void EffectAlignmentRecovery::unaffect(Creature* pCreature) throw(Error) { __BEGIN_TRY Assert(pCreature != NULL); if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); Assert(pSlayer != NULL); Zone* pZone = pSlayer->getZone(); Assert(pZone != NULL); if (m_Period != 0) { // 한 턴에 얼마나 회복 시킬 것인가. Alignment_t CurrentAlignment = pSlayer->getAlignment(); Alignment_t NewAlignment = min(10000, (int)(CurrentAlignment + m_AlignmentQuantity* m_Period)); pSlayer->setAlignment(NewAlignment); WORD AlignmentSaveCount = pSlayer->getAlignmentSaveCount(); if (AlignmentSaveCount == 10) { StringStream msg; msg << "Alignment = " << NewAlignment; pSlayer->tinysave(msg.toString()); AlignmentSaveCount = 0; } else AlignmentSaveCount++; pSlayer->setAlignmentSaveCount(AlignmentSaveCount); } // 현재 Alignment를 브로드캐스팅한다. // 이제 회복이 끝났나는 것을 알리도록 한다. // 자신에게 먼저 GCModifyInformation gcModifyInformation; gcModifyInformation.addLongData(MODIFY_ALIGNMENT, pSlayer->getAlignment()); pSlayer->getPlayer()->sendPacket(&gcModifyInformation); // 주변사람에게도 무언가를 날려줘야 한다. // 패킷을 새로 만들어야겠지.. pSlayer->removeFlag(Effect::EFFECT_CLASS_ALIGNMENT_RECOVERY); } else if (pCreature->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); //Zone* pZone = pVampire->getZone(); if (m_Period != 0) { // 한 턴에 얼마나 회복 시킬 것인가. Alignment_t CurrentAlignment = pVampire->getAlignment(); Alignment_t NewAlignment = min(10000, (int)(CurrentAlignment + m_AlignmentQuantity* m_Period)); WORD AlignmentSaveCount = pVampire->getAlignmentSaveCount(); if (AlignmentSaveCount == 10) { StringStream msg; msg << "Alignment = " << NewAlignment; pVampire->tinysave(msg.toString()); AlignmentSaveCount = 0; } else AlignmentSaveCount++; pVampire->setAlignmentSaveCount(AlignmentSaveCount); } // 현재 Alignment를 브로드캐스팅한다. // 이제 회복이 끝났나는 것을 알리도록 한다. // 자신에게 먼저 GCModifyInformation gcModifyInformation; gcModifyInformation.addLongData(MODIFY_ALIGNMENT, pVampire->getAlignment()); pVampire->getPlayer()->sendPacket(&gcModifyInformation); // 주변사람에게도.. pVampire->removeFlag(Effect::EFFECT_CLASS_ALIGNMENT_RECOVERY); } else if (pCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); //Zone* pZone = pOusters->getZone(); if (m_Period != 0) { // 한 턴에 얼마나 회복 시킬 것인가. Alignment_t CurrentAlignment = pOusters->getAlignment(); Alignment_t NewAlignment = min(10000, (int)(CurrentAlignment + m_AlignmentQuantity* m_Period)); WORD AlignmentSaveCount = pOusters->getAlignmentSaveCount(); if (AlignmentSaveCount == 10) { StringStream msg; msg << "Alignment = " << NewAlignment; pOusters->tinysave(msg.toString()); AlignmentSaveCount = 0; } else AlignmentSaveCount++; pOusters->setAlignmentSaveCount(AlignmentSaveCount); } // 현재 Alignment를 브로드캐스팅한다. // 이제 회복이 끝났나는 것을 알리도록 한다. // 자신에게 먼저 GCModifyInformation gcModifyInformation; gcModifyInformation.addLongData(MODIFY_ALIGNMENT, pOusters->getAlignment()); pOusters->getPlayer()->sendPacket(&gcModifyInformation); // 주변사람에게도.. pOusters->removeFlag(Effect::EFFECT_CLASS_ALIGNMENT_RECOVERY); } __END_CATCH }