters, decreaseHP);
						mi.addLongData(MODIFY_FAME, pOusters->getFame());
					}
				}

				affectKillCount(pAttacker, pCreature);
			}
		}
	}

	__END_DEBUG
	__END_CATCH
}
コード例 #6
0
ファイル: Death.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Death::execute(Vampire* pVampire, ObjectID_t TargetObjectID, 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);

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

		// NPC는 공격할 수 없다.
		// 저주 면역. by sigi. 2002.9.13
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_CURSE)
			|| !canAttack(pVampire, pTargetCreature )
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
			return;
		}

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

		SkillType_t SkillType  = pSkillSlot->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  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessVampireCurse(pSkillInfo->getLevel(), pTargetCreature->getResist(MAGIC_DOMAIN_CURSE));
		bool bHitRoll2   = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus);
		bool bCanHit     = canHit(pVampire, pTargetCreature, SkillType);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_DEATH);
		bool bPK         = verifyPK(pVampire, pTargetCreature);

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

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected && bPK)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

        	bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

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

			// pTargetCreature가 저주마법을 반사하는 경우
			if (CheckReflection(pVampire, pTargetCreature, getSkillType()))
			{
				pTargetCreature = (Creature*)pVampire;
				TargetObjectID = pVampire->getObjectID();
			}

			Resist_t resist = pTargetCreature->getResist(MAGIC_DOMAIN_CURSE);
			if ((resist*10/3) > output.Duration ) output.Duration=0;
			else output.Duration -= resist*10/3;

			if (output.Duration < 20 ) output.Duration = 20;

			// 이펙트 오브젝트를 생성해 붙인다.
			EffectDeath* pEffect = new EffectDeath(pTargetCreature);
			pEffect->setDeadline(output.Duration);
			pEffect->setLevel(pSkillInfo->getLevel()/2);
			pEffect->setResistPenalty(output.Damage);
			pTargetCreature->addEffect(pEffect);
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_DEATH);

			// 능력치를 계산해서 보내준다.
			if (pTargetCreature->isSlayer())
			{
				Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature);

				if (bCanSeeCaster) 
				{
					SLAYER_RECORD prev;
					pTargetSlayer->getSlayerRecord(prev);
					pTargetSlayer->initAllStat();
					pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK2);
				} 
				else 
				{
					SLAYER_RECORD prev;
					pTargetSlayer->getSlayerRecord(prev);
					pTargetSlayer->initAllStat();
					pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK6);
				}
			}
			else if (pTargetCreature->isVampire())
			{
				Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature);
				VAMPIRE_RECORD prev;

				pTargetVampire->getVampireRecord(prev);
				pTargetVampire->initAllStat();

				if (bCanSeeCaster)
				{
					pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK2);
				}
				else
				{
					pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK6);
				}
			}
			else if (pTargetCreature->isOusters())
			{
				Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature);
				OUSTERS_RECORD prev;

				pTargetOusters->getOustersRecord(prev);
				pTargetOusters->initAllStat();

				if (bCanSeeCaster)
				{
					pTargetOusters->addModifyInfo(prev, _GCSkillToObjectOK2);
				}
				else
				{
					pTargetOusters->addModifyInfo(prev, _GCSkillToObjectOK6);
				}
			}
			else if (pTargetCreature->isMonster())
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->initAllStat();
			}
			else Assert(false);
								
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(output.Duration);
		
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(output.Duration);
		
			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY (targetX, targetY);
			
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK4.setDuration(output.Duration);
			
			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration(output.Duration);
			
			_GCSkillToObjectOK6.setXY(myX, myY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(output.Duration);

			if (bCanSeeCaster) // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			}
			else // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
			}
								
			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pVampire);
			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);

			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);
			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				if (pTargetPlayer == NULL)
				{
					//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
					return;
				}

				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			}
			else if (pTargetCreature->isMonster())
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->addEnemy(pVampire);
			}

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(TargetObjectID);
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_DEATH);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);

			//cout << pTargetCreature->getName() << "에게 Death를 " << output.Duration << " duration 동안 건다." << endl;
			
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

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

	__END_CATCH
}
コード例 #7
0
ファイル: ChargingAttack.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 아우스터즈 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void ChargingAttack::execute(Ousters * pOusters, ObjectID_t TargetObjectID, OustersSkillSlot * pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

		// 무장하고 있는 무기가 널이거나, 검이 아니라면 기술을 사용할 수 없다.
		Item* pItem = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
		if (pItem == NULL)
		{
			executeSkillFailException(pOusters, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;

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

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

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, output.Range);
		bool bHitRoll    = HitRoll::isSuccess(pOusters, pTargetCreature, SkillLevel/2);
		bool bCanHit     = canHit(pOusters, pTargetCreature, SkillType) && canAttack(pOusters, pTargetCreature);
		bool bPK         = verifyPK(pOusters, pTargetCreature);
		bool bEffected	 = pOusters->hasRelicItem() 
							|| pOusters->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)
							|| pOusters->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffected )
		{
			// 빠르게 PC를 움직여준다.
			if (pZone->moveFastPC(pOusters, pOusters->getX(), pOusters->getY(), pTargetCreature->getX(), pTargetCreature->getY(), getSkillType())) 
			{
				decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);

				bool bCriticalHit = false;

				// 데미지를 준다.
				Damage_t Damage = computeDamage(pOusters, pTargetCreature, 0, bCriticalHit) + output.Damage;
				setDamage(pTargetCreature, Damage, pOusters, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);

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

				if (pTargetCreature->isDead())
				{
					int exp = computeCreatureExp(pTargetCreature, 100, pOusters);
					shareOustersExp(pOusters, exp, _GCSkillToObjectOK1);
				}

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

				pPlayer->sendPacket(&_GCSkillToObjectOK1);
				_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());
				_GCSkillToObjectOK2.setSkillType(SkillType);
				_GCSkillToObjectOK2.setDuration(0);

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

				pOustersSkillSlot->setRunTime(output.Delay);

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

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

	__END_CATCH
}
コード例 #8
0
ファイル: BloodyBreaker.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodyBreaker::execute(Vampire* pVampire, ZoneCoord_t X, ZoneCoord_t Y, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

		HitBonus = pRankBonus->getPoint();
	}

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

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

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

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

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


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

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

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

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

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

			list<Creature*> cList;

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

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

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

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

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

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

							int EnemyLevel = 0;

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

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

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

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

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

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

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

								increaseAlignment(pVampire, pTargetCreature, _GCSkillToTileOK1);

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

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


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

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

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

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

			pPlayer->sendPacket(&_GCSkillToTileOK1);

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

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

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

					_GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP);

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

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

			cList.push_back(pVampire);

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

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

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

	__END_CATCH
}
コード例 #9
0
ファイル: Hallucination.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Hallucination::execute(Vampire* pVampire, ObjectID_t TargetObjectID, 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);

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

		// NPC는 공격할 수 없다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pVampire, pTargetCreature )
			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_HALLUCINATION)
			|| pTargetCreature->isNPC()
			)
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
			return;
		}

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

		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 = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessVampireCurse(pSkillInfo->getLevel(), pTargetCreature->getResist(MAGIC_DOMAIN_CURSE));
		bool bHitRoll2   = HitRoll::isSuccessHallucination(pVampire, pTargetCreature);
		bool bCanHit     = canHit(pVampire, pTargetCreature, SkillType);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_HALLUCINATION);
		bool bPK         = verifyPK(pVampire, pTargetCreature);

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

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected && bPK)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

        	bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

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

			// pTargetCreature가 저주마법을 반사하는 경우
			if (CheckReflection(pVampire, pTargetCreature, getSkillType()))
			{
				pTargetCreature = (Creature*)pVampire;
				TargetObjectID = pVampire->getObjectID();
			}

			// 이펙트 오브젝트를 생성해 붙인다.
			EffectHallucination* pEffect = new EffectHallucination(pTargetCreature);
			pEffect->setDeadline(output.Duration);
			pEffect->setLevel(pSkillInfo->getLevel()/2);
			pTargetCreature->addEffect(pEffect);
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_HALLUCINATION);
		
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(output.Duration);
		
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(output.Duration);
		
			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY (targetX, targetY);
			
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK4.setDuration(output.Duration);
			
			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration(output.Duration);
			
			_GCSkillToObjectOK6.setXY(myX, myY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(output.Duration);

			if (bCanSeeCaster) // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			}
			else // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
			}
								
			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pVampire);
			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);

			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);
			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				if (pTargetPlayer == NULL)
				{
					//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
					return;
				}

				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			}
			else if (pTargetCreature->isMonster())
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->addEnemy(pVampire);
			}

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(TargetObjectID);
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_HALLUCINATION);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);
			
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);
		}
	}
	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: MoleShot.cpp プロジェクト: mrktj/darkeden
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 타일 핸들러 - AR이나 SMG를 들고 있을 경우
//////////////////////////////////////////////////////////////////////////////
void MoleShot::ARSMGexecute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			Level_t maxEnemyLevel = 0;
			uint EnemyNum = 0;

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

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

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

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

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

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

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

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

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

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

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

			_GCSkillToTileOK1.addShortData(MODIFY_BULLET, RemainBullet);

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

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

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

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

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

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

					_GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP);

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

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

			cList.push_back(pSlayer);

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

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

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

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

	__END_CATCH
}
コード例 #11
0
ファイル: JabbingVein.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트
//////////////////////////////////////////////////////////////////////////////
void JabbingVein::execute (Slayer* pSlayer, ObjectID_t TargetObjectID,  SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY __BEGIN_DEBUG

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

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

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

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

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

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

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

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

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

		SkillInput input(pSlayer, pSkillSlot);
		SkillOutput output;

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

		computeOutput(input, output);

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

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

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

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

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

			bool bCriticalHit = false;

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

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

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

			bool bAffect = true;

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

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

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

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

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

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

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

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

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

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

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

			pPlayer->sendPacket(&_GCAttackArmsOK1);

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

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

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

	__END_DEBUG __END_CATCH
}
コード例 #12
0
ファイル: LarSlash.cpp プロジェクト: mrktj/darkeden
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void LarSlash::execute(Slayer * pSlayer, ObjectID_t TargetObjectID, SkillSlot * pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
		//Assert(pTargetCreature != NULL);
		
		// NPC는 공격할 수가 없다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

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

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

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;

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

		bool bCriticalHit = false;

		// 기본 데미지에 스킬 데미지를 더한다.
		SkillInput input(pSlayer, pSkillSlot);
		SkillOutput output;
		computeOutput(input, output);

		Damage_t Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);
		Damage += output.Damage;

		int  RequiredMP         = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck         = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck         = verifyRunTime(pSkillSlot);
		bool bRangeCheck        = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll           = (rand()%10)?HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel / 2):(true);
		bool bCanHit            = canHit(pSlayer, pTargetCreature, SkillType);
		bool bPK                = verifyPK(pSlayer, pTargetCreature);

		// 마나가 있어야 하고, 시간과 거리 체크에 성공하고,
		// hitroll에 성공하고, 크로스 카운터가 걸려있지 않다면, 성공이다.
		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK)
		{
			CheckCrossCounter(pSlayer, pTargetCreature, Damage, pSkillInfo->getRange());

			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);

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

			// 데미지를 주고, 내구도를 떨어뜨린다.
			setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			decreaseDurability(pSlayer, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);

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

			// 타겟이 슬레이어가 아닌 경우에만 경험치를 올려준다.
			if (!pTargetCreature->isSlayer())
			{
				
				if (bIncreaseExp)
				{
					shareAttrExp(pSlayer, Damage, 8, 1, 1, _GCSkillToObjectOK1);
					increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1, pTargetCreature->getLevel());
					increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);
				}
				increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1);
			}

			// 패킷을 준비하고, 보낸다. 
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);
		
			_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(0);
		
			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration(0);
		
			pPlayer->sendPacket(&_GCSkillToObjectOK1);
		
			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
			} 
			else 
			{
				Monster * pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pSlayer);
			}

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

			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToObjectOK5, cList);

			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);
		}
	} 
	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: Paralyze.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Paralyze::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
		SkillType_t       SkillType  = pVampireSkillSlot->getSkillType();

		// NPC는 공격할 수가 없다.
		// 면역이거나. by sigi. 2002.9.13
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_PARALYZE)
			|| !canAttack(pVampire, pTargetCreature )
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
			return;
		}

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

		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();
		}

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

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessVampireCurse(pSkillInfo->getLevel(), pTargetCreature->getResist(MAGIC_DOMAIN_CURSE));
		bool bHitRoll2   = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);
		bool bCanHit     = canHit(pVampire, pTargetCreature, SkillType);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_PARALYZE) || rTile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION)!=NULL;
		bool bPK         = verifyPK(pVampire, pTargetCreature);

		ZoneCoord_t vampX   = pVampire->getX();
		ZoneCoord_t vampY   = pVampire->getY();
		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();

		//if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected && bPK)
		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected && bPK && pTargetCreature->getCompetence() == 3)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

			bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

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

			// Wisdom of Silence 이 있다면 지속시간 20% 증가
			if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_WISDOM_OF_SILENCE ) )
			{
				RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_WISDOM_OF_SILENCE);
				Assert(pRankBonus != NULL);

				output.Duration += getPercentValue(output.Duration, pRankBonus->getPoint());
			}

			// pTargetCreature가 저주마법을 반사하는 경우
			if (CheckReflection(pVampire, pTargetCreature, getSkillType()))
			{
				pTargetCreature = (Creature*)pVampire;
				TargetObjectID = pVampire->getObjectID();
			}

			Resist_t resist = pTargetCreature->getResist(MAGIC_DOMAIN_CURSE);
			if (resist > output.Duration ) resist = output.Duration;
			output.Duration -= resist;

			if (output.Duration < 20 ) output.Duration = 20;

			// 이펙트 오브젝트를 생성해서 붙인다.
			EffectParalyze* pEffectParalyze = new EffectParalyze(pTargetCreature);
			pEffectParalyze->setLevel(pSkillInfo->getLevel()/2);
//			pEffectParalyze->setDefensePenalty(output.Damage);
			pEffectParalyze->setDeadline(output.Duration);
			pTargetCreature->addEffect(pEffectParalyze);
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_PARALYZE);

			if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_BURNING_SOL_CHARGE_1 ) )
			{
				Effect* pEffect = pTargetCreature->findEffect(Effect::EFFECT_CLASS_BURNING_SOL_CHARGE_1);
				if (pEffect != NULL ) pEffect->setDeadline(0);
			}

			// 저주에 걸리면 디펜스가 떨어진다.
			// 디펜스 페널티가 없어짐. 2002.05.09 - by bezz
/*			if (pTargetCreature->isSlayer()) 
			{
				Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature);
				SLAYER_RECORD prev;
				pTargetSlayer->getSlayerRecord(prev);
				pTargetSlayer->initAllStat();
				pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK2);
			} 
			else if (pTargetCreature->isVampire()) 
			{
				Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature);
				VAMPIRE_RECORD prev;
				pTargetVampire->getVampireRecord(prev);
				pTargetVampire->initAllStat();
				pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK2);
			} 
			else if (pTargetCreature->isMonster())
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->initAllStat();
			}
			else Assert(false);
*/
			// 이펙트가 붙었다는 것을 브로드캐스팅해준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pTargetCreature->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_PARALYZE);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);

			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(output.Duration);
			
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(output.Duration);
											
			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);
															
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);

			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setDuration(output.Duration);

			_GCSkillToObjectOK6.setXY(vampX, vampY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(output.Duration);

			if (bCanSeeCaster) // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			}
			else // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
			}

			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC())
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);

				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			}
			else
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->addEnemy(pVampire);
			}

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

			cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList);

			pZone->broadcastPacket(vampX, vampY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

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

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

	__END_CATCH
}
コード例 #14
0
ファイル: BiteOfDeath.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void BiteOfDeath::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY
		
	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;

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

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

		// NPC는 공격할 수 없다.
		// 저주 면역. by sigi. 2002.9.13
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pVampire, pTargetCreature )
			|| pTargetCreature->isNPC()
			|| !pVampire->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WERWOLF)
			|| pTargetCreature->isDead()
			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA))
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
			return;
		}

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

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

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessBloodDrain(pVampire, pTargetCreature);
		bool bCanHit     = canHit(pVampire, pTargetCreature, SkillType);
		bool bPK         = verifyPK(pVampire, pTargetCreature);
		bool bMaster	 = false;

		if (pTargetCreature->isMonster() )
		{
			Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
			Assert(pTargetMonster != NULL);

			if (pTargetMonster->isMaster()
#ifdef __UNDERWORLD__
					|| pTargetMonster->isUnderworld() || pTargetMonster->getMonsterType() == 599
#endif
			)
			{
				bMaster = true;
			}
		}

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

		if (bManaCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bMaster)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

        	bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

			Exp_t Exp = computeCreatureExp(pTargetCreature, BLOODDRAIN_EXP + KILL_EXP);
			shareVampExp(pVampire, Exp, _GCSkillToObjectOK1);

			if (!pVampire->isFlag(Effect::EFFECT_CLASS_MEPHISTO))
			{
				HP_t HealPoint = (Exp==0? computeBloodDrainHealPoint(pTargetCreature, BLOODDRAIN_EXP) : Exp);
				HP_t CurrentHP = pVampire->getHP();
				HP_t MaxHP	   = pVampire->getHP(ATTR_MAX);
				HP_t NewHP     = min((int)MaxHP , (int)CurrentHP + (int)HealPoint);

				// 은 데미지 관련 처리를 해 준다.
				Silver_t newSilverDamage = max(0, (int)pVampire->getSilverDamage()-(int)HealPoint);
				pVampire->saveSilverDamage(newSilverDamage);
				_GCSkillToObjectOK1.addShortData(MODIFY_SILVER_DAMAGE, newSilverDamage);

				// 뱀파이어의 HP를 세팅한다.
				pVampire->setHP(NewHP);

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

				_GCSkillToObjectOK1.addShortData(MODIFY_CURRENT_HP, NewHP);
			}


			// 타겟 쥑여뿐다.
			if (pTargetCreature->isSlayer() )
			{
				Slayer* pSlayer = dynamic_cast<Slayer*>(pTargetCreature);
				pSlayer->setHP(0);
			}
			else if (pTargetCreature->isVampire() )
			{
				Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature);
				pTargetVampire->setHP(0);
			}
			else if (pTargetCreature->isOusters() )
			{
				Ousters* pOusters = dynamic_cast<Ousters*>(pTargetCreature);
				pOusters->setHP(0);
			}
			else if (pTargetCreature->isMonster() )
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				HP_t decreaseHP = pMonster->getHP();
				pMonster->setHP(0);

				increaseFame(pVampire, decreaseHP);
				_GCSkillToObjectOK1.addLongData(MODIFY_FAME, pVampire->getFame());
			}
			else Assert(false);

			affectKillCount(pVampire, pTargetCreature);

			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
		
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
		
			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY (targetX, targetY);
			
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			
			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			
			_GCSkillToObjectOK6.setXY(myX, myY);
			_GCSkillToObjectOK6.setSkillType(SkillType);

			if (bCanSeeCaster) // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			}
			else // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
			}
								
			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pVampire);
			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);

			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);
			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				if (pTargetPlayer == NULL)
				{
					//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
					return;
				}

				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			}
			else if (pTargetCreature->isMonster())
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->addEnemy(pVampire);
			}
		} 
		else 
		{
			executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

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

	__END_CATCH
}
コード例 #15
0
ファイル: BlitzSliding.cpp プロジェクト: jun199004/server
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void BlitzSliding::execute(Slayer * pSlayer, ObjectID_t TargetObjectID, SkillSlot * pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

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

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

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

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

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, computeSkillRange(pSkillSlot, pSkillInfo));
		bool bHitRoll    = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel/2);
		bool bCanHit     = canHit(pSlayer, pTargetCreature, SkillType);
		bool bPK         = verifyPK(pSlayer, pTargetCreature);
		bool bEffected	 = pSlayer->hasRelicItem();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffected )
		{
			// 빠르게 PC를 움직여준다.
			if (pZone->moveFastPC(pSlayer, pSlayer->getX(), pSlayer->getY(), pTargetCreature->getX(), pTargetCreature->getY(), getSkillType())) 
			{
				decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);

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

				bool bCriticalHit = false;

				// 데미지를 준다.
				Damage_t BasicDamage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);
				Damage_t Damage = BasicDamage + output.Damage;
				setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				decreaseDurability(pSlayer, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);

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

				if (!pTargetCreature->isSlayer())
				{
					if (bIncreaseDomainExp )
					{
						shareAttrExp(pSlayer, Damage, 8, 1, 1, _GCSkillToObjectOK1);
						increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1, pTargetCreature->getLevel());
						increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);
					}
					increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1);
				}

/*				if (!pTargetCreature->isFlag(Effect::EFFECT_CLASS_DECREASE_HP ) )
				{
					EffectDecreaseHP* pEffect = new EffectDecreaseHP(pTargetCreature);
					pEffect->setPoint(BasicDamage + output.Damage);
					pEffect->setUserObjectID(pSlayer->getObjectID());
					pEffect->setDeadline(10);

					pTargetCreature->setFlag(Effect::EFFECT_CLASS_DECREASE_HP);
					pTargetCreature->addEffect(pEffect);
				}*/

				EffectBlazeWalk* pEffect = new EffectBlazeWalk(pTargetCreature);
				pEffect->setPoint(BasicDamage + output.Damage);
				pEffect->setUserObjectID(pSlayer->getObjectID());
				pEffect->setAttackNum(1);
				pEffect->setNextTime(10);
				pEffect->setSkillType(SKILL_BLITZ_SLIDING);
				pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLAZE_WALK);
				pTargetCreature->addEffect(pEffect);

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

				_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());
				_GCSkillToObjectOK2.setSkillType(SkillType);
				_GCSkillToObjectOK2.setDuration(0);

				_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());
				_GCSkillToObjectOK3.setSkillType(getSkillType());
				_GCSkillToObjectOK3.setTargetXY(pTargetCreature->getX(), pTargetCreature->getY());
			
				_GCSkillToObjectOK4.setSkillType(getSkillType());
				_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);

				_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
				_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
				_GCSkillToObjectOK5.setSkillType(getSkillType());
				_GCSkillToObjectOK5.setDuration(0);
				
				pPlayer->sendPacket(&_GCSkillToObjectOK1);

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

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

				cList = pZone->broadcastSkillPacket(pSlayer->getX(), pSlayer->getY(), pTargetCreature->getX(), pTargetCreature->getY(), &_GCSkillToObjectOK5, cList);
				
				pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToObjectOK3 , cList);
				pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(),  &_GCSkillToObjectOK4 , cList);

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

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

	__END_CATCH
}
コード例 #16
0
void SimpleMissileSkill::execute(
	Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, 
	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result,
	CEffectID_t CEffectID)
	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);

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


		// NPC는 공격할 수가 없다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pSlayer, pTargetCreature )
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pSlayer, param.SkillType);
			return;
		}

		result.pTargetCreature = pTargetCreature;

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

		SkillInfo*        pSkillInfo   = g_pSkillInfoManager->getSkillInfo(param.SkillType);
		SkillDomainType_t DomainType   = pSkillInfo->getDomainType();
		SkillLevel_t      SkillLevel   = pSkillSlot->getExpLevel();
		bool              bCriticalHit = false;
		Damage_t          Damage       = 0;

		if (param.bAdd)
		{
			// 파라미터로 전달된 데미지 값이 더해지는 데미지라면, 
			// 일반 데미지를 계산 후, 데미지를 더해야 한다.
			// 파라미터로 전달된 데미지 값이 직접적으로 쓰이는 데미지라면,
			// 이 부분까지 들어오지 않으므로, 밑의 부분까지 0으로 전달된다.
			Damage += computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);
		}

		if (param.bMagicDamage)
		{
			// 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다.
			Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType);
		}
		else
		{
			Damage += param.SkillDamage;
		}

		ZoneCoord_t myX     = pSlayer->getX();
		ZoneCoord_t myY     = pSlayer->getY();
		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();
		
		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = false;
		bool bPK         = verifyPK(pSlayer, pTargetCreature);

		if (param.bMagicHitRoll)
		{
			bHitRoll = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		}
		else
		{
			bHitRoll = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel/2);
		}

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bPK)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);

			// 데미지를 가하고, 내구도를 떨어뜨린다.
			setDamage(pTargetCreature, Damage, pSlayer, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			decreaseDurability(pSlayer, pTargetCreature, NULL, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);

			// 타겟이 슬레이어가 아닌 경우에만 경험치를 올려준다.
			if (!pTargetCreature->isSlayer())
			{
				shareAttrExp(pSlayer, Damage , param.STRMultiplier, param.DEXMultiplier, param.INTMultiplier, _GCSkillToObjectOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1, pTargetCreature->getLevel());
				increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);
				increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1);
			}

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

			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(param.SkillType);
			_GCSkillToObjectOK5.setDuration(0);
			
			// Send Packet
			pPlayer->sendPacket(&_GCSkillToObjectOK1);
		
			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
			} 
			else if (pTargetCreature->isMonster())
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pSlayer);
			}

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

			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(myX, myY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pSkillSlot->setRunTime(param.Delay);

			result.bSuccess = true;
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, param.SkillType, pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, param.SkillType);
	}

	__END_CATCH
}
コード例 #17
0
void SimpleMissileSkill::execute(
	Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, 
	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 
	CEffectID_t CEffectID, int HitBonus) 
	throw(Error)
{
	__BEGIN_TRY

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

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

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

		// NPC는 공격할 수가 없다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pOusters, pTargetCreature )
			|| pTargetCreature->isNPC()
			)
		{
			executeSkillFailException(pOusters, param.SkillType, param.Grade);
			return;
		}

		result.pTargetCreature = pTargetCreature;

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

		if (param.ItemClass != Item::ITEM_CLASS_MAX)
		{
			Item* pItem = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
			if (pItem == NULL || pItem->getItemClass() != param.ItemClass || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND))
			{
				executeSkillFailException(pOusters, param.SkillType, param.Grade);
				return;
			}
		}

		SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType);
		bool       bCriticalHit = false;
		Damage_t   Damage       = 0;

		if (param.bAdd)
		{
			// 파라미터로 전달된 데미지 값이 더해지는 데미지라면, 
			// 일반 데미지를 계산 후, 데미지를 더해야 한다.
			// 파라미터로 전달된 데미지 값이 직접적으로 쓰이는 데미지라면,
			// 이 부분까지 들어오지 않으므로, 밑의 부분까지 0으로 전달된다.
			Damage += computeDamage(pOusters, pTargetCreature, 0, bCriticalHit);
		}

		if (param.bMagicDamage)
		{
			// 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다.
//			Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType, true);
			Damage += computeOustersMagicDamage(pOusters, pTargetCreature, param.SkillDamage, param.SkillType);
		}
		else
		{
			Damage += param.SkillDamage;
		}

		computeCriticalBonus(pOusters, param.SkillType, Damage, bCriticalHit);

		int  RequiredMP         = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck         = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck         = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck        = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll           = false;
		bool bCanHit            = canHit(pOusters, pTargetCreature, param.SkillType);
		bool bPK                = verifyPK(pOusters, pTargetCreature);
		bool bSatisfyRequire	= pOusters->satisfySkillRequire(pSkillInfo);

		if (param.bMagicHitRoll)
		{
			bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot, HitBonus);
		}
		else 
		{
			bHitRoll = HitRoll::isSuccess(pOusters, pTargetCreature);
		}

		ZoneCoord_t X   = pOusters->getX();
		ZoneCoord_t Y   = pOusters->getY();
		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && bSatisfyRequire )
		{
            decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);

			bool bCanSeeCaster = canSee(pTargetCreature, pOusters);
			if (bCanSeeCaster) 
			{
				setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);
			}
			else
			{
				setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK6);
			}

			if (pTargetCreature->isDead())
			{
				int exp = computeCreatureExp(pTargetCreature, 100, pOusters);
				shareOustersExp(pOusters, exp, _GCSkillToObjectOK1);
			}

			increaseAlignment(pOusters, pTargetCreature, _GCSkillToObjectOK1);

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

			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(param.SkillType);
			_GCSkillToObjectOK5.setGrade(param.Grade);
			
			_GCSkillToObjectOK6.setXY(X, Y);
			_GCSkillToObjectOK6.setSkillType(param.SkillType);
			_GCSkillToObjectOK6.setDuration(0);
			_GCSkillToObjectOK6.setGrade(param.Grade);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);
		
			Player* pTargetPlayer = NULL;
			if (pTargetCreature->isPC()) 
			{
				pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			} 
			else 
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pOusters);
			}

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

			cList = pZone->broadcastSkillPacket(X, Y, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(X, Y,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pOustersSkillSlot->setRunTime(param.Delay);

			result.bSuccess = true;
		}
		else 
		{
			executeSkillFailNormal(pOusters, param.SkillType, pTargetCreature, param.Grade);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, param.SkillType, param.Grade);
	}


	__END_CATCH
}
コード例 #18
0
ファイル: ThunderFlash.cpp プロジェクト: hillwah/darkeden
//////////////////////////////////////////////////////////////////////
//
// ThunderFlash::execute()
//
//////////////////////////////////////////////////////////////////////
void ThunderFlash::execute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

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

		GCSkillToTileOK1 _GCSkillToTileOK1;
		GCSkillToTileOK2 _GCSkillToTileOK2;
		GCSkillToTileOK5 _GCSkillToTileOK5;

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

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

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

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

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

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

			Level_t maxEnemyLevel = 0;
			uint EnemyNum = 0;

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

			list<Creature*> cList;

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

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

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

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

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

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

							bool bCriticalHit = false;

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

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

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

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

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

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

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

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

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

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

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

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

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

			cList.push_back(pSlayer);

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

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

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

	__END_CATCH
}