////////////////////////////////////////////////////////////////////////////// // 뱀파이어 인벤토리 핸들러 ////////////////////////////////////////////////////////////////////////////// void BloodyTunnel::execute(Vampire* pVampire, ObjectID_t InvenObjectID, ObjectID_t InventoryItemObjectID, CoordInven_t X, CoordInven_t Y, CoordInven_t TargetX, CoordInven_t TargetY, VampireSkillSlot* pSkillSlot) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; Assert(pVampire != NULL); Assert(pSkillSlot != NULL); try { Player* pPlayer = pVampire->getPlayer(); Zone* pZone = pVampire->getZone(); Inventory* pInventory = pVampire->getInventory(); Assert(pPlayer != NULL); Assert(pZone != NULL); Assert(pInventory!= NULL); // 전쟁 존이라면 BloodyTunnel를 사용할 수 없다. // 일단은 ZoneID로 가는데.. ZoneInfo에 넣도록 해야한다. ///* //if (pZone->getZoneID()==1122 || pZone->getZoneID()==1123) // 이벤트 경기장/OX 막기. by sigi. 2002.8.31 //int zoneID = pZone->getZoneID(); //if (zoneID==1005 || zoneID==1006) if (pZone->isNoPortalZone() || pZone->isMasterLair() || pZone->isCastle() || pZone->isHolyLand()) { executeSkillFailException(pVampire, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } //*/ SubInventory* pInventoryItem = NULL; int invenID = 0; if (InventoryItemObjectID != 0 ) { //cout << "서브 인벤토리에서 사용 : " << InventoryItemObjectID << endl; CoordInven_t X, Y; pInventoryItem = dynamic_cast<SubInventory*>(pInventory->findItemOID(InventoryItemObjectID, X, Y )); TradeManager* pTradeManager = pZone->getTradeManager(); Assert(pTradeManager != NULL); if (pInventoryItem == NULL || pTradeManager->hasTradeInfo(pVampire->getName()) ) { //cout << "근데 서브 인벤토리가 없다." <<endl; executeSkillFailException(pVampire, getSkillType()); return; } pInventory = pInventoryItem->getInventory(); invenID = pInventoryItem->getItemID(); } Item* pItem = pInventory->getItem(X, Y); // 아이템이 없거나, 뱀파이어 포탈 아이템이 아니거나, OID가 틀리다면 기술 사용 불가 if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_VAMPIRE_PORTAL_ITEM || pItem->getObjectID() != InvenObjectID) { executeSkillFailException(pVampire, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } VampirePortalItem* pVampirePortalItem = dynamic_cast<VampirePortalItem*>(pItem); Assert(pVampirePortalItem != NULL); // 뱀파이어 포탈 아이템에 기록된 위치가 없을 경우에는 실패다. ZoneID_t zoneid = pVampirePortalItem->getZoneID(); ZoneCoord_t tx = pVampirePortalItem->getX(); ZoneCoord_t ty = pVampirePortalItem->getY(); if (zoneid == 0) { executeSkillFailException(pVampire, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } // 얻어온 목표 존과 좌표를 검증한다. Zone* pTargetZone = getZoneByZoneID(zoneid); // 아담의 성지와 다른 존과는 연결되지 않는다. if (pZone->isHolyLand() != pTargetZone->isHolyLand()) { executeSkillFailException(pVampire, getSkillType()); return; } //cout << "타겟 존 포인터 획득 성공" << endl; VSRect* pRect = pTargetZone->getOuterRect(); if (!pRect->ptInRect(tx, ty)) { executeSkillFailException(pVampire, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; return; } //cout << "좌표 검증 성공" << endl; GCSkillToInventoryOK1 _GCSkillToInventoryOK1; SkillType_t SkillType = pSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); int RequiredMP = decreaseConsumeMP(pVampire, pSkillInfo); bool bManaCheck = hasEnoughMana(pVampire, RequiredMP); bool bTimeCheck = verifyRunTime(pSkillSlot); bool bRangeCheck = checkZoneLevelToUseSkill(pVampire); //bool bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot); bool bHitRoll = true; if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll) { decreaseMana(pVampire, RequiredMP, _GCSkillToInventoryOK1); SkillInput input(pVampire); SkillOutput output; computeOutput(input, output); // 각각의 존에다가 포탈을 더한다. ZONE_COORD s_coord; ZONE_COORD t_coord; s_coord.id = pZone->getZoneID(); s_coord.x = pVampire->getX(); s_coord.y = pVampire->getY(); t_coord.id = pTargetZone->getZoneID(); t_coord.x = tx; t_coord.y = ty; pZone->addVampirePortal(s_coord.x, s_coord.y, pVampire, t_coord); pTargetZone->addVampirePortal(t_coord.x, t_coord.y, pVampire, s_coord); _GCSkillToInventoryOK1.setSkillType(SkillType); _GCSkillToInventoryOK1.setObjectID(InvenObjectID); _GCSkillToInventoryOK1.setCEffectID(0); _GCSkillToInventoryOK1.setDuration(0); pPlayer->sendPacket(&_GCSkillToInventoryOK1); // 차지 수를 줄인다. pVampirePortalItem->setCharge(pVampirePortalItem->getCharge()-1); if (pVampirePortalItem->getCharge() > 0) { // 아직 차지가 남았다면 살려둔다. pVampirePortalItem->save(pVampire->getName(), STORAGE_INVENTORY, invenID, X, Y); } else { // 포탈 아이템의 차지가 다 소모되었다면 삭제시킨다. pInventory->deleteItem(X, Y); pVampirePortalItem->destroy(); // 아이템 포인터 자체가 지워지고, NULL이 되면, // 이펙트 내부에서의 아이템 포인터도 NULL이 되겠지... SAFE_DELETE(pVampirePortalItem); } pSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pVampire, getSkillType(), NULL); } } catch(Throwable & t) { executeSkillFailException(pVampire, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; __END_CATCH }
void CGSelectWayPointHandler::execute(CGSelectWayPoint* pPacket , Player* pPlayer) throw(Error) { __BEGIN_TRY __BEGIN_DEBUG_EX #ifdef __GAME_SERVER__ Assert(pPacket != NULL); Assert(pPlayer != NULL); static map<Level_t,Price_t> sPriceMap; try { int targetDynamicZoneType = g_pDynamicZoneInfoManager->getDynamicZoneTypeByZoneID(pPacket->getZoneID()); if (targetDynamicZoneType != DYNAMIC_ZONE_MAX) { executeEnterQuestZone(pPacket, pPlayer, targetDynamicZoneType); } // 게임 플레이어의 상태가 정상이 아니라면 걍 리턴한다. GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer); Assert(pGamePlayer != NULL); if (pGamePlayer->getPlayerStatus() != GPS_NORMAL) return; // 크리쳐가 슬레이어가 아니라면 리턴한다. Creature* pCreature = pGamePlayer->getCreature(); Assert(pCreature != NULL); PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature); Assert(pPC != NULL); if (pPC->getStore()->isOpen()) return; if (pCreature->hasRelicItem()) return; // 크리쳐가 죽었으면 리턴 if (pCreature->isDead()) return; // 초보존으로 들어가는 경우엔 종족 상관없이 보내준다. if (pPacket->getZoneID() == 1122) { ZONE_COORD pos(1122); if (pCreature->isSlayer()) { pos.x = 107; pos.y = 27; } else if (pCreature->isVampire()) { pos.x = 18; pos.y = 27; } else if (pCreature->isOusters()) { pos.x = 12; pos.y = 103; } else return; if (!canEnterBeginnerZone(pCreature)) return; // 초보존이 유료존일수도 있을라나...? #if defined(__PAY_SYSTEM_ZONE__) || defined(__PAY_SYSTEM_FREE_LIMIT__) ZoneInfo* pZoneInfo = g_pZoneInfoManager->getZoneInfo(pos.id); // 유료존인데 유료사용자가 아니면... if (pZoneInfo == NULL || ((pZoneInfo->isPayPlay() || pZoneInfo->isPremiumZone()) && (!pGamePlayer->isPayPlaying() && !pGamePlayer->isFamilyFreePass()))) { //Statement* pStmt = NULL; string connectIP = pGamePlayer->getSocket()->getHost(); // 유료 서비스 사용이 가능한가? if (pGamePlayer->loginPayPlay(connectIP, pGamePlayer->getID())) { sendPayInfo(pGamePlayer); } else if (pZoneInfo->isPayPlay()) { // 유료 서비스 사용 불가인 경우 GCSystemMessage gcSystemMessage; if (g_pConfig->getPropertyInt("IsNetMarble") == 0) { gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER)); } else { gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER)); } pGamePlayer->sendPacket(&gcSystemMessage); return; } } #endif pPC->getGQuestManager()->illegalWarp(); transportCreature(pCreature, pos.id, pos.x, pos.y, false); return; } if (pPacket->getZoneID() == 1131) { if (g_pVariableManager->getVariable(ACTIVE_LEVEL_WAR) == 0) { GCSystemMessage gcSystemMessage; gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER)); pGamePlayer->sendPacket(&gcSystemMessage); return; } /* if (g_pConfig->getPropertyInt("ServerID" ) != 0 ) { GCNoticeEvent gcNoticeEvent; gcNoticeEvent.setCode(NOTICE_EVENT_NOT_FIRST_SERVER); pGamePlayer->sendPacket(&gcNoticeEvent); // GCSystemMessage gcSystemMessage; // gcSystemMessage.setMessage(g_pStringPool->getString(STRID_LEVEL_WAR_ONLY_FIRST_SERVER )); // pGamePlayer->sendPacket (&gcSystemMessage); return; } */ // 크리쳐 정보 보고 알아서 튕겨주자 =_=;; ZONE_COORD pos(g_pLevelWarZoneInfoManager->getCreatureZoneID(pCreature )); if (g_pSweeperBonusManager->isAble(g_pLevelWarZoneInfoManager->getCreatureZoneID(pCreature))) { GCSystemMessage gcSystemMessage; gcSystemMessage.setMessage(g_pStringPool->getString(STRID_NO_WAR_IN_ACTIVE )); pGamePlayer->sendPacket (&gcSystemMessage); return; } if (pCreature->isSlayer()) { pos.x = 12; pos.y = 9; } else if (pCreature->isVampire()) { pos.x = 117; pos.y = 8; } else if (pCreature->isOusters()) { pos.x = 9; pos.y = 111; } #if defined(__PAY_SYSTEM_ZONE__) || defined(__PAY_SYSTEM_FREE_LIMIT__) Zone* pZone = getZoneByZoneID(pos.id); Assert(pZone != NULL); LevelWarManager* pLevelWarManager = pZone->getLevelWarManager(); Assert(pLevelWarManager != NULL); if (!pLevelWarManager->hasWar() && !g_pVariableManager->canEnterLevelWarZoneFree() && !pGamePlayer->isPayPlaying() && pGamePlayer->isFamilyFreePass() && !pLevelWarManager->canEnterFreeUser()) { GCSystemMessage gcSystemMessage; gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER_LEVEL_WAR_ZONE)); pGamePlayer->sendPacket(&gcSystemMessage); return; } #endif pPC->getGQuestManager()->illegalWarp(); transportCreature(pCreature, pos.id, pos.x, pos.y, false); return; } if (pPacket->getZoneID() == 72) { if (!g_pWarSystem->hasActiveRaceWar()) { GCSystemMessage gcSystemMessage; gcSystemMessage.setMessage(g_pStringPool->getString(STRID_NO_WAR_IN_ACTIVE)); pGamePlayer->sendPacket (&gcSystemMessage); return; } /* if (g_pConfig->getPropertyInt("ServerID" ) != 0 ) { GCNoticeEvent gcNoticeEvent; gcNoticeEvent.setCode(NOTICE_EVENT_NOT_FIRST_SERVER); pGamePlayer->sendPacket(&gcNoticeEvent); // GCSystemMessage gcSystemMessage; // gcSystemMessage.setMessage(g_pStringPool->getString(STRID_LEVEL_WAR_ONLY_FIRST_SERVER )); // pGamePlayer->sendPacket (&gcSystemMessage); return; } */ // 크리쳐 정보 보고 알아서 튕겨주자 =_=;; ZONE_COORD pos; if (pCreature->isSlayer()) { pos.id = 73; pos.x = 30; pos.y = 124; } else if (pCreature->isVampire()) { pos.id = 71; pos.x = 104; pos.y = 128; } else if (pCreature->isOusters()) { pos.id = 72; pos.x = 67; pos.y = 165; } /*#if defined(__PAY_SYSTEM_ZONE__) || defined(__PAY_SYSTEM_FREE_LIMIT__) ZoneInfo* pZoneInfo = g_pZoneInfoManager->getZoneInfo(pos.id); // 유료존인데 유료사용자가 아니면... if (pZoneInfo==NULL || (pZoneInfo->isPayPlay() || pZoneInfo->isPremiumZone()) && (!pGamePlayer->isPayPlaying() && !pGamePlayer->isFamilyFreePass() )) { //Statement* pStmt = NULL; string connectIP = pGamePlayer->getSocket()->getHost(); // 유료 서비스 사용이 가능한가? if (pGamePlayer->loginPayPlay(connectIP, pGamePlayer->getID())) { sendPayInfo(pGamePlayer); } else if (pZoneInfo->isPayPlay()) { // 유료 서비스 사용 불가인 경우 GCSystemMessage gcSystemMessage; if (g_pConfig->getPropertyInt("IsNetMarble")==0) { gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER )); } else { gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER )); } pGamePlayer->sendPacket (&gcSystemMessage); return; } } #endif*/ if (!g_pVariableManager->isActiveRaceWarLimiter() || pCreature->isFlag(Effect::EFFECT_CLASS_RACE_WAR_JOIN_TICKET)) { pPC->getGQuestManager()->illegalWarp(); transportCreature(pCreature, pos.id, pos.x, pos.y, false); return; } else { GCSystemMessage gcSystemMessage; gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER_DURING_RACE_WAR)); pGamePlayer->sendPacket(&gcSystemMessage); return; } } if (!pCreature->isSlayer() && !pCreature->isOusters()) { // 뭔가를 해야하지 않을까? return; } if (pCreature->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)) { // 뭔가를 해야하지 않을까? return; } if (pCreature->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER)) { // 뭔가를 해야하지 않을까? return; } //Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); //Assert(pSlayer != NULL); bool bCancel = false; // 이펙트가 걸려있어야 정상적인 이동이다. if (pCreature->isOusters() || (pCreature->isSlayer() && pCreature->isFlag(Effect::EFFECT_CLASS_SLAYER_PORTAL))) { ZoneID_t id = pPacket->getZoneID(); ZoneCoord_t x = pPacket->getX(); ZoneCoord_t y = pPacket->getY(); if (id == 0 && x == 0 && y == 0) { bCancel = true; } else { // 석화 상태일 경우 생깐다. if (pCreature->isFlag(Effect::EFFECT_CLASS_PARALYZE)) { bCancel = true; } // 웨이포인트 매니저를 통해서 클라이언트가 보내온 // 웨이포인트가 정상적인 웨이포인트인지를 검증한다. if (!g_pWayPointManager->isValidWayPoint(id, x, y, pCreature->getRace())) { // 뭔가를 해야하지 않을까? bCancel = true; //return; } try { if (!bCancel) { #if defined(__PAY_SYSTEM_ZONE__) || defined(__PAY_SYSTEM_FREE_LIMIT__) ZoneInfo* pZoneInfo = g_pZoneInfoManager->getZoneInfo(id); // 유료존인데 유료사용자가 아니면... if (pZoneInfo==NULL || ((pZoneInfo->isPayPlay() || pZoneInfo->isPremiumZone()) && (!pGamePlayer->isPayPlaying() && !pGamePlayer->isFamilyFreePass()))) { //Statement* pStmt = NULL; string connectIP = pGamePlayer->getSocket()->getHost(); // 유료 서비스 사용이 가능한가? if (pGamePlayer->loginPayPlay(connectIP, pGamePlayer->getID())) { sendPayInfo(pGamePlayer); } else if (pZoneInfo->isPayPlay()) { // 유료 서비스 사용 불가인 경우 GCSystemMessage gcSystemMessage; if (g_pConfig->getPropertyInt("IsNetMarble") == 0) { gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER)); } else { gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER)); } pGamePlayer->sendPacket (&gcSystemMessage); bCancel = true; } } #endif if (!bCancel) { // 이동시키기 전에 이펙트를 삭제한다. if (pCreature->isSlayer()) pCreature->removeFlag(Effect::EFFECT_CLASS_SLAYER_PORTAL); if (pCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); Assert(pOusters != NULL); GCNoticeEvent gcNoticeEvent; // 대지정령의 뿔을 사용할라면 시오람과 계약을 맺었어야 한다. if (!pOusters->getFlagSet()->isOn(FLAGSET_GNOMES_HORN)) { gcNoticeEvent.setCode(NOTICE_EVENT_CONTRACT_GNOMES_HORN); pPlayer->sendPacket(&gcNoticeEvent); return; } Level_t level = pOusters->getLevel(); Price_t price = sPriceMap[level]; if (price == 0) { price = (Price_t)(pow((double)level, 1.3) * 100) / 2; sPriceMap[level] = price; } /*if (g_pFlagManager->hasFlagWar() && pPacket->getZoneID() == 32 && pPacket->getX() == 124 && pPacket->getY() == 144 ) price = 0;*/ if (pOusters->getGold() < price) { gcNoticeEvent.setCode(NOTICE_EVENT_NOT_ENOUGH_MONEY); pPlayer->sendPacket(&gcNoticeEvent); return; } else { pOusters->decreaseGoldEx(price); GCModifyInformation gcMI; gcMI.addLongData(MODIFY_GOLD, pOusters->getGold()); pPlayer->sendPacket(&gcMI); } } // 올바른 웨이포인트라면 슬레이어를 이동시켜준다. pPC->getGQuestManager()->illegalWarp(); transportCreature(pCreature, id, x, y, false); } } } catch (NoSuchElementException&) { bCancel = true; } } } if (bCancel && pCreature->isSlayer()) { Zone* pZone = pCreature->getZone(); Assert(pZone != NULL); // id, x, y가 모두 0일 경우 이동을 취소한다는 뜻이다. pCreature->removeFlag(Effect::EFFECT_CLASS_SLAYER_PORTAL); // 헬기를 제거하라고 뿌려준다. GCAddHelicopter gcAddHelicopter; gcAddHelicopter.setObjectID(pCreature->getObjectID()); gcAddHelicopter.setCode(1); pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcAddHelicopter); } } catch (Throwable & t) { cerr << t.toString() << endl; } #endif // __GAME_SERVER__ __END_DEBUG_EX __END_CATCH }
//////////////////////////////////////////////////////////////////////////////// // is satisfied? //////////////////////////////////////////////////////////////////////////////// bool ConditionEnterCastle::isSatisfied (Creature * pCreature1 , Creature * pCreature2, void* pParam) const throw() { /*if (!g_pVariableManager->isActiveCastle()) { return false; }*/ // 나중에 전쟁중인지 체크해야 된다 Assert(pCreature2 != NULL); Assert(pCreature2->isPC()); //cout << "Condition: EnterCastle" << endl; bool bPayPlay = false; GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pCreature2->getPlayer()); Assert(pGamePlayer!=NULL); #if defined(__PAY_SYSTEM_ZONE__) || defined(__PAY_SYSTEM_FREE_LIMIT__) // 이미 유료존에 있는 경우라면... 관계없겠지. // 패밀리 요금 적용중일 경우 if (pGamePlayer->isPayPlaying() || pGamePlayer->isFamilyFreePass()) { bPayPlay = true; } else { // 일단 zone 요금 체크 string connectIP = pGamePlayer->getSocket()->getHost(); if (pGamePlayer->loginPayPlay(connectIP, pGamePlayer->getID())) { sendPayInfo(pGamePlayer); bPayPlay = true; } } #else bPayPlay = true; #endif // 돈 낸 사람만 castle 에 들어갈 수 있다. if (bPayPlay) { // 존을 찾는다. Zone* pZone = getZoneByZoneID(m_TargetZoneID); Assert(pZone!=NULL); // castle 이 아니면 체크할 필요가 없는거다. if (!pZone->isCastle()) { return true; } // 종족간 전쟁중에는 종족에 상관없이 누구나 통과시켜야 한다. // 동족간 전쟁중에는 타종족을 통과시켜서는 안 된다. // 평시에는 NPC를 통해야 하므로 누구도 통과시킬 수 없다. // 전쟁시스템 만들때 이거 다 추가시켜야 된다. 2003. 1.20. PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2); return g_pCastleInfoManager->canPortalActivate(m_TargetZoneID, pPC); } return false; }
Item* CastleShrineInfoManager::addShrineToZone(ShrineInfo& shrineInfo, ItemType_t itemType ) throw(Error) { __BEGIN_TRY // 성단을 넣을 존을 가져온다. Zone* pZone = getZoneByZoneID(shrineInfo.getZoneID()); Assert(pZone != NULL); MonsterCorpse* pShrine = new MonsterCorpse(shrineInfo.getMonsterType(), shrineInfo.getName(), 2); Assert(pShrine != NULL); pShrine->setShrine(true); pShrine->setZone(pZone); pZone->getObjectRegistry().registerObject(pShrine); shrineInfo.setObjectID(pShrine->getObjectID()); Item* pItem = NULL; /* if (shrineInfo.getShrineType() == ShrineInfo::SHRINE_GUARD ) { pShrine->setFlag(Effect::EFFECT_CLASS_SHRINE_GUARD); EffectShrineGuard* pEffect = new EffectShrineGuard(pShrine); pEffect->setShrineID(itemType); pEffect->setTick(60 * 10); pShrine->getEffectManager().addEffect(pEffect); } else if (shrineInfo.getShrineType() == ShrineInfo::SHRINE_HOLY ) { pShrine->setFlag(Effect::EFFECT_CLASS_SHRINE_HOLY); EffectShrineHoly* pEffect = new EffectShrineHoly(pShrine); pEffect->setShrineID(itemType); pEffect->setTick(60 * 10); pShrine->getEffectManager().addEffect(pEffect); }*/ TPOINT tp = pZone->addItem(pShrine, shrineInfo.getX(), shrineInfo.getY(), true); Assert(tp.x != -1); // 성의 상징을 추가할 필요가 있다면 추가한다. if (shrineInfo.getShrineType() == ShrineInfo::SHRINE_GUARD ) { //if (AddBible[ itemType ] ) { list<OptionType_t> optionNULL; pItem = g_pItemFactoryManager->createItem(Item::ITEM_CLASS_CASTLE_SYMBOL, itemType, optionNULL); Assert(pItem != NULL); char strZoneID[10]; sprintf(strZoneID, "%d", (int)pZone->getZoneID()); pZone->registerObject(pItem); pItem->create(strZoneID, STORAGE_CORPSE, pShrine->getObjectID(), 0, 0); pShrine->addTreasure(pItem); } // 수호성단이라는걸 표시해둔다. pShrine->setFlag(Effect::EFFECT_CLASS_CASTLE_SHRINE_GUARD); // 모든 수호성단에 Shield Effect 붙인다 pShrine->setFlag(Effect::EFFECT_CLASS_SHRINE_SHIELD); EffectShrineShield* pEffect = new EffectShrineShield(pShrine); pEffect->setShrineID(itemType); pEffect->setTick(60 * 10); pShrine->getEffectManager().addEffect(pEffect); } else { // 성지성단이라는걸 표시해둔다. pShrine->setFlag(Effect::EFFECT_CLASS_CASTLE_SHRINE_HOLY); } // 성단 좌표를 새로 세팅한다. shrineInfo.setX(tp.x); shrineInfo.setY(tp.y); return pItem; __END_CATCH }
//////////////////////////////////////////////////////////////////////////////// // 액션을 실행한다. //////////////////////////////////////////////////////////////////////////////// void ActionRegisterSiege::execute (Creature * pCreature1 , Creature * pCreature2) throw(Error) { __BEGIN_TRY #ifndef __OLD_GUILD_WAR__ Assert(pCreature1 != NULL); Assert(pCreature2 != NULL); Assert(pCreature1->isNPC()); Assert(pCreature2->isPC()); SYSTEM_RETURN_IF_NOT(SYSTEM_GUILD_WAR); GCNPCResponse gcNPCResponse; PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2); GuildID_t guildID = pPC->getGuildID(); if (!g_pVariableManager->isWarActive() || !g_pVariableManager->isActiveGuildWar() ) { gcNPCResponse.setCode(NPC_RESPONSE_WAR_UNAVAILABLE); pPC->getPlayer()->sendPacket(&gcNPCResponse); return; } if (!g_pGuildManager->isGuildMaster(guildID, pPC ) ) { gcNPCResponse.setCode(NPC_RESPONSE_NOT_GUILD_MASTER); pPC->getPlayer()->sendPacket(&gcNPCResponse); return; } Gold_t warRegistrationFee = g_pVariableManager->getVariable(WAR_REGISTRATION_FEE); if (pPC->getGold() < warRegistrationFee ) { gcNPCResponse.setCode(NPC_RESPONSE_NOT_ENOUGH_MONEY); pPC->getPlayer()->sendPacket(&gcNPCResponse); return; } Zone* pZone = getZoneByZoneID(m_ZoneID); Assert(pZone != NULL); Assert(pZone->isCastle()); WarScheduler* pWarScheduler = pZone->getWarScheduler(); Assert(pWarScheduler != NULL); /* 성을 소유했어도 전쟁 신청이 되도록 수정함 (자기 성에는 신청 못하겠지 -_-;;) // 이미 성을 소유한 길드인가? if (g_pGuildManager->hasCastle(guildID ) ) { gcNPCResponse.setCode(NPC_RESPONSE_ALREADY_HAS_CASTLE); pPC->getPlayer()->sendPacket(&gcNPCResponse); return; } */ // ServerID_t serverID; // ZoneID_t zoneID; // bool bHasCastle = g_pGuildManager->hasCastle(guildID , serverID , zoneID); // if (bHasCastle && serverID == g_pConfig->getPropertyInt("ServerID" ) && zoneID == m_ZoneID ) CastleInfo* pCastleInfo = g_pCastleInfoManager->getCastleInfo(m_ZoneID); GuildID_t ownerGuildID = pCastleInfo->getGuildID(); if (guildID == ownerGuildID ) { gcNPCResponse.setCode(NPC_RESPONSE_ALREADY_HAS_CASTLE); pPC->getPlayer()->sendPacket(&gcNPCResponse); return; } // 이미 전쟁 신청을 했는가? if (g_pGuildManager->hasWarSchedule(guildID ) ) { gcNPCResponse.setCode(NPC_RESPONSE_WAR_ALREADY_REGISTERED); pPC->getPlayer()->sendPacket(&gcNPCResponse); return; } // 전쟁 스케쥴이 다 찼는가? /* if (!pWarScheduler->canAddWar(WAR_GUILD ) ) { gcNPCResponse.setCode(NPC_RESPONSE_WAR_SCHEDULE_FULL); pPC->getPlayer()->sendPacket(&gcNPCResponse); return; } GuildWar* pWar = new GuildWar(m_ZoneID, guildID, War::WAR_STATE_WAIT); pWar->setRegistrationFee(warRegistrationFee); if (!pWarScheduler->addWar(pWar ) ) { gcNPCResponse.setCode(NPC_RESPONSE_WAR_SCHEDULE_FULL); pPC->getPlayer()->sendPacket(&gcNPCResponse); SAFE_DELETE(pWar); return; }*/ Schedule* pNextSchedule = pWarScheduler->getRecentSchedule(); Work* pNextWork = NULL; if (pNextSchedule != NULL ) pNextWork = pNextSchedule->getWork(); SiegeWar* pNextWar = dynamic_cast<SiegeWar*>(pNextWork); if (pNextWar == NULL ) { pNextWar = new SiegeWar(m_ZoneID, War::WAR_STATE_WAIT); pNextWar->addRegistrationFee(warRegistrationFee); pNextWar->addChallengerGuild(guildID); if (!pWarScheduler->addWar(pNextWar ) ) { gcNPCResponse.setCode(NPC_RESPONSE_WAR_SCHEDULE_FULL); pPC->getPlayer()->sendPacket(&gcNPCResponse); SAFE_DELETE(pNextWar); return; } } else if (pNextWar->getChallengerGuildCount() < 5 ) { WarSchedule* pNextWarSchedule = dynamic_cast<WarSchedule*>(pNextSchedule); Assert(pNextWarSchedule != NULL); pNextWar->addRegistrationFee(warRegistrationFee); pNextWar->addChallengerGuild(guildID); pNextWarSchedule->save(); } else { gcNPCResponse.setCode(NPC_RESPONSE_WAR_SCHEDULE_FULL); pPC->getPlayer()->sendPacket(&gcNPCResponse); // SAFE_DELETE(pNextWar); return; } pPC->decreaseGoldEx(warRegistrationFee); GCModifyInformation gcMI; gcMI.addLongData(MODIFY_GOLD, pPC->getGold()); pPC->getPlayer()->sendPacket(&gcMI); gcNPCResponse.setCode(NPC_RESPONSE_WAR_REGISTRATION_OK); pPC->getPlayer()->sendPacket(&gcNPCResponse); return; #endif __END_CATCH }
//////////////////////////////////////////////////////////////////////////////// // 액션을 실행한다. //////////////////////////////////////////////////////////////////////////////// void ActionDenyReinforce::execute (Creature * pCreature1 , Creature * pCreature2) throw(Error) { __BEGIN_TRY #ifndef __OLD_GUILD_WAR__ Assert(pCreature1 != NULL); Assert(pCreature2 != NULL); Assert(pCreature1->isNPC()); Assert(pCreature2->isPC()); SYSTEM_RETURN_IF_NOT(SYSTEM_GUILD_WAR); GCNPCResponse gcNPCResponse; PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature2); GuildID_t guildID = pPC->getGuildID(); if (!g_pVariableManager->isWarActive() || !g_pVariableManager->isActiveGuildWar() ) { gcNPCResponse.setCode(NPC_RESPONSE_WAR_UNAVAILABLE); pPC->getPlayer()->sendPacket(&gcNPCResponse); return; } if (!g_pGuildManager->isGuildMaster(guildID, pPC ) ) { gcNPCResponse.setCode(NPC_RESPONSE_NOT_GUILD_MASTER); pPC->getPlayer()->sendPacket(&gcNPCResponse); return; } Zone* pZone = getZoneByZoneID(m_ZoneID); Assert(pZone != NULL); Assert(pZone->isCastle()); WarScheduler* pWarScheduler = pZone->getWarScheduler(); Assert(pWarScheduler != NULL); CastleInfo* pCastleInfo = g_pCastleInfoManager->getCastleInfo(m_ZoneID); GuildID_t ownerGuildID = pCastleInfo->getGuildID(); if (guildID != ownerGuildID ) { gcNPCResponse.setCode(NPC_RESPONSE_NOT_YOUR_CASTLE); pPC->getPlayer()->sendPacket(&gcNPCResponse); return; } Schedule* pNextSchedule = pWarScheduler->getRecentSchedule(); Work* pNextWork = NULL; if (pNextSchedule != NULL ) pNextWork = pNextSchedule->getWork(); SiegeWar* pNextWar = dynamic_cast<SiegeWar*>(pNextWork); if (pNextWar == NULL || pNextWar->recentReinforceCandidate() == 0 ) { gcNPCResponse.setCode(NPC_RESPONSE_NO_WAR_REGISTERED); pPC->getPlayer()->sendPacket(&gcNPCResponse); //SAFE_DELETE(pNextWar); return; } else if (pNextWar->getReinforceGuildID() == 0 ) { WarSchedule* pNextWarSchedule = dynamic_cast<WarSchedule*>(pNextSchedule); Assert(pNextWarSchedule != NULL); if (!pNextWar->denyReinforce() ) { gcNPCResponse.setCode(NPC_RESPONSE_CANNOT_ACCEPT); pPC->getPlayer()->sendPacket(&gcNPCResponse); //SAFE_DELETE(pNextWar); return; } } else { gcNPCResponse.setCode(NPC_RESPONSE_ALREADY_REINFORCE_ACCEPTED); pPC->getPlayer()->sendPacket(&gcNPCResponse); //SAFE_DELETE(pNextWar); return; } gcNPCResponse.setCode(NPC_RESPONSE_ACCEPT_OK); pPC->getPlayer()->sendPacket(&gcNPCResponse); gcNPCResponse.setCode(NPC_RESPONSE_QUIT_DIALOGUE); pPC->getPlayer()->sendPacket(&gcNPCResponse); return; #endif __END_CATCH }
//////////////////////////////////////////////////////////////////////////////// // 액션을 실행한다. //////////////////////////////////////////////////////////////////////////////// void ActionEnterSiege::execute (Creature * pNPC , Creature * pCreature) throw(Error) { __BEGIN_TRY __BEGIN_DEBUG Assert(pCreature != NULL); Assert(pCreature->isPC()); GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pCreature->getPlayer()); if (!g_pWarSystem->hasCastleActiveWar(m_ZoneID ) ) { GCSystemMessage gcSM; gcSM.setMessage("공선전 중에만 입장하실 수 있습니다."); pGamePlayer->sendPacket(&gcSM); return; } PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature); Assert(pPC != NULL); Zone* pZone = getZoneByZoneID(m_ZoneID); Assert(pZone != NULL); WarScheduler* pWS = pZone->getWarScheduler(); Assert(pWS != NULL); ZoneID_t siegeZoneID = SiegeManager::Instance().getSiegeZoneID(m_ZoneID); Assert(siegeZoneID != 0); /* WarSchedule* pSchedule = dynamic_cast<WarSchedule*>(pWS->getRecentSchedule()); if (pSchedule == NULL ) { return; }*/ SiegeWar* pSiegeWar = dynamic_cast<SiegeWar*>(g_pWarSystem->getActiveWar(m_ZoneID )); if (pSiegeWar == NULL ) { GCSystemMessage gcSM; gcSM.setMessage("타입 1 서버 오류입니다. 운영팀에 문의하세요."); pGamePlayer->sendPacket(&gcSM); return; } int side = pSiegeWar->getGuildSide(pPC->getGuildID()); if (side == 0 ) { GCSystemMessage gcSM; gcSM.setMessage("전쟁에 참가한 길드가 아닙니다."); pGamePlayer->sendPacket(&gcSM); return; } if (!g_pGuildManager->isGuildMaster(pPC->getGuildID(), pPC ) ) { GCSystemMessage gcSM; gcSM.setMessage("길드 마스터만 가능합니다."); pGamePlayer->sendPacket(&gcSM); return; } static TPOINT targetPos[7] = { {172, 38}, {172, 38}, {20, 232}, {20, 232}, {20, 232}, {20, 232}, {20, 232} }; // 소환자의 존과 좌표. ZoneID_t ZoneNum = siegeZoneID; Coord_t ZoneX = targetPos[side-1].x; Coord_t ZoneY = targetPos[side-1].y; for (int i=0; i<7; ++i ) { deleteCreatureEffect(pPC, (Effect::EffectClass)(Effect::EFFECT_CLASS_SIEGE_DEFENDER + i)); } if (side < 8 && side > 0 ) { //cout << "side : " << side << endl; addSimpleCreatureEffect(pPC, (Effect::EffectClass)(Effect::EFFECT_CLASS_SIEGE_DEFENDER + side - 1)); } EventTransport* pEvent = dynamic_cast<EventTransport*>(pGamePlayer->getEvent(Event::EVENT_CLASS_TRANSPORT)); bool newEvent = false; if (pEvent==NULL) { pEvent = new EventTransport(pGamePlayer); newEvent = true; } // pEvent = new EventTransport(pGamePlayer); pEvent->setTargetZone(ZoneNum, ZoneX, ZoneY); pEvent->setDeadline(0); if (newEvent ) pGamePlayer->addEvent(pEvent); __END_DEBUG __END_CATCH }