Exemplo n.º 1
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodDrain::execute(Vampire* pVampire, ObjectID_t TargetObjectID)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pVampire != 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.
		// 면역 상태. by sigi. 2002.9.13
		// 무적상태 체크. by sigi.2002.9.5
		// 죽은 애는 피 빨 수 없다. by Sequoia.2003. 3. 20
		if (pTargetCreature==NULL		// NoSuch 제거. by sigi. 2002.5.2
			|| pTargetCreature->isNPC()
			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_BLOOD_DRAIN)
			|| !canAttack(pVampire, pTargetCreature )
			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA)
			|| pTargetCreature->isDead()
		)
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(vampire)" << endl;
			return;
		}

		GCBloodDrainOK1 _GCBloodDrainOK1;
		GCBloodDrainOK2 _GCBloodDrainOK2;
		GCBloodDrainOK3 _GCBloodDrainOK3;

		Timeval CurrentTime;
		getCurrentTime(CurrentTime);

		bool bHitRoll    = HitRoll::isSuccessBloodDrain(pVampire, pTargetCreature);
		bool bCanHit     = canHit(pVampire, pTargetCreature, SKILL_BLOOD_DRAIN);
		bool bTimeCheck  = CurrentTime.tv_sec > 1 ? true : false;
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, 2);
		bool bPK         = verifyPK(pVampire, pTargetCreature);

		if (bHitRoll && bCanHit && bTimeCheck && bRangeCheck && bPK)
		{
			// 슬레이어일 경우에만 이펙트 오브젝트를 생성한다.
			if (pTargetCreature->isSlayer())
			{
				EffectBloodDrain* pEffectBloodDrain = new EffectBloodDrain(pTargetCreature);
				pEffectBloodDrain->setLevel(pVampire->getLevel());
				pEffectBloodDrain->setDeadline(BLOODDRAIN_DURATION);	// 3일??
				pTargetCreature->addEffect(pEffectBloodDrain);
				pEffectBloodDrain->create(pTargetCreature->getName());
				_GCBloodDrainOK2.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_BLOOD_DRAIN);

				// 타겟이 뭐든 플래그는 건다.
				pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN);

				Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature);
				SLAYER_RECORD prev;
				pTargetSlayer->getSlayerRecord(prev);
				pTargetSlayer->initAllStat();
				pTargetSlayer->sendRealWearingInfo();
				pTargetSlayer->addModifyInfo(prev, _GCBloodDrainOK2);

				// 로그를 남긴다.
				//log(LOG_BLOODDRAINED, pTargetCreature->getName(), pVampire->getName());
			}
			// 아우스터즈의 경우엔..... -_-; 제한시간 없는 이펙트를 생성한다. 엄밀히 말해 제한시간이 없는 건 아니지만..
//			else if (pTargetCreature->isOusters() )
//			{
//				EffectBloodDrain* pEffectBloodDrain = new EffectBloodDrain(pTargetCreature);
//				pEffectBloodDrain->setLevel(pVampire->getLevel());
//				pTargetCreature->addEffect(pEffectBloodDrain);
//				pEffectBloodDrain->create(pTargetCreature->getName());
//				_GCBloodDrainOK2.addShortData(MODIFY_EFFECT_STAT, Effect::EFFECT_CLASS_BLOOD_DRAIN);
//
//				// 타겟이 뭐든 플래그는 건다.
//				pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN);
//
//				Sight_t oldSight = pTargetCreature->getSight();
//				Sight_t newSight = pTargetCreature->getEffectedSight();
//
//				if (oldSight != newSight )
//				{
//					pTargetCreature->setSight(newSight);
//					pZone->updateScan(pTargetCreature, oldSight, pTargetCreature->getSight());
//					_GCBloodDrainOK2.addShortData(MODIFY_VISION, pTargetCreature->getSight());
//
//					GCChangeDarkLight gcChangeDarkLight;
//					gcChangeDarkLight.setDarkLevel(15);
//					gcChangeDarkLight.setLightLevel(newSight);
//					pTargetCreature->getPlayer()->sendPacket(&gcChangeDarkLight);
//				}
//			}

			// 타겟이 뭐든 플래그는 건다.
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN);
			
			// 올릴 경험치량을 계산한다.
			Exp_t Exp = computeCreatureExp(pTargetCreature, BLOODDRAIN_EXP);

			int targetLevel = 0;
			int targetMaxHP = 0;
			// 페임을 올려준다.
			if (pTargetCreature->isSlayer()) 
			{
				//increaseFame(pVampire, Exp);
				Slayer* pTargetSlayer  = dynamic_cast<Slayer*>(pTargetCreature);
				targetLevel = pTargetSlayer->getHighestSkillDomainLevel();
				targetMaxHP = pTargetSlayer->getHP(ATTR_MAX);
			}
			else if (pTargetCreature->isVampire()) 
			{
				//increaseFame(pVampire, Exp);
				Vampire* pTargetVampire  = dynamic_cast<Vampire*>(pTargetCreature);
				targetLevel = pTargetVampire->getLevel();
				targetMaxHP = pTargetVampire->getHP(ATTR_MAX);
			}
			else if (pTargetCreature->isOusters()) 
			{
				//increaseFame(pOusters, Exp);
				Ousters* pTargetOusters  = dynamic_cast<Ousters*>(pTargetCreature);
				targetLevel = pTargetOusters->getLevel();
				targetMaxHP = pTargetOusters->getHP(ATTR_MAX);
			}
			else if (pTargetCreature->isMonster())
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);

				Timeval NextTurn = pMonster->getNextTurn();
				Timeval DelayTurn;
				DelayTurn.tv_sec = 4;
				DelayTurn.tv_usec = 500000;
				pMonster->addAccuDelay(DelayTurn);
				pMonster->addEnemy(pVampire);

				targetLevel = pMonster->getLevel();
				targetMaxHP = pMonster->getHP(ATTR_MAX);
			}

			shareVampExp(pVampire, Exp, _GCBloodDrainOK1);

			// 흡혈을 하게 되면 흡혈한 사람의 체력이 올라간다.
			// Mephisto이펙트가 걸려있으면 HP는 안 올라간다.
			if (!pVampire->isFlag(Effect::EFFECT_CLASS_MEPHISTO))
			{
				HP_t HealPoint = (Exp==0? computeBloodDrainHealPoint(pTargetCreature, BLOODDRAIN_EXP) : Exp);
				HP_t CurrentHP = pVampire->getHP();
				HP_t MaxHP	   = pVampire->getHP(ATTR_MAX);
				HP_t NewHP     = min((int)MaxHP , (int)CurrentHP + (int)HealPoint);

				// 은 데미지 관련 처리를 해 준다.
				Silver_t newSilverDamage = max(0, (int)pVampire->getSilverDamage()-(int)HealPoint);
				pVampire->saveSilverDamage(newSilverDamage);
				_GCBloodDrainOK1.addShortData(MODIFY_SILVER_DAMAGE, newSilverDamage);

				// 뱀파이어의 HP를 세팅한다.
				pVampire->setHP(NewHP);

				GCStatusCurrentHP gcStatusCurrentHP;
				gcStatusCurrentHP.setObjectID(pVampire->getObjectID());
				gcStatusCurrentHP.setCurrentHP(NewHP);
				pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcStatusCurrentHP, pVampire);

				_GCBloodDrainOK1.addShortData(MODIFY_CURRENT_HP, NewHP);
			}

			// 흡혈을 당한 애는 HP가 줄어든다.
			// 대상이 내 레벨보다 높다면.. MaxHP의 10~15% damage
			// by sigi. 2002.9.14
			int drainDamage = 0;
			int myLevel = pVampire->getLevel();

			if (targetLevel > myLevel)
			{
				drainDamage = targetMaxHP * (rand()%6+10) / 100;
			}
			else
			{
				// 레벨 5차이마다 1%씩 더~
				int damagePercent = min(30, (rand()%6+10+(myLevel-targetLevel)));
				drainDamage = targetMaxHP * damagePercent / 100;
			}
			
			if (drainDamage > 0)
			{
				//decreaseHP(pZone, pTargetCreature, drainDamage, pVampire->getObjectID()); 
				EffectDecreaseHP* pEffect = new EffectDecreaseHP(pTargetCreature);
				pEffect->setPoint(drainDamage);
				pEffect->setDeadline(20);	// 2초 후
				pEffect->setUserObjectID(pVampire->getObjectID());
				pTargetCreature->addEffect(pEffect);
				pTargetCreature->setFlag(Effect::EFFECT_CLASS_DECREASE_HP);
			}

			pVampire->getGQuestManager()->blooddrain();

			// 흡혈시에도 성향 바뀜
			// by sigi. 2002.12.16
			// EffectDecreaseHP에서 HP가 닳아서 0이 되어야하는 경우가 있어서 
			// EffectDecreaseHP::unaffect()로 옮긴다.
			//computeAlignmentChange(pTargetCreature, drainDamage, pVampire, NULL, &_GCBloodDrainOK1);

			_GCBloodDrainOK1.setObjectID(TargetObjectID);

			_GCBloodDrainOK3.setObjectID(pVampire->getObjectID());
			_GCBloodDrainOK3.setTargetObjectID (TargetObjectID);

			pPlayer->sendPacket(&_GCBloodDrainOK1);

			if (pTargetCreature != NULL && pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();

				if (pTargetPlayer != NULL) 
				{ 
					_GCBloodDrainOK2.setObjectID(pVampire->getObjectID());
//					_GCBloodDrainOK2.addLongData(MODIFY_DURATION, BLOODDRAIN_DURATION);
					pTargetPlayer->sendPacket(&_GCBloodDrainOK2);
				}
			}

			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pVampire);
			pZone->broadcastPacket(pVampire->getX(), pVampire->getY(),  &_GCBloodDrainOK3 , cList);
		}
		else 
		{
			executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

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

	__END_CATCH

}
Exemplo n.º 2
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
}
Exemplo n.º 3
0
void EffectDecreaseHP::unaffect(Creature* pCreature)
	throw(Error)
{
	__BEGIN_TRY
	__BEGIN_DEBUG

	Assert(pCreature != NULL);

	Zone* pZone = pCreature->getZone();
	Assert(pZone != NULL);

	pCreature->removeFlag(Effect::EFFECT_CLASS_DECREASE_HP);

	Damage_t decreaseHP = m_Point;

	if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE)
		&& !pCreature->isDead()
		&& !pCreature->isFlag(Effect::EFFECT_CLASS_COMA)
		// 무적상태 체크. by sigi. 2002.9.5
		&& canAttack(NULL, pCreature )
	   )
	{
		if (pCreature->isSlayer())
		{
			Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature);

			HP_t CurrentHP = pSlayer->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pSlayer->setHP(RemainHP, ATTR_CURRENT);

				GCModifyInformation gcMI;
				gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
				pSlayer->getPlayer()->sendPacket(&gcMI);

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pSlayer->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &pkt);
			}
		}
		else if (pCreature->isVampire())
		{
			Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);

			HP_t CurrentHP = pVampire->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pVampire->setHP(RemainHP, ATTR_CURRENT);

				GCModifyInformation gcMI;
				gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
				pVampire->getPlayer()->sendPacket(&gcMI);

				// 공격(흡혈) 당하는 경우에는 공격자의 성향이 바뀜 by sigi. 2002.12.27
				Creature* pAttacker = pZone->getCreature(m_UserObjectID);
				if (pAttacker!=NULL && pAttacker->isVampire())
				{
					Vampire* pAttackVampire = dynamic_cast<Vampire*>(pAttacker);

					GCModifyInformation gcAttackerMI;
					computeAlignmentChange(pVampire, decreaseHP, pAttackVampire, NULL, &gcAttackerMI);

					// 뭔가 변한 정보가 있다면 보내준다.
					if (gcAttackerMI.getShortCount()+gcAttackerMI.getLongCount() > 0)
					{
						pAttackVampire->getPlayer()->sendPacket(&gcAttackerMI);
					}
				}

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pVampire->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &pkt);
			}
		}
		else if (pCreature->isOusters())
		{
			Ousters* pOusters = dynamic_cast<Ousters*>(pCreature);

			HP_t CurrentHP = pOusters->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pOusters->setHP(RemainHP, ATTR_CURRENT);

				GCModifyInformation gcMI;
				gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
				pOusters->getPlayer()->sendPacket(&gcMI);

				// 공격(흡혈) 당하는 경우에는 공격자의 성향이 바뀜 by sigi. 2002.12.27
				Creature* pAttacker = pZone->getCreature(m_UserObjectID);
				if (pAttacker!=NULL && pAttacker->isOusters())
				{
					Ousters* pAttackOusters = dynamic_cast<Ousters*>(pAttacker);

					GCModifyInformation gcAttackerMI;
					computeAlignmentChange(pOusters, decreaseHP, pAttackOusters, NULL, &gcAttackerMI);

					// 뭔가 변한 정보가 있다면 보내준다.
					if (gcAttackerMI.getShortCount()+gcAttackerMI.getLongCount() > 0)
					{
						pAttackOusters->getPlayer()->sendPacket(&gcAttackerMI);
					}
				}

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pOusters->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &pkt);
			}
		}
		else if (pCreature->isMonster())
		{
			Monster* pMonster = dynamic_cast<Monster*>(pCreature);

			HP_t CurrentHP = pMonster->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pMonster->setHP(RemainHP, ATTR_CURRENT);

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pMonster->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pMonster->getX(), pMonster->getY(), &pkt);

				if (RemainHP == 0 )
				{
					Creature* pAttacker = pZone->getCreature(m_UserObjectID);
					if (pAttacker != NULL && pAttacker->isVampire() )
					{
						Vampire* pAttackVampire = dynamic_cast<Vampire*>(pAttacker);

						GCModifyInformation gcMI;
						increaseAlignment(pAttackVampire, pCreature, gcMI);

						if (gcMI.getShortCount() > 0 || gcMI.getLongCount() > 0 )
							pAttackVampire->getPlayer()->sendPacket(&gcMI);
					}
				}
			}
		}


		// m_CasterName이 pCreature를 죽인 경우의 KillCount 처리
		// by sigi. 2002.9.9
		if (pCreature->isDead())
		{
			Creature* pAttacker = pZone->getCreature(m_UserObjectID);

			if (pAttacker!=NULL)
			{ 
				if (pAttacker->isVampire())
				{
					Vampire* pVampire = dynamic_cast<Vampire*>(pAttacker);
					// 죽일때 경험치를 준다.
					GCModifyInformation mi;

					int exp = computeCreatureExp(pCreature, KILL_EXP);
					shareVampExp(pVampire, exp, mi);

					if (pCreature->isMonster() )
					{
						increaseFame(pVampire, decreaseHP);
						mi.addLongData(MODIFY_FAME, pVampire->getFame());
					}

					pAttacker->getPlayer()->sendPacket(&mi);
				}
				else if (pAttacker->isOusters() )
				{
					Ousters* pOusters = dynamic_cast<Ousters*>(pAttacker);
					GCModifyInformation mi;
					int exp = computeCreatureExp(pCreature, 100);
					shareOustersExp(pOusters, exp, mi);

					if (pCreature->isMonster() )
					{
						increaseFame(pOusters, decreaseHP);
						mi.addLongData(MODIFY_FAME, pOusters->getFame());
					}
				}

				affectKillCount(pAttacker, pCreature);
			}
		}
	}

	__END_DEBUG
	__END_CATCH
}
Exemplo n.º 4
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodyBreaker::execute(Vampire* pVampire, ZoneCoord_t X, ZoneCoord_t Y, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;
	SkillType_t SkillType = getSkillType();

	// Knowledge of Blood 가 있다면 hit bonus 10
	int HitBonus = 0;
	if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_BLOOD ) )
	{
		RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_BLOOD);
		Assert(pRankBonus != NULL);

		HitBonus = pRankBonus->getPoint();
	}

	try 
	{
		SkillInput input(pVampire);
		SkillOutput output;
		computeOutput(input, output);

		Dir_t	Dir		= getDirectionToPosition(pVampire->getX(), pVampire->getY(), X, Y);

		// 강제로 knockback시킬 확률
//		bool bForceKnockback = rand()%100 < output.ToHit;

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

		VSRect rect(1, 1, pZone->getWidth()-2, pZone->getHeight()-2);
		if (!rect.ptInRect(X, Y ))
		{
			executeSkillFailException(pVampire, SkillType);
			return;
		}


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

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

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, X, Y, pSkillInfo->getRange());

		if (bManaCheck && bTimeCheck && bRangeCheck )
		{
			// 마나를 떨어뜨린다.
			decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1);

			// 좌표와 방향을 구한다.
			ZoneCoord_t myX          = pVampire->getX();
			ZoneCoord_t myY          = pVampire->getY();
			Dir_t       dir          = calcDirection(myX, myY, X, Y);

			list<Creature*> cList;

			// knockback 때문에 recursive 하게 데미지를 먹는 경우가 있다.
			// 그래서 제일 먼쪽에 있는 마스크부터 체크한다.
			for (int i = 21; i >= 0; i-- )
			{
				int tileX   = myX + m_pBloodyBreakerMask[Dir][i].x;
				int tileY   = myY + m_pBloodyBreakerMask[Dir][i].y;

				// 현재 타일이 존 내부이고, 안전지대가 아니라면 맞을 가능성이 있다.
				if (rect.ptInRect(tileX, tileY))
				{
					// 타일을 받아온다.
					Tile& tile = pZone->getTile(tileX, tileY);

					list<Creature*> targetList;
					if (tile.hasCreature(Creature::MOVE_MODE_WALKING))
					{
						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);
						targetList.push_back(pCreature);
					}
					if (tile.hasCreature(Creature::MOVE_MODE_FLYING))
					{
						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_FLYING);
						targetList.push_back(pCreature);
					}
					if (tile.hasCreature(Creature::MOVE_MODE_BURROWING))
					{
						Creature* pCreature = tile.getCreature(Creature::MOVE_MODE_BURROWING);
						targetList.push_back(pCreature);
					}

					list<Creature*>::iterator itr = targetList.begin();
					for(; itr != targetList.end(); itr++)
					{
						Creature* pTargetCreature = (*itr);
						Assert(pTargetCreature != NULL);

						if (!canAttack(pVampire, pTargetCreature )
							|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA) )
						{
							continue;
						}

						if (pTargetCreature != pVampire)
						{
							bool bPK             = verifyPK(pVampire, pTargetCreature);
							bool bRaceCheck      = pTargetCreature->isSlayer() || pTargetCreature->isMonster() || pTargetCreature->isOusters();
							bool bZoneLevelCheck = checkZoneLevelToHitTarget(pTargetCreature);
							bool bHitRoll        = false;//HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);

							int EnemyLevel = 0;

							if (pTargetCreature->isSlayer() )
							{
								Slayer* pSlayer = dynamic_cast<Slayer*>(pTargetCreature);
								EnemyLevel = pSlayer->getHighestSkillDomainLevel();
							}
							else if (pTargetCreature->isOusters() )
							{
								Ousters* pOusters = dynamic_cast<Ousters*>(pTargetCreature);
								EnemyLevel = pOusters->getLevel();
							}
							else if (pTargetCreature->isMonster() )
							{
								Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
								EnemyLevel = pMonster->getLevel();
							}

							// min : 20, max : 100
							int hitRatio = max(20, 50 + pVampire->getLevel() - EnemyLevel + HitBonus);
							bHitRoll = (rand()%100) < hitRatio;

							if (bPK && bRaceCheck && bZoneLevelCheck && bHitRoll)
							{
								Damage_t Damage = 0;
								bool bForceKnockback = rand() & 1;

								Damage += computeMagicDamage(pTargetCreature, output.Damage, SkillType, true, pVampire);

								ObjectID_t targetObjectID = pTargetCreature->getObjectID();
								cList.push_back(pTargetCreature);

								_GCSkillToTileOK1.addCListElement(targetObjectID);
								_GCSkillToTileOK2.addCListElement(targetObjectID);
								_GCSkillToTileOK5.addCListElement(targetObjectID);

								// 일단 맞는 놈이 받을 패킷은 널 상태로 한 채로, 데미지를 준다.
								setDamage(pTargetCreature, Damage, pVampire, SkillType, NULL, &_GCSkillToTileOK1);
								computeAlignmentChange(pTargetCreature, Damage, pVampire, NULL, &_GCSkillToTileOK1);

								increaseAlignment(pVampire, pTargetCreature, _GCSkillToTileOK1);

								// 크리티컬 히트라면 상대방을 뒤로 물러나게 한다.
								if (bForceKnockback)
								{
									knockbackCreature(pZone, pTargetCreature, pVampire->getX(), pVampire->getY());
								}

								if (pTargetCreature->isDead())
								{
									int exp = computeCreatureExp(pTargetCreature, KILL_EXP);
									shareVampExp(pVampire, exp, _GCSkillToTileOK1);
								}
							}
						}
					}
				}
			}


			// 공격자의 아이템 내구성을 떨어뜨린다.
			decreaseDurability(pVampire, NULL, pSkillInfo, &_GCSkillToTileOK1, NULL);

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(0);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setRange(dir);
			_GCSkillToTileOK1.setDuration(0);

			_GCSkillToTileOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setRange(dir);
			_GCSkillToTileOK2.setDuration(0);

			_GCSkillToTileOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(dir);
			_GCSkillToTileOK5.setDuration(0);

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			// 이 기술에 의해 영향을 받는 놈들에게 패킷을 보내줘야 한다.
			for (list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)
			{
				Creature * pTargetCreature = *itr;
				Assert(pTargetCreature != NULL);

				if (pTargetCreature->isPC())
				{
					_GCSkillToTileOK2.clearList();

					// HP의 변경사항을 패킷에다 기록한다.
					HP_t targetHP = 0;
					if (pTargetCreature->isSlayer())
					{
						targetHP = (dynamic_cast<Slayer*>(pTargetCreature))->getHP(ATTR_CURRENT);
					}
					else if (pTargetCreature->isVampire())
					{
						targetHP = (dynamic_cast<Vampire*>(pTargetCreature))->getHP(ATTR_CURRENT);
					}
					else if (pTargetCreature->isOusters())
					{
						targetHP = (dynamic_cast<Ousters*>(pTargetCreature))->getHP(ATTR_CURRENT);
					}

					_GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP);

					// 아이템의 내구력을 떨어뜨린다.
					decreaseDurability(NULL, pTargetCreature, pSkillInfo, NULL, &_GCSkillToTileOK2);

					// 패킷을 보내준다.
					pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				}
				else if (pTargetCreature->isMonster())
				{
					// 당근 적으로 인식한다.
					Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
					pMonster->addEnemy(pVampire);
				}
			}

			cList.push_back(pVampire);

			pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK5 , cList);

			// set Next Run Time
			pVampireSkillSlot->setRunTime(output.Delay);
		}
		else 
		{
			executeSkillFailNormal(pVampire, SkillType, NULL);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, SkillType);
	}

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

	__END_CATCH
}
Exemplo n.º 5
0
void EffectStormPoison::affect(Creature* pCreature)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "EffectStormPoison " << "begin" << endl;

	Assert(pCreature != NULL);

	Zone* pZone = pCreature->getZone();
	Assert(pZone != NULL);

	// 사용자를 가져온다.
	// !! 이미 존을 나갔을 수 있으므로 NULL이 될 수 있다.
	// by bezz. 2003.3.13
	Creature* pCastCreature = pZone->getCreature(m_UserObjectID);
	// 캐스터가 없으면 무시한다.
	if (pCastCreature == NULL )
		return;

	// EffectStormPoison은 AcidStorm, PoisonStorm, BloodyStorm위를 지나갈때 붙는다.
	// 이는 3번의 연속 데미지를 주고 사라진다.

	Damage_t StormDamage = m_Point;
	GCModifyInformation GCAttackerMI;

	if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE)
		// 무적상태 체크. by sigi. 2002.9.5
		&& canAttack(pCastCreature, pCreature )
		)
	{
		if (pCreature->isSlayer())
		{
			Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature);

			GCModifyInformation gcMI;
			setDamage(pSlayer, StormDamage, pCastCreature, SKILL_POISON_STORM, &gcMI, &GCAttackerMI);

			pSlayer->getPlayer()->sendPacket(&gcMI);
		}
		else if (pCreature->isVampire())
		{
			Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);

			GCModifyInformation gcMI;
			setDamage(pVampire, StormDamage, pCastCreature, SKILL_POISON_STORM, &gcMI, &GCAttackerMI);

			pVampire->getPlayer()->sendPacket(&gcMI);
		}
		else if (pCreature->isOusters())
		{
			Ousters* pOusters = dynamic_cast<Ousters*>(pCreature);

			GCModifyInformation gcMI;
			setDamage(pOusters, StormDamage, pCastCreature, SKILL_POISON_STORM, &gcMI, &GCAttackerMI);

			pOusters->getPlayer()->sendPacket(&gcMI);
		}
		else if (pCreature->isMonster())
		{
			Monster* pMonster = dynamic_cast<Monster*>(pCreature);

			setDamage(pMonster, StormDamage, pCastCreature, SKILL_POISON_STORM, NULL, &GCAttackerMI);
		}

		if (pCastCreature->isVampire() && pCreature->isDead() )
		{
			Vampire* pVampire = dynamic_cast<Vampire*>(pCastCreature);
			int exp = computeCreatureExp(pCreature, KILL_EXP);
			shareVampExp(pVampire, exp, GCAttackerMI);
			pVampire->getPlayer()->sendPacket(&GCAttackerMI);
		}

		// m_CasterName이 pCreature를 죽인 경우의 KillCount 처리
		// by sigi. 2002.9.9
		// set damage 를 불러서 처리한다. 주석 처리
		// by bezz. 2002.12.31
/*		if (pCreature->isDead())
		{
			Creature* pAttacker = pZone->getCreature(m_UserObjectID);

			if (pAttacker!=NULL)
			{ 
				affectKillCount(pAttacker, pCreature);
			}
		}*/
	}
	
	setNextTime(m_Tick);

	//cout << "EffectStormPoison " << "end" << endl;

	__END_CATCH
}
Exemplo n.º 6
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void BiteOfDeath::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY
		
	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;

	Assert(pVampire != 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 수 없다.
		// 저주 면역. by sigi. 2002.9.13
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pVampire, pTargetCreature )
			|| pTargetCreature->isNPC()
			|| !pVampire->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WERWOLF)
			|| pTargetCreature->isDead()
			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA))
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
			return;
		}

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

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

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessBloodDrain(pVampire, pTargetCreature);
		bool bCanHit     = canHit(pVampire, pTargetCreature, SkillType);
		bool bPK         = verifyPK(pVampire, pTargetCreature);
		bool bMaster	 = false;

		if (pTargetCreature->isMonster() )
		{
			Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
			Assert(pTargetMonster != NULL);

			if (pTargetMonster->isMaster()
#ifdef __UNDERWORLD__
					|| pTargetMonster->isUnderworld() || pTargetMonster->getMonsterType() == 599
#endif
			)
			{
				bMaster = true;
			}
		}

		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();
		ZoneCoord_t myX     = pVampire->getX();
		ZoneCoord_t myY     = pVampire->getY();

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

        	bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

			Exp_t Exp = computeCreatureExp(pTargetCreature, BLOODDRAIN_EXP + KILL_EXP);
			shareVampExp(pVampire, Exp, _GCSkillToObjectOK1);

			if (!pVampire->isFlag(Effect::EFFECT_CLASS_MEPHISTO))
			{
				HP_t HealPoint = (Exp==0? computeBloodDrainHealPoint(pTargetCreature, BLOODDRAIN_EXP) : Exp);
				HP_t CurrentHP = pVampire->getHP();
				HP_t MaxHP	   = pVampire->getHP(ATTR_MAX);
				HP_t NewHP     = min((int)MaxHP , (int)CurrentHP + (int)HealPoint);

				// 은 데미지 관련 처리를 해 준다.
				Silver_t newSilverDamage = max(0, (int)pVampire->getSilverDamage()-(int)HealPoint);
				pVampire->saveSilverDamage(newSilverDamage);
				_GCSkillToObjectOK1.addShortData(MODIFY_SILVER_DAMAGE, newSilverDamage);

				// 뱀파이어의 HP를 세팅한다.
				pVampire->setHP(NewHP);

				GCStatusCurrentHP gcStatusCurrentHP;
				gcStatusCurrentHP.setObjectID(pVampire->getObjectID());
				gcStatusCurrentHP.setCurrentHP(NewHP);
				pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcStatusCurrentHP, pVampire);

				_GCSkillToObjectOK1.addShortData(MODIFY_CURRENT_HP, NewHP);
			}


			// 타겟 쥑여뿐다.
			if (pTargetCreature->isSlayer() )
			{
				Slayer* pSlayer = dynamic_cast<Slayer*>(pTargetCreature);
				pSlayer->setHP(0);
			}
			else if (pTargetCreature->isVampire() )
			{
				Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature);
				pTargetVampire->setHP(0);
			}
			else if (pTargetCreature->isOusters() )
			{
				Ousters* pOusters = dynamic_cast<Ousters*>(pTargetCreature);
				pOusters->setHP(0);
			}
			else if (pTargetCreature->isMonster() )
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				HP_t decreaseHP = pMonster->getHP();
				pMonster->setHP(0);

				increaseFame(pVampire, decreaseHP);
				_GCSkillToObjectOK1.addLongData(MODIFY_FAME, pVampire->getFame());
			}
			else Assert(false);

			affectKillCount(pVampire, pTargetCreature);

			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
		
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
		
			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY (targetX, targetY);
			
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			
			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			
			_GCSkillToObjectOK6.setXY(myX, myY);
			_GCSkillToObjectOK6.setSkillType(SkillType);

			if (bCanSeeCaster) // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			}
			else // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
			}
								
			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pVampire);
			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);

			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);
			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				if (pTargetPlayer == NULL)
				{
					//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
					return;
				}

				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			}
			else if (pTargetCreature->isMonster())
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->addEnemy(pVampire);
			}
		} 
		else 
		{
			executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

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

	__END_CATCH
}