Exemplo n.º 1
0
void Monster::updateTargetList()
{
	auto friendIterator = friendList.begin();
	while (friendIterator != friendList.end()) {
		Creature* creature = *friendIterator;
		if (creature->getHealth() <= 0 || !canSee(creature->getPosition())) {
			creature->decrementReferenceCounter();
			friendIterator = friendList.erase(friendIterator);
		} else {
			++friendIterator;
		}
	}

	auto targetIterator = targetList.begin();
	while (targetIterator != targetList.end()) {
		Creature* creature = *targetIterator;
		if (creature->getHealth() <= 0 || !canSee(creature->getPosition())) {
			creature->decrementReferenceCounter();
			targetIterator = targetList.erase(targetIterator);
		} else {
			++targetIterator;
		}
	}

	SpectatorHashSet spectators;
	g_game.map.getSpectators(spectators, position, true);
	spectators.erase(this);
	for (Creature* spectator : spectators) {
		if (canSee(spectator->getPosition())) {
			onCreatureFound(spectator);
		}
	}
}
Exemplo n.º 2
0
void Monster::updateTargetList()
{
	CreatureList::iterator it = friendList.begin();
	while(it != friendList.end())
	{
		if((*it)->getHealth() <= 0 || !canSee((*it)->getPosition()))
		{
			(*it)->releaseThing2();
			it = friendList.erase(it);
		}
		else
			++it;
	}

	it = targetList.begin();
	while(it != targetList.end())
	{
		if((*it)->getHealth() <= 0 || !canSee((*it)->getPosition()))
		{
			(*it)->releaseThing2();
			it = targetList.erase(it);
		}
		else
			++it;
	}

	const SpectatorVec& list = g_game.getSpectators(getPosition());
	for(SpectatorVec::const_iterator list_it = list.begin(), list_end = list.end(); list_it != list_end; ++list_it)
	{
		if((*list_it) != this && canSee((*list_it)->getPosition()))
			onCreatureFound(*list_it);
	}
}
Exemplo n.º 3
0
void Actor::updateTargetList()
{
  CreatureList::iterator it;
  for(it = friendList.begin(); it != friendList.end();){
    if((*it)->getHealth() <= 0 || !canSee((*it)->getPosition())){
      (*it)->unRef();
      it = friendList.erase(it);
    }
    else
      ++it;
  }

  for(it = targetList.begin(); it != targetList.end();){
    if((*it)->getHealth() <= 0 || !canSee((*it)->getPosition())){
      (*it)->unRef();
      it = targetList.erase(it);
    }
    else
      ++it;
  }

  const SpectatorVec& list = g_game.getSpectators(getPosition());
  for(SpectatorVec::const_iterator it = list.begin(); it != list.end(); ++it){
    if((*it) != this && canSee((*it)->getPosition())){
      onCreatureFound(*it);
    }
  }
}
Exemplo n.º 4
0
void Monster::onCreatureMove(const Creature* creature, const Tile* newTile, const Position& newPos,
	const Tile* oldTile, const Position& oldPos, bool teleport)
{
	Creature::onCreatureMove(creature, newTile, newPos, oldTile, oldPos, teleport);
	if(creature == this)
	{
		if(isSummon())
			isMasterInRange = canSee(master->getPosition());

		updateTargetList();
		updateIdleStatus();
	}
	else
	{
		bool canSeeNewPos = canSee(newPos), canSeeOldPos = canSee(oldPos);
		if(canSeeNewPos && !canSeeOldPos)
			onCreatureEnter(const_cast<Creature*>(creature));
		else if(!canSeeNewPos && canSeeOldPos)
			onCreatureLeave(const_cast<Creature*>(creature));

		if(isSummon() && master == creature && canSeeNewPos) //Turn the summon on again
			isMasterInRange = true;

		updateIdleStatus();
		if(!followCreature && !isSummon() && isOpponent(creature)) //we have no target lets try pick this one
			selectTarget(const_cast<Creature*>(creature));
	}
}
Exemplo n.º 5
0
void Actor::onCreatureMove(const Creature* creature, const Tile* newTile, const Position& newPos,
  const Tile* oldTile, const Position& oldPos, bool teleport)
{
  Creature::onCreatureMove(creature, newTile, newPos, oldTile, oldPos, teleport);

  if(creature == this){
    if(isSummon()){
      isMasterInRange = canSee(getMaster()->getPosition());
    }

    updateTargetList();
    updateIdleStatus();

    /*
    TODO: Optimizations here
    if(teleport){
      //do a full update of the friend/target list
    }
    else{
      //partial update of the friend/target list
    }
    */
  }
  else{
    bool canSeeNewPos = canSee(newPos);
    bool canSeeOldPos = canSee(oldPos);

    if(canSeeNewPos && !canSeeOldPos){
      onCreatureEnter(const_cast<Creature*>(creature));
    }
    else if(!canSeeNewPos && canSeeOldPos){
      onCreatureLeave(const_cast<Creature*>(creature));
    }

    if(isSummon() && getMaster() == creature){
      if(canSeeNewPos){
        //Turn the summon on again
        isMasterInRange = true;
      }
    }

    updateIdleStatus();

    if(!followCreature && !isSummon()){
      //we have no target lets try pick this one
      if(isOpponent(creature)){
        selectTarget(const_cast<Creature*>(creature));
      }
    }
  }
}
Exemplo n.º 6
0
bool ZombieEntity::attack()
{
  Vector2D playerPos = game().getPlayerPosition();
  bool attacking = false;

  // left ?
  if (playerPos.x < x && playerPos.y > y - 15 && playerPos.y < y + 15 && canSee(playerPos.x, playerPos.y))
  {
    direction = 3;
    velocity.x = -creatureSpeed;
    velocity.y = 0;
    facingDirection = 4;
    attacking = true;
  }
  // right ?
  else if (playerPos.x > x && playerPos.y > y - 15 && playerPos.y < y + 15 && canSee(playerPos.x, playerPos.y))
  {
    direction = 1;
    velocity.x = creatureSpeed;
    velocity.y = 0;
    facingDirection = 6;
    attacking = true;
  }
  // down ?
  else if (playerPos.y > y && playerPos.x > x - 15 && playerPos.x < x + 15 && canSee(playerPos.x, playerPos.y))
  {
    direction = 2;
    velocity.x = 0;
    velocity.y = creatureSpeed;
    facingDirection = 2;
    attacking = true;
  }
  // up ?
  else if (playerPos.y < y && playerPos.x > x - 15 && playerPos.x < x + 15 && canSee(playerPos.x, playerPos.y))
  {
    direction = 0;
    velocity.x = 0;
    velocity.y = -creatureSpeed;
    facingDirection = 8;
    attacking = true;
  }

  if (attacking)
  {
    SoundManager::getInstance().playSound(SOUND_ZOMBIE_ATTACKING);
    facingTimer = 0.2f;
    nextFacingDirection = facingDirection;
  }

  return attacking;
}
Exemplo n.º 7
0
bool Creature::setAttackedCreature(Creature* creature)
{
	if(creature)
	{
		const Position& creaturePos = creature->getPosition();
		if(creaturePos.z != getPosition().z || !canSee(creaturePos))
		{
			attackedCreature = NULL;
			return false;
		}
	}

	attackedCreature = creature;
	if(attackedCreature)
	{
		onTarget(attackedCreature);
		attackedCreature->onAttacked();
	}

	for(std::list<Creature*>::iterator cit = summons.begin(); cit != summons.end(); ++cit)
		(*cit)->setAttackedCreature(creature);

	Condition* condition = getCondition(CONDITION_LOGINPROTECTION, CONDITIONID_DEFAULT);
	if(condition)
		removeCondition(condition);

	return true;
}
Exemplo n.º 8
0
void AISystem::basicAI(entityx::Entity &e) {
  world->currLevel->calculateMaps();
  world->currLevel->computeMovesTo(target_x, target_y);

  if (canSee(e) && canMoveToward(e)) {
    moveToward(e);
  }
  // if (failMoraleCheck() && canMoveAway()) {
  //   moveAway();
  // } else if (hasRangedAttack() && canMoveToward(e)) {
  //   if (decideToCharge()) {
  //     moveToward(e);
  //   } else {
  //     rangedAttack();
  //   }
  // } else if (canAttack() && hasRangedAttack() && canMoveAway()) {
  //   if (decideToRetreat()) {
  //     moveAway();
  //   } else {
  //     attack();
  //   }
  // } else if (canAttack()) {
  //   attack();
  // } else if (canMoveToward(e)) {
  //   moveToward(e);
  // } else {
  //   wait();
  // }
}
Exemplo n.º 9
0
void ProtocolGameBase::checkCreatureAsKnown(uint32_t id, bool& known, uint32_t& removedKnown)
{
	auto result = knownCreatureSet.insert(id);
	if (!result.second) {
		known = true;
		return;
	}

	known = false;

	if (knownCreatureSet.size() > 1300) {
		// Look for a creature to remove
		for (std::unordered_set<uint32_t>::iterator it = knownCreatureSet.begin(), end = knownCreatureSet.end(); it != end; ++it) {
			Creature* creature = g_game.getCreatureByID(*it);
			if (!canSee(creature)) {
				removedKnown = *it;
				knownCreatureSet.erase(it);
				return;
			}
		}

		// Bad situation. Let's just remove anyone.
		std::unordered_set<uint32_t>::iterator it = knownCreatureSet.begin();
		if (*it == id) {
			++it;
		}

		removedKnown = *it;
		knownCreatureSet.erase(it);
	} else {
		removedKnown = 0;
	}
}
Exemplo n.º 10
0
bool Creature::setFollowCreature(Creature* creature, bool fullPathSearch /*= false*/)
{
	if (creature) {
		if (followCreature == creature) {
			return true;
		}

		const Position& creaturePos = creature->getPosition();
		if (creaturePos.z != getPosition().z || !canSee(creaturePos)) {
			followCreature = NULL;
			return false;
		}

		if (!listWalkDir.empty()) {
			listWalkDir.clear();
			onWalkAborted();
		}

		hasFollowPath = false;
		forceUpdateFollowPath = false;
		followCreature = creature;
		isUpdatingPath = true;
	} else {
		isUpdatingPath = false;
		followCreature = NULL;
	}

	onFollowCreature(creature);
	return true;
}
Exemplo n.º 11
0
void ProtocolGameBase::sendCreatureLight(const Creature* creature)
{
	if (!canSee(creature)) {
		return;
	}

	NetworkMessage msg;
	AddCreatureLight(msg, creature);
	writeToOutputBuffer(msg);
}
Exemplo n.º 12
0
bool ProtocolGameBase::canSee(const Creature* c) const
{
	if (!c || !player || c->isRemoved()) {
		return false;
	}

	if (!player->canSeeCreature(c)) {
		return false;
	}

	return canSee(c->getPosition());
}
Exemplo n.º 13
0
void ProtocolGameBase::sendMagicEffect(const Position& pos, uint8_t type)
{
	if (!canSee(pos)) {
		return;
	}

	NetworkMessage msg;
	msg.addByte(0x83);
	msg.addPosition(pos);
	msg.addByte(type);
	writeToOutputBuffer(msg);
}
Exemplo n.º 14
0
void Monster::onCreatureAppear(const Creature* creature)
{
	Creature::onCreatureAppear(creature);
	if(creature == this)
	{
		//We just spawned lets look around to see who is there.
		if(isSummon())
			isMasterInRange = canSee(master->getPosition());

		updateTargetList();
		updateIdleStatus();
	}
	else
		onCreatureEnter(const_cast<Creature*>(creature));
}
Exemplo n.º 15
0
void Actor::onCreatureAppear(const Creature* creature, bool isLogin)
{
  Creature::onCreatureAppear(creature, isLogin);

  if(creature == this){
    //We just spawned lets look around to see who is there.
    if(isSummon()){
      isMasterInRange = canSee(getMaster()->getPosition());
    }
    updateTargetList();
    updateIdleStatus();
  }
  else{
    onCreatureEnter(const_cast<Creature*>(creature));
  }
}
Exemplo n.º 16
0
void Monster::update() {
    if (canDie && isDead()) {
        return;
    }
    
    engine.map->computeFOV(*this);
    
    if (canSee(engine.player->x, engine.player->y)) {
        moveCount = TRACKING_TURNS;
    }
    else {
        --moveCount;
    }
    
    if (moveCount > 0) {
        moveOrAttack(engine.player->x, engine.player->y);
    }
}
Exemplo n.º 17
0
void Monster::onCreatureAppear(Creature* creature, bool isLogin)
{
	Creature::onCreatureAppear(creature, isLogin);

	if (mType->info.creatureAppearEvent != -1) {
		// onCreatureAppear(self, creature)
		LuaScriptInterface* scriptInterface = mType->info.scriptInterface;
		if (!scriptInterface->reserveScriptEnv()) {
			std::cout << "[Error - Monster::onCreatureAppear] Call stack overflow" << std::endl;
			return;
		}

		ScriptEnvironment* env = scriptInterface->getScriptEnv();
		env->setScriptId(mType->info.creatureAppearEvent, scriptInterface);

		lua_State* L = scriptInterface->getLuaState();
		scriptInterface->pushFunction(mType->info.creatureAppearEvent);

		LuaScriptInterface::pushUserdata<Monster>(L, this);
		LuaScriptInterface::setMetatable(L, -1, "Monster");

		LuaScriptInterface::pushUserdata<Creature>(L, creature);
		LuaScriptInterface::setCreatureMetatable(L, -1, creature);

		if (scriptInterface->callFunction(2)) {
			return;
		}
	}

	if (creature == this) {
		//We just spawned lets look around to see who is there.
		if (isSummon()) {
			isMasterInRange = canSee(getMaster()->getPosition());
		}

		updateTargetList();
		updateIdleStatus();
	} else {
		onCreatureEnter(creature);
	}
}
Exemplo n.º 18
0
bool Creature::setAttackedCreature(Creature* creature)
{
	if (creature) {
		const Position& creaturePos = creature->getPosition();
		if (creaturePos.z != getPosition().z || !canSee(creaturePos)) {
			attackedCreature = NULL;
			return false;
		}

		attackedCreature = creature;
		onAttackedCreature(attackedCreature);
		attackedCreature->onAttacked();
	} else {
		attackedCreature = NULL;
	}

	for (Creature* summon : summons) {
		summon->setAttackedCreature(creature);
	}
	return true;
}
Exemplo n.º 19
0
void ProtocolGameBase::sendUpdateTile(const Tile* tile, const Position& pos)
{
	if (!canSee(pos)) {
		return;
	}

	NetworkMessage msg;
	msg.addByte(0x69);
	msg.addPosition(pos);

	if (tile) {
		GetTileDescription(tile, msg);
		msg.addByte(0x00);
		msg.addByte(0xFF);
	} else {
		msg.addByte(0x01);
		msg.addByte(0xFF);
	}

	writeToOutputBuffer(msg);
}
Exemplo n.º 20
0
void Monster::onCreatureAppear(const Creature* creature)
{
	Creature::onCreatureAppear(creature);
	if(creature == this)
	{
		//We just spawned lets look around to see who is there.
		if(isSummon())
			isMasterInRange = canSee(getMaster()->getPosition());
			
			 setStorage(510, mType->realName); // sistema de shiny nomes 2.0
			
			CreatureEventList spawn = getCreatureEvents(CREATURE_EVENT_SPAWN);
			for(CreatureEventList::iterator it = spawn.begin(); it != spawn.end(); ++it)

			(*it)->executeOnSpawn(this);
			

		updateTargetList();
		updateIdleStatus();
	}
	else
		onCreatureEnter(const_cast<Creature*>(creature));
}
Exemplo n.º 21
0
bool Creature::setAttackedCreature(Creature* creature)
{
	if(creature){
		const Position& creaturePos = creature->getPosition();
		if(creaturePos.z != getPosition().z || !canSee(creaturePos)){
			attackedCreature = NULL;
			return false;
		}
	}

	attackedCreature = creature;

	if(attackedCreature){
		onAttackedCreature(attackedCreature);
		attackedCreature->onAttacked();
	}

	std::list<Creature*>::iterator cit;
	for(cit = summons.begin(); cit != summons.end(); ++cit) {
		(*cit)->setAttackedCreature(creature);
	}

	return true;
}
Exemplo n.º 22
0
bool Creature::canSee(const Position& pos) const
{
	return canSee(getPosition(), pos, Map::maxViewportX, Map::maxViewportY);
}
Exemplo n.º 23
0
void Creature::onCreatureMove(const Creature* creature, const Tile* newTile, const Position& newPos,
                              const Tile* oldTile, const Position& oldPos, bool teleport)
{
	if (creature == this) {
		lastStep = OTSYS_TIME();
		lastStepCost = 1;

		if (!teleport) {
			if (oldPos.z != newPos.z) {
				//floor change extra cost
				lastStepCost = 2;
			} else if (Position::getDistanceX(newPos, oldPos) >= 1 && Position::getDistanceY(newPos, oldPos) >= 1) {
				//diagonal extra cost
				lastStepCost = 2;
			}
		} else {
			stopEventWalk();
		}

		if (!summons.empty()) {
			//check if any of our summons is out of range (+/- 2 floors or 30 tiles away)
			std::list<Creature*> despawnList;
			std::list<Creature*>::iterator cit;

			for (cit = summons.begin(); cit != summons.end(); ++cit) {
				const Position pos = (*cit)->getPosition();
				if (Position::getDistanceZ(newPos, pos) > 2 || (std::max<int32_t>(Position::getDistanceX(newPos, pos), Position::getDistanceY(newPos, pos)) > 30)) {
					despawnList.push_back((*cit));
				}
			}

			for (cit = despawnList.begin(); cit != despawnList.end(); ++cit) {
				g_game.removeCreature((*cit), true);
			}
		}

		if (newTile->getZone() != oldTile->getZone()) {
			onChangeZone(getZone());
		}

		//update map cache
		if (isMapLoaded) {
			if (teleport || oldPos.z != newPos.z) {
				updateMapCache();
			} else {
				Tile* tile;
				const Position& myPos = getPosition();
				Position pos;

				if (oldPos.y > newPos.y) { //north
					//shift y south
					for (int32_t y = mapWalkHeight - 1 - 1; y >= 0; --y) {
						memcpy(localMapCache[y + 1], localMapCache[y], sizeof(localMapCache[y]));
					}

					//update 0
					for (int32_t x = -((mapWalkWidth - 1) / 2); x <= ((mapWalkWidth - 1) / 2); ++x) {
						tile = g_game.getTile(myPos.getX() + x, myPos.getY() - ((mapWalkHeight - 1) / 2), myPos.z);
						updateTileCache(tile, x, -((mapWalkHeight - 1) / 2));
					}
				} else if (oldPos.y < newPos.y) { // south
					//shift y north
					for (int32_t y = 0; y <= mapWalkHeight - 1 - 1; ++y) {
						memcpy(localMapCache[y], localMapCache[y + 1], sizeof(localMapCache[y]));
					}

					//update mapWalkHeight - 1
					for (int32_t x = -((mapWalkWidth - 1) / 2); x <= ((mapWalkWidth - 1) / 2); ++x) {
						tile = g_game.getTile(myPos.getX() + x, myPos.getY() + ((mapWalkHeight - 1) / 2), myPos.z);
						updateTileCache(tile, x, (mapWalkHeight - 1) / 2);
					}
				}

				if (oldPos.x < newPos.x) { // east
					//shift y west
					int32_t starty = 0;
					int32_t endy = mapWalkHeight - 1;
					int32_t dy = Position::getDistanceY(oldPos, newPos);

					if (dy < 0) {
						endy += dy;
					} else if (dy > 0) {
						starty = dy;
					}

					for (int32_t y = starty; y <= endy; ++y) {
						for (int32_t x = 0; x <= mapWalkWidth - 2; ++x) {
							localMapCache[y][x] = localMapCache[y][x + 1];
						}
					}

					//update mapWalkWidth - 1
					for (int32_t y = -((mapWalkHeight - 1) / 2); y <= ((mapWalkHeight - 1) / 2); ++y) {
						tile = g_game.getTile(myPos.x + ((mapWalkWidth - 1) / 2), myPos.y + y, myPos.z);
						updateTileCache(tile, (mapWalkWidth - 1) / 2, y);
					}
				} else if (oldPos.x > newPos.x) { // west
					//shift y east
					int32_t starty = 0;
					int32_t endy = mapWalkHeight - 1;
					int32_t dy = Position::getDistanceY(oldPos, newPos);

					if (dy < 0) {
						endy += dy;
					} else if (dy > 0) {
						starty = dy;
					}

					for (int32_t y = starty; y <= endy; ++y) {
						for (int32_t x = mapWalkWidth - 2; x >= 0; --x) {
							localMapCache[y][x + 1] = localMapCache[y][x];
						}
					}

					//update 0
					for (int32_t y = -((mapWalkHeight - 1) / 2); y <= ((mapWalkHeight - 1) / 2); ++y) {
						tile = g_game.getTile(myPos.x - ((mapWalkWidth - 1) / 2), myPos.y + y, myPos.z);
						updateTileCache(tile, -((mapWalkWidth - 1) / 2), y);
					}
				}

				updateTileCache(oldTile, oldPos);
			}
		}
	} else {
		if (isMapLoaded) {
			const Position& myPos = getPosition();

			if (newPos.z == myPos.z) {
				updateTileCache(newTile, newPos);
			}

			if (oldPos.z == myPos.z) {
				updateTileCache(oldTile, oldPos);
			}
		}
	}

	if (creature == followCreature || (creature == this && followCreature)) {
		if (hasFollowPath) {
			isUpdatingPath = true;
		}

		if (newPos.z != oldPos.z || !canSee(followCreature->getPosition())) {
			onCreatureDisappear(followCreature, false);
		}
	}

	if (creature == attackedCreature || (creature == this && attackedCreature)) {
		if (newPos.z != oldPos.z || !canSee(attackedCreature->getPosition())) {
			onCreatureDisappear(attackedCreature, false);
		} else {
			if (hasExtraSwing()) {
				//our target is moving lets see if we can get in hit
				g_dispatcher.addTask(createTask(boost::bind(&Game::checkCreatureAttack, &g_game, getID())));
			}

			if (newTile->getZone() != oldTile->getZone()) {
				onAttackedCreatureChangeZone(attackedCreature->getZone());
			}
		}
	}
}
Exemplo n.º 24
0
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
}
Exemplo n.º 25
0
inline bool ReactionFire::isPossible (Actor* shooter, const Edict* target) const
{
	return isEnemy(shooter, target) && canReact(shooter, target) && canSee(shooter, target);
}
Exemplo n.º 26
0
bool Level::canSee(const Creature* c, Vec2 pos) const {
  return canSee(c->getPosition(), pos, c->getVision());
}
Exemplo n.º 27
0
int tickAttackTower(gnode* grid,tower* t){
	tower_type *type;
	if (t->type==BASE)
		return 0;
	type=typesTowerGet(t->type);
	if (type==0){
		t->health=-1;
		return 0;
	}
	if (t->target==0){
		//find near npc
		int x=idtox(t->position);
		int y=idtoy(t->position);
		int i,j,k;
		int yid,xid;
		npc* tmp;
		for (i=0;i<type->distanse;i++)
			for(j=0;j<config.area_size[i];j++)
				if (((xid=x+config.area_array[i][j].x)>=0 && x+config.area_array[i][j].x<config.gridsize) &&
						((yid=y+config.area_array[i][j].y)>=0 && y+config.area_array[i][j].y<config.gridsize))
					for (k=0;k<MAX_GROUPS;k++)
						if (k!=config.players[t->owner].group)
							for(tmp=grid[to2d(xid,yid)].npcs[k];
									tmp!=0;tmp=tmp->next)
								if (canSee(grid,&(vec){x+0.5,y+0.5},&tmp->position)>0)
									if(sqr(x+0.5-(tmp->position.x))+sqr(y+0.5-(tmp->position.y))<=sqr(type->distanse)){
										t->target=tmp;
										setMask(t,TOWER_TARGET);
										if (rand()%100<60)
											return 0;
									}
	}else{
		if (t->target->id==0)
			return 0;
		if(rand()%100<8){
			t->target=0;
			return 0;
		}
		if (sqr(t->target->position.x-getGridx(t->position))+
				sqr(t->target->position.y-getGridy(t->position))>
				sqr(type->distanse)){
			t->target=0;
			return 0;
		}
//		printDebug("\t|%d %d\n",t->attack_count,type->attack_speed);
		if (t->attack_count>=type->attack_speed){
				t->attack_count=0;
				bullet* b;//set params of bullet
				if ((b=newBullet())==0){
					perror("newBullet tickAttackBullet");
					return -1;
				}
				vec position={getGridx(t->position),getGridy(t->position)};
				// getTargetPos(vec *pos, vec *dir, float v, vec * $pos, float $v){
//				vec* target=getTargetPos(&t->target->position,
//									&t->target->direction,
//									config.npc_types[t->target->type].move_speed,
//									&position,
//									config.bullet_types[type->bullet_type].speed
//									);
				memcpy(&b->position,&position,sizeof(vec));
				memcpy(&b->source,&position,sizeof(vec));
				//memcpy(&b->destination,target,sizeof(vec));
//				printDebug("aaaa = %g|%g {%g|%g}\n",target->x,target->y,t->target->position.x,t->target->position.y);
				b->ntarget=t->target;
				b->destination.x=t->target->position.x;
				b->destination.y=t->target->position.y;
				b->max_dist=type->distanse;
				b->type=type->bullet_type;
				b->damage=type->damage;
				b->support=type->support;
				b->group=config.players[t->owner].group;
				b->owner=t->owner;
				setMask(b,BULLET_CREATE);
//				b->target=NPC;
				getDir(&b->position,&b->destination,&b->direction);
//				memcpy(&b->effects,&config.npc_types[n->type].effects,sizeof(effects));
			}
	}
	/**/
	return 0;
}
Exemplo n.º 28
0
void SimpleMissileSkill::execute(
		Monster* pMonster, Creature* pEnemy, 
		const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 
		CEffectID_t CEffectID) 
	throw(Error)
{
	__BEGIN_TRY

	Assert(pMonster != NULL);
	Assert(pEnemy != NULL);

	try
	{
		Zone* pZone = pMonster->getZone();
		Assert(pZone != NULL);

		if (pMonster->isFlag(Effect::EFFECT_CLASS_HIDE))
		{
			return;
		}
		if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))
		{
			addVisibleCreature(pZone, pMonster, true);
		}

		result.pTargetCreature = pEnemy;

		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;
		GCSkillToObjectOK4 _GCSkillToObjectOK4;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;
		GCSkillToObjectOK6 _GCSkillToObjectOK6;

		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(pMonster, pEnemy, 0, bCriticalHit);
		}

		if (param.bMagicDamage)
		{
			// 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다.
			Damage += computeMagicDamage(pEnemy, param.SkillDamage, param.SkillType);
		}
		else
		{
			Damage += param.SkillDamage;
		}

		bool bRangeCheck = verifyDistance(pMonster, pEnemy, pSkillInfo->getRange());
		bool bHitRoll    = false;
		bool bCanHit     = canHit(pMonster, pEnemy, param.SkillType);

		if (param.bMagicHitRoll)
		{
			bHitRoll = HitRoll::isSuccessMagic(pMonster, pSkillInfo);
		}
		else
		{
			bHitRoll = HitRoll::isSuccess(pMonster, pEnemy);
		}

		Coord_t vampX   = pMonster->getX();
		Coord_t vampY   = pMonster->getY();
		Coord_t targetX = pEnemy->getX();
		Coord_t targetY = pEnemy->getY();
		
		// 공격성공률 검증.
		if (bRangeCheck && bHitRoll && bCanHit) 
		{
			bool bCanSeeCaster = canSee(pEnemy, pMonster);

			// 데미지를 가하고, 아이템 내구도를 떨어뜨린다.
			if (bCanSeeCaster)
			{
				setDamage(pEnemy, Damage, pMonster, param.SkillType, &_GCSkillToObjectOK2);
				decreaseDurability(pMonster, pEnemy, pSkillInfo, NULL, &_GCSkillToObjectOK2);
			}
			else
			{
				setDamage(pEnemy, Damage, pMonster, param.SkillType, &_GCSkillToObjectOK6);
				decreaseDurability(pMonster, pEnemy, pSkillInfo, NULL, &_GCSkillToObjectOK6);
			}

			_GCSkillToObjectOK2.setObjectID(pMonster->getObjectID());
			_GCSkillToObjectOK2.setSkillType(param.SkillType);
			_GCSkillToObjectOK2.setDuration(0);
			_GCSkillToObjectOK2.setObjectID(pMonster->getObjectID());

			_GCSkillToObjectOK3.setObjectID(pMonster->getObjectID());
			_GCSkillToObjectOK3.setSkillType(param.SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);
		
			_GCSkillToObjectOK4.setSkillType(param.SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(pEnemy->getObjectID());

			_GCSkillToObjectOK5.setObjectID(pMonster->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(pEnemy->getObjectID());
			_GCSkillToObjectOK5.setSkillType(param.SkillType);
			_GCSkillToObjectOK5.setDuration(0);
			
			_GCSkillToObjectOK6.setXY(vampX, vampY);
			_GCSkillToObjectOK6.setSkillType(param.SkillType);
			_GCSkillToObjectOK6.setDuration(0);
			_GCSkillToObjectOK6.setXY(vampX, vampY);

			if (pEnemy->isPC()) 
			{
				Player* pTargetPlayer = pEnemy->getPlayer();
				Assert(pTargetPlayer != NULL);
				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			} 
			else if (pEnemy->isMonster())
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pEnemy);
				pTargetMonster->addEnemy(pMonster);
			}

			list<Creature*> cList;
			cList.push_back(pMonster);
			cList.push_back(pEnemy);

			cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(vampX, vampY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			result.bSuccess = true;
		} 
		else 
		{
			executeSkillFailNormal(pMonster, param.SkillType, pEnemy);
		}
	}
	catch (Throwable & t)
	{
		executeSkillFailException(pMonster, param.SkillType);
	}

	__END_CATCH
}
Exemplo n.º 29
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void IceField::execute(Ousters* pOusters, ZoneCoord_t X, ZoneCoord_t Y, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;

	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;
		}

		GCSkillToTileOK1 _GCSkillToTileOK1;
		GCSkillToTileOK2 _GCSkillToTileOK2;
		GCSkillToTileOK3 _GCSkillToTileOK3;
		GCSkillToTileOK4 _GCSkillToTileOK4;
		GCSkillToTileOK5 _GCSkillToTileOK5;
		GCSkillToTileOK6 _GCSkillToTileOK6;

		SkillType_t SkillType  = pOustersSkillSlot->getSkillType();
		SkillInfo*  pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);

		ZoneCoord_t myX = pOusters->getX();
		ZoneCoord_t myY = pOusters->getY();

		// 이펙트의 지속시간을 계산한다.
		SkillInput input(pOusters, pOustersSkillSlot);
		SkillOutput output;
		computeOutput(input, output);

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel();
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, X, Y, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);
		bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo);
		
		bool bTileCheck = false;
		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);
		if (rect.ptInRect(X, Y)) bTileCheck = true;

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck && bSatisfyRequire)
		{
			decreaseMana(pOusters, RequiredMP, _GCSkillToTileOK1);

			int grade = 0;

			if (input.SkillLevel <= 10 ) grade = 0;
			else if (input.SkillLevel <= 20 ) grade = 1;
			else if (input.SkillLevel < 30 ) grade = 2;
			else grade = 3;

			list<Creature*> cList;	// denier list
			
			for (int i=0; i<m_MaskNum[grade]; i++)
			{
				POINT& pt = m_IceFieldMask[grade][i];

				int tileX = X+pt.x;
				int tileY = Y+pt.y;

				if (rect.ptInRect(tileX, tileY))
				{
					Tile& tile = pZone->getTile(tileX, tileY);
					if (tile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION) ) continue;

					// 현재 타일에다 이펙트를 추가할 수 있다면...
					if (tile.canAddEffect())
					{
						// 같은 effect가 있으면 지운다.
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_ICE_FIELD);
						if (pOldEffect != NULL)
						{
							ObjectID_t effectID = pOldEffect->getObjectID();
							pZone->deleteEffect(effectID);// fix me
						}

						// 이펙트 클래스를 생성한다.
						EffectIceField* pEffect = new EffectIceField(pZone , tileX, tileY);
						pEffect->setCasterName(pOusters->getName());
						pEffect->setCasterID(pOusters->getObjectID());
						pEffect->setDeadline(output.Duration);
						pEffect->setDuration(output.Range);
						pEffect->setNextTime(0);
						pEffect->setTick(output.Tick);

						// Tile에 붙이는 Effect는 ObjectID를 등록받아야 한다.
						ObjectRegistry & objectregister = pZone->getObjectRegistry();
						objectregister.registerObject(pEffect);
						pZone->addEffect(pEffect);
						tile.addEffect(pEffect);

						const list<Object*>& oList = tile.getObjectList();
						for(list<Object*>::const_iterator itr = oList.begin(); itr != oList.end(); itr++) 
						{
							Object* pTarget = *itr;
							Creature* pTargetCreature = NULL;
							if (pTarget->getObjectClass() == Object::OBJECT_CLASS_CREATURE 
								&& ((pTargetCreature = dynamic_cast<Creature*>(pTarget))->isSlayer() || pTargetCreature->isVampire() )
								&& !checkZoneLevelToHitTarget(pTargetCreature )
							) 
							{
								cList.push_back(pTargetCreature);
								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());

								pEffect->affect(pTargetCreature);
							}
//								pEffect->affect(pTarget);
						}
					}	
				}	
			}

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setRange(grade);

			_GCSkillToTileOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(grade);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, ICE_FIELD_SIGHT);

			_GCSkillToTileOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);

			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setRange(grade);
			_GCSkillToTileOK4.setDuration(output.Duration);

			_GCSkillToTileOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(grade);
			_GCSkillToTileOK5.setDuration(output.Duration);

			_GCSkillToTileOK6.setOrgXY(myX, myY);
			_GCSkillToTileOK6.setSkillType(SkillType);
			_GCSkillToTileOK6.setX(X);
			_GCSkillToTileOK6.setY(Y);
			_GCSkillToTileOK6.setDuration(output.Duration);
			_GCSkillToTileOK6.setRange(grade);
			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, ICE_FIELD_SIGHT);

			for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)
			{
				Creature* pTargetCreature = *itr;
				if (canSee(pTargetCreature, pOusters)) pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				else pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK6);
			}

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pOusters);

			list<Creature*> watcherList = pZone->getWatcherList(myX, myY, pOusters);

			// watcherList에서 cList에 속하지 않고, caster(pOusters)를 볼 수 없는 경우는
			// OK4를 보내고.. cList에 추가한다.
			for(list<Creature*>::const_iterator itr = watcherList.begin(); itr != watcherList.end(); itr++)
			{
				bool bBelong = false;
				for(list<Creature*>::const_iterator tItr = cList.begin(); tItr != cList.end(); tItr++)
					if (*itr == *tItr)
						bBelong = true;

				Creature* pWatcher = (*itr);
				if (bBelong == false && canSee(pWatcher, pOusters) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (!pWatcher->isPC())
					{
						//cout << "IceField : 왓처 리스트가 PC가 아닙니다." << endl;
//						GCSkillFailed1 _GCSkillFailed1;
//						_GCSkillFailed1.setSkillType(getSkillType());
//						pOusters->getPlayer()->sendPacket(&_GCSkillFailed1);

						//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
//						return;
						continue;
					}
					pWatcher->getPlayer()->sendPacket(&_GCSkillToTileOK4);
					cList.push_back(*itr);
				}
			}
					
			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList, false);
			
			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			
			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

			pOustersSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

	__END_CATCH
}
Exemplo n.º 30
0
void SimpleMissileSkill::execute(
	Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, 
	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 
	CEffectID_t CEffectID, int HitBonus) 
	throw(Error)
{
	__BEGIN_TRY

	Assert(pVampire != NULL);
	Assert(pVampireSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pVampire->getPlayer();
		Zone* pZone = pVampire->getZone();
		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
		//Assert(pTargetCreature != NULL);

		// NPC는 공격할 수가 없다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pVampire, pTargetCreature )
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pVampire, param.SkillType);
			return;
		}

		result.pTargetCreature = pTargetCreature;

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;
		GCSkillToObjectOK4 _GCSkillToObjectOK4;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;
		GCSkillToObjectOK6 _GCSkillToObjectOK6;

		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(pVampire, 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, pVampire);
		}
		else
		{
			Damage += param.SkillDamage;
		}

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = false;
		bool bCanHit     = canHit(pVampire, pTargetCreature, param.SkillType);
		bool bPK         = verifyPK(pVampire, pTargetCreature);

		if (param.bMagicHitRoll)
		{
			bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);
		}
		else
		{
			bHitRoll = HitRoll::isSuccess(pVampire, pTargetCreature);
		}

		ZoneCoord_t vampX   = pVampire->getX();
		ZoneCoord_t vampY   = pVampire->getY();
		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

			bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

			// 데미지를 가하고, 아이템 내구도를 떨어뜨린다.
			if (bCanSeeCaster) 
			{
				setDamage(pTargetCreature, Damage, pVampire, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				decreaseDurability(pVampire, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);
			}
			else
			{
				setDamage(pTargetCreature, Damage, pVampire, param.SkillType, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				decreaseDurability(pVampire, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK6);
			}

			// 상대가 죽었다면 경험치를 좀 올려준다.
			if (pTargetCreature->isDead())
			{
				int exp = computeCreatureExp(pTargetCreature, KILL_EXP);
				shareVampExp(pVampire, exp, _GCSkillToObjectOK1);
			}

			increaseAlignment(pVampire, pTargetCreature, _GCSkillToObjectOK1);

			_GCSkillToObjectOK1.setSkillType(param.SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);
		
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(param.SkillType);
			_GCSkillToObjectOK2.setDuration(0);
			
			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK3.setSkillType(param.SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);
		
			_GCSkillToObjectOK4.setSkillType(param.SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);

			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(param.SkillType);
			
			_GCSkillToObjectOK6.setXY(vampX, vampY);
			_GCSkillToObjectOK6.setSkillType(param.SkillType);
			_GCSkillToObjectOK6.setDuration(0);

			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(pVampire);
			}

			list<Creature*> cList;
			cList.push_back(pVampire);
			cList.push_back(pTargetCreature);

			cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(vampX, vampY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pVampireSkillSlot->setRunTime(param.Delay);

			result.bSuccess = true;
		} 
		else 
		{
			executeSkillFailNormal(pVampire, param.SkillType, pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, param.SkillType);
	}

	__END_CATCH
}