void EffectAlignmentRecovery::affect(Creature* pCreature) throw(Error) { __BEGIN_TRY Assert(pCreature != NULL); Assert(pCreature->isPC()); Timeval CurrentTime; getCurrentTime(CurrentTime); GCModifyInformation gcModifyInformation; Alignment_t CurrentAlignment = 0; Alignment_t NewAlignment = 0; if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); Assert(pSlayer != NULL); if (m_Period != 0) { // 플레그 걸귀 pSlayer->setFlag(Effect::EFFECT_CLASS_ALIGNMENT_RECOVERY); // 한 턴에 얼마나 회복 시킬 것인가. CurrentAlignment = pSlayer->getAlignment(); NewAlignment = min(10000, (int)(CurrentAlignment + m_AlignmentQuantity)); pSlayer->setAlignment(NewAlignment); gcModifyInformation.addLongData(MODIFY_ALIGNMENT, NewAlignment); pSlayer->getPlayer()->sendPacket(&gcModifyInformation); WORD AlignmentSaveCount = pSlayer->getAlignmentSaveCount(); if (AlignmentSaveCount > ALIGNMENT_SAVE_PERIOD) { StringStream msg; msg << "Alignment = " << NewAlignment; pSlayer->tinysave(msg.toString()); AlignmentSaveCount = 0; } else AlignmentSaveCount++; pSlayer->setAlignmentSaveCount(AlignmentSaveCount); } else { // unaffect하면서 패킷이 날아갈 테니까.... setDeadline(0); } m_Period--; } else if (pCreature->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); Assert(pVampire != NULL); if (m_Period != 0) { // 플레그 걸귀 pVampire->setFlag(Effect::EFFECT_CLASS_ALIGNMENT_RECOVERY); // 한 턴에 얼마나 회복 시킬 것인가. CurrentAlignment = pVampire->getAlignment(); NewAlignment = min(10000, CurrentAlignment + m_AlignmentQuantity); pVampire->setAlignment(NewAlignment); gcModifyInformation.addLongData(MODIFY_ALIGNMENT, NewAlignment); pVampire->getPlayer()->sendPacket(&gcModifyInformation); WORD AlignmentSaveCount = pVampire->getAlignmentSaveCount(); if (AlignmentSaveCount > ALIGNMENT_SAVE_PERIOD) { StringStream msg; msg << "Alignment = " << NewAlignment; pVampire->tinysave(msg.toString()); AlignmentSaveCount = 0; } else AlignmentSaveCount++; pVampire->setAlignmentSaveCount(AlignmentSaveCount); } else { // unaffect하면서 패킷이 날아갈 테니까.... setDeadline(0); } m_Period--; } else if (pCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); Assert(pOusters != NULL); if (m_Period != 0) { // 플레그 걸귀 pOusters->setFlag(Effect::EFFECT_CLASS_ALIGNMENT_RECOVERY); // 한 턴에 얼마나 회복 시킬 것인가. CurrentAlignment = pOusters->getAlignment(); NewAlignment = min(10000, CurrentAlignment + m_AlignmentQuantity); pOusters->setAlignment(NewAlignment); gcModifyInformation.addLongData(MODIFY_ALIGNMENT, NewAlignment); pOusters->getPlayer()->sendPacket(&gcModifyInformation); WORD AlignmentSaveCount = pOusters->getAlignmentSaveCount(); if (AlignmentSaveCount > ALIGNMENT_SAVE_PERIOD) { StringStream msg; msg << "Alignment = " << NewAlignment; pOusters->tinysave(msg.toString()); AlignmentSaveCount = 0; } else AlignmentSaveCount++; pOusters->setAlignmentSaveCount(AlignmentSaveCount); } else { // unaffect하면서 패킷이 날아갈 테니까.... setDeadline(0); } m_Period--; } else { return; // 큰 의미는 없지만.. } // 성향 단계가 바뀌면 다른 사람들에게도 알려줘야 한다. by sigi. 2002.12.28 Alignment beforeAlignment = g_pAlignmentManager->getAlignmentType(CurrentAlignment); Alignment afterAlignment = g_pAlignmentManager->getAlignmentType(NewAlignment); if (beforeAlignment!=afterAlignment) { GCOtherModifyInfo gcOtherModifyInfo; gcOtherModifyInfo.setObjectID(pCreature->getObjectID()); gcOtherModifyInfo.addShortData(MODIFY_ALIGNMENT, NewAlignment); Zone* pZone = pCreature->getZone(); // 2003.1.10 Assert(pZone!=NULL); pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcOtherModifyInfo, pCreature); } __END_CATCH }