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 }
////////////////////////////////////////////////////////////////////////////// // 아우스터즈 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void MagnumSpear::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID) 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); Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND); if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_OUSTERS_WRISTLET || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND)) { executeSkillFailException(pOusters, pOustersSkillSlot->getSkillType()); return; } Creature* pTargetCreature = pZone->getCreature(TargetObjectID); SkillType_t SkillType = pOustersSkillSlot->getSkillType(); // NPC는 공격할 수가 없다. if (pTargetCreature==NULL || !canAttack(pOusters, pTargetCreature ) || pTargetCreature->isNPC()) { executeSkillFailException(pOusters, SkillType); return; } GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK3 _GCSkillToObjectOK3; GCSkillToObjectOK4 _GCSkillToObjectOK4; GCSkillToObjectOK5 _GCSkillToObjectOK5; GCSkillToObjectOK6 _GCSkillToObjectOK6; SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); int HitBonus = 0; /* if (pOusters->hasRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID ) ) { RankBonus* pRankBonus = pOusters->getRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID); Assert(pRankBonus != NULL); HitBonus = pRankBonus->getPoint(); } */ int RequiredMP = (int)(pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/3); bool bManaCheck = hasEnoughMana(pOusters, RequiredMP); bool bTimeCheck = verifyRunTime(pOustersSkillSlot); bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange()); bool bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot, HitBonus); bool bCanHit = canHit(pOusters, pTargetCreature, SkillType); bool bPK = verifyPK(pOusters, pTargetCreature); bool bEffect = pTargetCreature->isFlag(Effect::EFFECT_CLASS_MAGNUM_SPEAR); if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffect) { ZoneCoord_t oustX = pOusters->getX(); ZoneCoord_t oustY = pOusters->getY(); ZoneCoord_t targetX = pTargetCreature->getX(); ZoneCoord_t targetY = pTargetCreature->getY(); decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1); bool bCanSeeCaster = canSee(pTargetCreature, pOusters); SkillInput input(pOusters, pOustersSkillSlot); SkillOutput output; computeOutput(input, output); Damage_t Damage = output.Damage; OustersSkillSlot* pMastery = pOusters->hasSkill(SKILL_MAGNUM_SPEAR_MASTERY); if (pMastery != NULL ) { Damage += (pMastery->getExpLevel() * 5 / 3 ) + 15; } else { bool dummy; computeCriticalBonus(pOusters, getSkillType(), Damage, dummy); } EffectMagnumSpear* pEffect = new EffectMagnumSpear(pTargetCreature); pEffect->setDamage(computeOustersMagicDamage(pOusters, pTargetCreature, Damage, SKILL_MAGNUM_SPEAR )); int spearNum = 2; if (pOustersSkillSlot->getExpLevel() <= 15 ) spearNum = 2; else if (pOustersSkillSlot->getExpLevel() < 30 ) spearNum = 4; else if (pOustersSkillSlot->getExpLevel() == 30 ) spearNum = 6; int Grade = spearNum/2 - 1; if (pMastery != NULL ) { spearNum = 1; Grade = 4; output.Delay = 20; } pEffect->setTimes(spearNum); pEffect->setTick(5); pEffect->setNextTime(5); pEffect->setCasterOID(pOusters->getObjectID()); pTargetCreature->addEffect(pEffect); pTargetCreature->setFlag(pEffect->getEffectClass()); _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK1.setDuration(0); _GCSkillToObjectOK1.setGrade(Grade); _GCSkillToObjectOK2.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK2.setDuration(0); _GCSkillToObjectOK2.setGrade(Grade); _GCSkillToObjectOK3.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK3.setSkillType(SkillType); _GCSkillToObjectOK3.setTargetXY(targetX, targetY); _GCSkillToObjectOK3.setGrade(Grade); _GCSkillToObjectOK4.setSkillType(SkillType); _GCSkillToObjectOK4.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK4.setGrade(Grade); _GCSkillToObjectOK5.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK5.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setGrade(Grade); _GCSkillToObjectOK6.setXY(oustX, oustY); _GCSkillToObjectOK6.setSkillType(SkillType); _GCSkillToObjectOK6.setDuration(0); _GCSkillToObjectOK6.setGrade(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(oustX, oustY, targetX, targetY, &_GCSkillToObjectOK5, cList); pZone->broadcastPacket(oustX, oustY, &_GCSkillToObjectOK3 , cList); pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4 , cList); pOustersSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pOusters, getSkillType()); } __END_CATCH }