// ДіёЇЕНАЗ affect, quest°Ў load µЗ±в АьїЎ DragonSoul_Initializeё¦ ИЈГвЗПёй ѕИµИґЩ. // affect°Ў °ЎАе ё¶Бцё·їЎ ·ОµеµЗѕо LoadAffectїЎј ИЈГвЗФ. void CHARACTER::DragonSoul_Initialize() { for (int i = INVENTORY_MAX_NUM + WEAR_MAX_NUM; i < DRAGON_SOUL_EQUIP_SLOT_END; i++) { LPITEM pItem = GetItem(TItemPos(INVENTORY, i)); if (NULL != pItem) pItem->SetSocket(ITEM_SOCKET_DRAGON_SOUL_ACTIVE_IDX, 0); } if (FindAffect(AFFECT_DRAGON_SOUL_DECK_0)) { DragonSoul_ActivateDeck(DRAGON_SOUL_DECK_0); } else if (FindAffect(AFFECT_DRAGON_SOUL_DECK_1)) { DragonSoul_ActivateDeck(DRAGON_SOUL_DECK_1); } }
void CHARACTER::DragonSoul_GiveQualification() { if(NULL == FindAffect(AFFECT_DRAGON_SOUL_QUALIFIED)) { LogManager::instance().CharLog(this, 0, "DS_QUALIFIED", ""); } AddAffect(AFFECT_DRAGON_SOUL_QUALIFIED, APPLY_NONE, 0, AFF_NONE, INFINITE_AFFECT_DURATION, 0, false, false); //SetQuestFlag("dragon_soul.is_qualified", 1); //// АЪ°ЭАЦґЩёй POINT_DRAGON_SOUL_IS_QUALIFIEDґВ №«Б¶°З 1 //PointChange(POINT_DRAGON_SOUL_IS_QUALIFIED, 1 - GetPoint(POINT_DRAGON_SOUL_IS_QUALIFIED)); }
bool CHARACTER::RemoveAffect(DWORD dwType) { // CHAT_BLOCK if (dwType == AFFECT_BLOCK_CHAT) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("채팅 금지가 풀렸습니다.")); } // END_OF_CHAT_BLOCK bool flag = false; CAffect * pkAff; while ((pkAff = FindAffect(dwType))) { RemoveAffect(pkAff); flag = true; } return flag; }
bool CHARACTER::AddAffect(DWORD dwType, BYTE bApplyOn, long lApplyValue, DWORD dwFlag, long lDuration, long lSPCost, bool bOverride, bool IsCube ) { // CHAT_BLOCK if (dwType == AFFECT_BLOCK_CHAT && lDuration > 1) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("운영자 제제로 채팅이 금지 되었습니다.")); } // END_OF_CHAT_BLOCK if (lDuration == 0) { sys_err("Character::AddAffect lDuration == 0 type %d", lDuration, dwType); lDuration = 1; } CAffect * pkAff = NULL; if (IsCube) pkAff = FindAffect(dwType,bApplyOn); else pkAff = FindAffect(dwType); if (dwFlag == AFF_STUN) { if (m_posDest.x != GetX() || m_posDest.y != GetY()) { m_posDest.x = m_posStart.x = GetX(); m_posDest.y = m_posStart.y = GetY(); battle_end(this); SyncPacket(); } } // 이미 있는 효과를 덮어 쓰는 처리 if (pkAff && bOverride) { ComputeAffect(pkAff, false); // 일단 효과를 삭제하고 if (GetDesc()) SendAffectRemovePacket(GetDesc(), GetPlayerID(), pkAff->dwType, pkAff->bApplyOn); } else { // // 새 에펙를 추가 // // NOTE: 따라서 같은 type 으로도 여러 에펙트를 붙을 수 있다. // pkAff = CAffect::Acquire(); m_list_pkAffect.push_back(pkAff); } sys_log(1, "AddAffect %s type %d apply %d %d flag %u duration %d", GetName(), dwType, bApplyOn, lApplyValue, dwFlag, lDuration); sys_log(0, "AddAffect %s type %d apply %d %d flag %u duration %d", GetName(), dwType, bApplyOn, lApplyValue, dwFlag, lDuration); pkAff->dwType = dwType; pkAff->bApplyOn = bApplyOn; pkAff->lApplyValue = lApplyValue; pkAff->dwFlag = dwFlag; pkAff->lDuration = lDuration; pkAff->lSPCost = lSPCost; WORD wMovSpd = GetPoint(POINT_MOV_SPEED); WORD wAttSpd = GetPoint(POINT_ATT_SPEED); ComputeAffect(pkAff, true); if (pkAff->dwFlag || wMovSpd != GetPoint(POINT_MOV_SPEED) || wAttSpd != GetPoint(POINT_ATT_SPEED)) UpdatePacket(); StartAffectEvent(); if (IsPC()) { SendAffectAddPacket(GetDesc(), pkAff); if (IS_NO_SAVE_AFFECT(pkAff->dwType)) return true; TPacketGDAddAffect p; p.dwPID = GetPlayerID(); p.elem.dwType = pkAff->dwType; p.elem.bApplyOn = pkAff->bApplyOn; p.elem.lApplyValue = pkAff->lApplyValue; p.elem.dwFlag = pkAff->dwFlag; p.elem.lDuration = pkAff->lDuration; p.elem.lSPCost = pkAff->lSPCost; db_clientdesc->DBPacket(HEADER_GD_ADD_AFFECT, 0, &p, sizeof(p)); } return true; }
int CHARACTER::ProcessAffect() { bool bDiff = false; CAffect *pkAff = NULL; // // 프리미엄 처리 // for (int i = 0; i <= PREMIUM_MAX_NUM; ++i) { int aff_idx = i + AFFECT_PREMIUM_START; pkAff = FindAffect(aff_idx); if (!pkAff) continue; int remain = GetPremiumRemainSeconds(i); if (remain < 0) { RemoveAffect(aff_idx); bDiff = true; } else pkAff->lDuration = remain + 1; } ////////// HAIR_AFFECT pkAff = FindAffect(AFFECT_HAIR); if (pkAff) { // IF HAIR_LIMIT_TIME() < CURRENT_TIME() if ( this->GetQuestFlag("hair.limit_time") < get_global_time()) { // SET HAIR NORMAL this->SetPart(PART_HAIR, 0); // REMOVE HAIR AFFECT RemoveAffect(AFFECT_HAIR); } else { // INCREASE AFFECT DURATION ++(pkAff->lDuration); } } ////////// HAIR_AFFECT // CHorseNameManager::instance().Validate(this); TAffectFlag afOld = m_afAffectFlag; long lMovSpd = GetPoint(POINT_MOV_SPEED); long lAttSpd = GetPoint(POINT_ATT_SPEED); itertype(m_list_pkAffect) it; it = m_list_pkAffect.begin(); while (it != m_list_pkAffect.end()) { pkAff = *it; bool bEnd = false; if (pkAff->dwType >= GUILD_SKILL_START && pkAff->dwType <= GUILD_SKILL_END) { if (!GetGuild() || !GetGuild()->UnderAnyWar()) bEnd = true; } if (pkAff->lSPCost > 0) { if (GetSP() < pkAff->lSPCost) bEnd = true; else PointChange(POINT_SP, -pkAff->lSPCost); } // AFFECT_DURATION_BUG_FIX // 무한 효과 아이템도 시간을 줄인다. // 시간을 매우 크게 잡기 때문에 상관 없을 것이라 생각됨. if ( --pkAff->lDuration <= 0 ) { bEnd = true; } // END_AFFECT_DURATION_BUG_FIX if (bEnd) { it = m_list_pkAffect.erase(it); ComputeAffect(pkAff, false); bDiff = true; if (IsPC()) { SendAffectRemovePacket(GetDesc(), GetPlayerID(), pkAff->dwType, pkAff->bApplyOn); } CAffect::Release(pkAff); continue; } ++it; } if (bDiff) { if (afOld != m_afAffectFlag || lMovSpd != GetPoint(POINT_MOV_SPEED) || lAttSpd != GetPoint(POINT_ATT_SPEED)) { UpdatePacket(); } CheckMaximumPoints(); } if (m_list_pkAffect.empty()) return true; return false; }
int main() { int board_no; int board1[4][4]; // original chess board int board2[4][4]; int board_small[4][4]; char chess[4+1]; int smallest; int smallest_row; int smallest_col; int rock_no; int i, j; for (scanf("%d", &board_no); board_no > 0; scanf("%d", &board_no)) { //initial rock_no = 0; //read chess board for (i = 0; i < board_no; i++) { scanf("%s", chess); for (j = 0; j < board_no; j++) { if (chess[j] != '.') { board1[i][j] = 1; board2[i][j] = 1; } else { board1[i][j] = 0; board2[i][j] = 0; } } } //caculate board_small[][] for (i = 0; i < board_no; i++) for (j = 0; j < board_no; j++) board_small[i][j] = FindAffect(board1, board_no, i, j); while (1) { //find out smallest value inside board_small[][] smallest = 10; for (i = 0; i < board_no; i++) for (j = 0; j < board_no; j++) if (!board2[i][j] && board_small[i][j] < smallest) { smallest = board_small[i][j]; smallest_row = i; smallest_col = j; } //fill rock at the position which has smallest value if (smallest < 10) { FillRock(board1, board2, board_no, smallest_row, smallest_col); rock_no++; } else break; }; //output result printf("%d\n", rock_no); } return 0; }
bool CHARACTER::DragonSoul_IsQualified() const { return FindAffect(AFFECT_DRAGON_SOUL_QUALIFIED) != NULL; }