////////////////////////////////////////////////////////////////////////////// // 뱀파이어 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void BloodDrain::execute(Vampire* pVampire, ObjectID_t TargetObjectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(vampire)" << 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 수가 없다. // 면역 상태. by sigi. 2002.9.13 // 무적상태 체크. by sigi.2002.9.5 // 죽은 애는 피 빨 수 없다. by Sequoia.2003. 3. 20 if (pTargetCreature==NULL // NoSuch 제거. by sigi. 2002.5.2 || pTargetCreature->isNPC() || pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_BLOOD_DRAIN) || !canAttack(pVampire, pTargetCreature ) || pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA) || pTargetCreature->isDead() ) { executeSkillFailException(pVampire, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(vampire)" << endl; return; } GCBloodDrainOK1 _GCBloodDrainOK1; GCBloodDrainOK2 _GCBloodDrainOK2; GCBloodDrainOK3 _GCBloodDrainOK3; Timeval CurrentTime; getCurrentTime(CurrentTime); bool bHitRoll = HitRoll::isSuccessBloodDrain(pVampire, pTargetCreature); bool bCanHit = canHit(pVampire, pTargetCreature, SKILL_BLOOD_DRAIN); bool bTimeCheck = CurrentTime.tv_sec > 1 ? true : false; bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, 2); bool bPK = verifyPK(pVampire, pTargetCreature); if (bHitRoll && bCanHit && bTimeCheck && bRangeCheck && bPK) { // 슬레이어일 경우에만 이펙트 오브젝트를 생성한다. if (pTargetCreature->isSlayer()) { EffectBloodDrain* pEffectBloodDrain = new EffectBloodDrain(pTargetCreature); pEffectBloodDrain->setLevel(pVampire->getLevel()); pEffectBloodDrain->setDeadline(BLOODDRAIN_DURATION); // 3일?? pTargetCreature->addEffect(pEffectBloodDrain); pEffectBloodDrain->create(pTargetCreature->getName()); _GCBloodDrainOK2.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_BLOOD_DRAIN); // 타겟이 뭐든 플래그는 건다. pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN); Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature); SLAYER_RECORD prev; pTargetSlayer->getSlayerRecord(prev); pTargetSlayer->initAllStat(); pTargetSlayer->sendRealWearingInfo(); pTargetSlayer->addModifyInfo(prev, _GCBloodDrainOK2); // 로그를 남긴다. //log(LOG_BLOODDRAINED, pTargetCreature->getName(), pVampire->getName()); } // 아우스터즈의 경우엔..... -_-; 제한시간 없는 이펙트를 생성한다. 엄밀히 말해 제한시간이 없는 건 아니지만.. // else if (pTargetCreature->isOusters() ) // { // EffectBloodDrain* pEffectBloodDrain = new EffectBloodDrain(pTargetCreature); // pEffectBloodDrain->setLevel(pVampire->getLevel()); // pTargetCreature->addEffect(pEffectBloodDrain); // pEffectBloodDrain->create(pTargetCreature->getName()); // _GCBloodDrainOK2.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_BLOOD_DRAIN); // // // 타겟이 뭐든 플래그는 건다. // pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN); // // Sight_t oldSight = pTargetCreature->getSight(); // Sight_t newSight = pTargetCreature->getEffectedSight(); // // if (oldSight != newSight ) // { // pTargetCreature->setSight(newSight); // pZone->updateScan(pTargetCreature, oldSight, pTargetCreature->getSight()); // _GCBloodDrainOK2.addShortData(MODIFY_VISION, pTargetCreature->getSight()); // // GCChangeDarkLight gcChangeDarkLight; // gcChangeDarkLight.setDarkLevel(15); // gcChangeDarkLight.setLightLevel(newSight); // pTargetCreature->getPlayer()->sendPacket(&gcChangeDarkLight); // } // } // 타겟이 뭐든 플래그는 건다. pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN); // 올릴 경험치량을 계산한다. Exp_t Exp = computeCreatureExp(pTargetCreature, BLOODDRAIN_EXP); int targetLevel = 0; int targetMaxHP = 0; // 페임을 올려준다. if (pTargetCreature->isSlayer()) { //increaseFame(pVampire, Exp); Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature); targetLevel = pTargetSlayer->getHighestSkillDomainLevel(); targetMaxHP = pTargetSlayer->getHP(ATTR_MAX); } else if (pTargetCreature->isVampire()) { //increaseFame(pVampire, Exp); Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature); targetLevel = pTargetVampire->getLevel(); targetMaxHP = pTargetVampire->getHP(ATTR_MAX); } else if (pTargetCreature->isOusters()) { //increaseFame(pOusters, Exp); Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature); targetLevel = pTargetOusters->getLevel(); targetMaxHP = pTargetOusters->getHP(ATTR_MAX); } else if (pTargetCreature->isMonster()) { Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature); Timeval NextTurn = pMonster->getNextTurn(); Timeval DelayTurn; DelayTurn.tv_sec = 4; DelayTurn.tv_usec = 500000; pMonster->addAccuDelay(DelayTurn); pMonster->addEnemy(pVampire); targetLevel = pMonster->getLevel(); targetMaxHP = pMonster->getHP(ATTR_MAX); } shareVampExp(pVampire, Exp, _GCBloodDrainOK1); // 흡혈을 하게 되면 흡혈한 사람의 체력이 올라간다. // Mephisto이펙트가 걸려있으면 HP는 안 올라간다. 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); _GCBloodDrainOK1.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); _GCBloodDrainOK1.addShortData(MODIFY_CURRENT_HP, NewHP); } // 흡혈을 당한 애는 HP가 줄어든다. // 대상이 내 레벨보다 높다면.. MaxHP의 10~15% damage // by sigi. 2002.9.14 int drainDamage = 0; int myLevel = pVampire->getLevel(); if (targetLevel > myLevel) { drainDamage = targetMaxHP * (rand()%6+10) / 100; } else { // 레벨 5차이마다 1%씩 더~ int damagePercent = min(30, (rand()%6+10+(myLevel-targetLevel))); drainDamage = targetMaxHP * damagePercent / 100; } if (drainDamage > 0) { //decreaseHP(pZone, pTargetCreature, drainDamage, pVampire->getObjectID()); EffectDecreaseHP* pEffect = new EffectDecreaseHP(pTargetCreature); pEffect->setPoint(drainDamage); pEffect->setDeadline(20); // 2초 후 pEffect->setUserObjectID(pVampire->getObjectID()); pTargetCreature->addEffect(pEffect); pTargetCreature->setFlag(Effect::EFFECT_CLASS_DECREASE_HP); } pVampire->getGQuestManager()->blooddrain(); // 흡혈시에도 성향 바뀜 // by sigi. 2002.12.16 // EffectDecreaseHP에서 HP가 닳아서 0이 되어야하는 경우가 있어서 // EffectDecreaseHP::unaffect()로 옮긴다. //computeAlignmentChange(pTargetCreature, drainDamage, pVampire, NULL, &_GCBloodDrainOK1); _GCBloodDrainOK1.setObjectID(TargetObjectID); _GCBloodDrainOK3.setObjectID(pVampire->getObjectID()); _GCBloodDrainOK3.setTargetObjectID (TargetObjectID); pPlayer->sendPacket(&_GCBloodDrainOK1); if (pTargetCreature != NULL && pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); if (pTargetPlayer != NULL) { _GCBloodDrainOK2.setObjectID(pVampire->getObjectID()); // _GCBloodDrainOK2.addLongData(MODIFY_DURATION, BLOODDRAIN_DURATION); pTargetPlayer->sendPacket(&_GCBloodDrainOK2); } } list<Creature *> cList; cList.push_back(pTargetCreature); cList.push_back(pVampire); pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &_GCBloodDrainOK3 , cList); } else { executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pVampire, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(vampire)" << endl; __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 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 }