Пример #1
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void BlitzSliding::execute(Slayer * pSlayer, ObjectID_t TargetObjectID, SkillSlot * pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

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

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

		// NoSuch제거. by sigi. 2002.5.2
		// NPC는 공격할 수가 없다.
		if (pTargetCreature==NULL
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		bool bIncreaseDomainExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);

		// 무장하고 있는 무기가 널이거나, 검이 아니라면 기술을 사용할 수 없다.
		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pItem == NULL)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

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

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		SkillLevel_t      SkillLevel = pSkillSlot->getExpLevel();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, computeSkillRange(pSkillSlot, pSkillInfo));
		bool bHitRoll    = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel/2);
		bool bCanHit     = canHit(pSlayer, pTargetCreature, SkillType);
		bool bPK         = verifyPK(pSlayer, pTargetCreature);
		bool bEffected	 = pSlayer->hasRelicItem();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffected )
		{
			// 빠르게 PC를 움직여준다.
			if (pZone->moveFastPC(pSlayer, pSlayer->getX(), pSlayer->getY(), pTargetCreature->getX(), pTargetCreature->getY(), getSkillType())) 
			{
				decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);

				SkillInput input(pSlayer, pSkillSlot);
				SkillOutput output;
				computeOutput(input, output);

				bool bCriticalHit = false;

				// 데미지를 준다.
				Damage_t BasicDamage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);
				Damage_t Damage = BasicDamage + output.Damage;
				setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				decreaseDurability(pSlayer, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);

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

				if (!pTargetCreature->isSlayer())
				{
					if (bIncreaseDomainExp )
					{
						shareAttrExp(pSlayer, Damage, 8, 1, 1, _GCSkillToObjectOK1);
						increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1, pTargetCreature->getLevel());
						increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);
					}
					increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1);
				}

/*				if (!pTargetCreature->isFlag(Effect::EFFECT_CLASS_DECREASE_HP ) )
				{
					EffectDecreaseHP* pEffect = new EffectDecreaseHP(pTargetCreature);
					pEffect->setPoint(BasicDamage + output.Damage);
					pEffect->setUserObjectID(pSlayer->getObjectID());
					pEffect->setDeadline(10);

					pTargetCreature->setFlag(Effect::EFFECT_CLASS_DECREASE_HP);
					pTargetCreature->addEffect(pEffect);
				}*/

				EffectBlazeWalk* pEffect = new EffectBlazeWalk(pTargetCreature);
				pEffect->setPoint(BasicDamage + output.Damage);
				pEffect->setUserObjectID(pSlayer->getObjectID());
				pEffect->setAttackNum(1);
				pEffect->setNextTime(10);
				pEffect->setSkillType(SKILL_BLITZ_SLIDING);
				pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLAZE_WALK);
				pTargetCreature->addEffect(pEffect);

				// 패킷을 준비하고 보낸다.
				_GCSkillToObjectOK1.setSkillType(SkillType);
				_GCSkillToObjectOK1.setCEffectID(CEffectID);
				_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
				_GCSkillToObjectOK1.setDuration(0);

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

				_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());
				_GCSkillToObjectOK3.setSkillType(getSkillType());
				_GCSkillToObjectOK3.setTargetXY(pTargetCreature->getX(), pTargetCreature->getY());
			
				_GCSkillToObjectOK4.setSkillType(getSkillType());
				_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);

				_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
				_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
				_GCSkillToObjectOK5.setSkillType(getSkillType());
				_GCSkillToObjectOK5.setDuration(0);
				
				pPlayer->sendPacket(&_GCSkillToObjectOK1);

				if (pTargetCreature->isPC()) 
				{
					Player* pTargetPlayer = pTargetCreature->getPlayer();
					Assert(pTargetPlayer != NULL);
					pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				} 
				else 
				{
					Monster * pMonster = dynamic_cast<Monster*>(pTargetCreature);
					pMonster->addEnemy(pSlayer);
				}

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

				cList = pZone->broadcastSkillPacket(pSlayer->getX(), pSlayer->getY(), pTargetCreature->getX(), pTargetCreature->getY(), &_GCSkillToObjectOK5, cList);
				
				pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToObjectOK3 , cList);
				pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(),  &_GCSkillToObjectOK4 , cList);

				pSkillSlot->setRunTime(output.Delay);
			} 
			else 
			{
				executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);
			}
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
Пример #2
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void WildWolf::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
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);
        if (pTargetCreature==NULL )
        {
            Item* pTargetItem = pZone->getItem(TargetObjectID);
            if (pTargetItem == NULL || pTargetItem->getItemClass() != Item::ITEM_CLASS_CORPSE )
            {
                executeSkillFailException(pVampire, getSkillType());
                return;
            }

            eatCorpse(pVampire, pTargetItem, pVampireSkillSlot);
            return;
        }

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

        if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA ) )
        {
            eatComaCreature(pVampire, pTargetCreature);
            return;
        }

        GCSkillToObjectOK1 _GCSkillToObjectOK1;
        GCSkillToObjectOK2 _GCSkillToObjectOK2;
        GCSkillToObjectOK5 _GCSkillToObjectOK5;

        SkillType_t       SkillType  = pVampireSkillSlot->getSkillType();
        SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
        Range_t			  Range		 = pSkillInfo->getRange();

        int  RequiredMP         = decreaseConsumeMP(pVampire, pSkillInfo);
        bool bManaCheck         = hasEnoughMana(pVampire, RequiredMP);
        bool bTimeCheck         = verifyRunTime(pVampireSkillSlot);
        bool bRangeCheck        = verifyDistance(pVampire, pTargetCreature, Range);
        bool bHitRoll           = HitRoll::isSuccess(pVampire, pTargetCreature);
        bool bCanHit            = canHit(pVampire, pTargetCreature, getSkillType());
        bool bPK                = verifyPK(pVampire, pTargetCreature);

        if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK)
        {
            SkillInput input(pVampire);
            SkillOutput output;
            computeOutput(input, output);

            Damage_t Damage = output.Damage;
            bool bCriticalHit = false;
            Damage += computeDamage(pVampire, pTargetCreature, 0, bCriticalHit);

            // 마나를 깍는다.
            decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

            EffectSetAfire* pEffect = new EffectSetAfire(pTargetCreature);
            pEffect->setDamage(Damage);
            pEffect->setTick(3);
            pEffect->setNextTime(3);
            pEffect->setTimes(3);
            pEffect->setCasterOID(pVampire->getObjectID());
            pTargetCreature->addEffect(pEffect);

            increaseAlignment(pVampire, pTargetCreature, _GCSkillToObjectOK1);

            // 패킷을 보낸다.
            _GCSkillToObjectOK1.setSkillType(getSkillType());
            _GCSkillToObjectOK1.setCEffectID(CEffectID);
            _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
            _GCSkillToObjectOK1.setDuration(0);

            _GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
            _GCSkillToObjectOK2.setSkillType(getSkillType());
            _GCSkillToObjectOK2.setDuration(0);

            _GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
            _GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
            _GCSkillToObjectOK5.setSkillType(getSkillType());

            pPlayer->sendPacket(&_GCSkillToObjectOK1);

            Player* pTargetPlayer = NULL;

            if (pTargetCreature->isPC())
            {
                pTargetPlayer = pTargetCreature->getPlayer();
                Assert(pTargetPlayer != NULL);
                pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
            }
            else
            {
                Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
                pMonster->addEnemy(pVampire);
            }

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

            cList = pZone->broadcastSkillPacket(pVampire->getX(), pVampire->getY(),
                                                pTargetCreature->getX(), pTargetCreature->getY(), &_GCSkillToObjectOK5, cList);

            pVampireSkillSlot->setRunTime(output.Delay);
        }
        else
        {
            executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);
        }
    }
    catch(Throwable & t)
    {
        executeSkillFailException(pVampire, getSkillType());
    }

    __END_CATCH
}
Пример #3
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void BackStab::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	SkillInput input(pOusters, pOustersSkillSlot);
	SkillOutput output;
	computeOutput(input, output);

	Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
	if (pWeapon == NULL )
	{
		executeSkillFailException(pOusters, getSkillType());
		return;
	}

	SIMPLE_SKILL_INPUT param;
	param.SkillType     = getSkillType();
//	param.SkillDamage   = output.Damage;

	bool bCritical = false;
	if (HitRoll::isSuccessBackStab(pOusters ) )
	{
		double ratio = (1.0 + (2 * input.SkillLevel / 30.0 ));
		param.SkillDamage = (short unsigned int)(max(1, Random(pWeapon->getMinDamage(), pWeapon->getMaxDamage() ) ) * ratio);
		if (input.SkillLevel == 30 ) param.SkillDamage = (short unsigned int)(param.SkillDamage * 1.1);
		bCritical = true;
	}
	else
	{
		param.SkillDamage = 0;
	}

	param.Delay         = 0;
	param.ItemClass     = Item::ITEM_CLASS_OUSTERS_CHAKRAM;
	param.STRMultiplier = 0;
	param.DEXMultiplier = 0;
	param.INTMultiplier = 0;
	param.bMagicHitRoll = false;
	param.bMagicDamage  = false;
	param.bAdd = true;

	if (input.SkillLevel < 15 ) param.Grade = 0;
	else if (input.SkillLevel < 30 ) param.Grade = 1;
	else param.Grade = 2;

	SIMPLE_SKILL_OUTPUT result;

	g_SimpleMeleeSkill.execute(pOusters, TargetObjectID, pOustersSkillSlot, param, result, CEffectID);

	if (bCritical && result.bSuccess )
	{
		GCAddEffect gcAddEffect;
		gcAddEffect.setObjectID(TargetObjectID);
		if (param.Grade == 0 ) gcAddEffect.setEffectID(Effect::EFFECT_CLASS_BACK_STAB);
		else if (param.Grade == 1 ) gcAddEffect.setEffectID(Effect::EFFECT_CLASS_BACK_STAB_2);
		else gcAddEffect.setEffectID(Effect::EFFECT_CLASS_BACK_STAB_3);

		gcAddEffect.setDuration(0);

		Zone* pZone = pOusters->getZone();
		if (pZone != NULL ) 
		{
			Creature* pCreature = pZone->getCreature(TargetObjectID);
			if (pCreature != NULL )
			{
				pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcAddEffect);
			}
		}
	}

	__END_CATCH
}
ExecStreamResult SortedAggExecStream::execute(ExecStreamQuantum const &quantum)
{
    int keyComp;
    ExecStreamResult rc;

    /*
      Perform EOS processing first, since there can be a result tuple which is
      not produced yet.
    */
    if (pInAccessor->getState() == EXECBUF_EOS) {
        if (!prevTupleValid) {
            state = STATE_DONE;
        }

        // no more input is coming
        if (state == STATE_DONE) {
            // already produced output
            pOutAccessor->markEOS();
            return EXECRC_EOS;
        }

        if (state == STATE_ACCUMULATING) {
            // compute final output and get ready to write it
            computeOutput();
            state = STATE_PRODUCING;
        }

        // attempt to write output
        bool success = pOutAccessor->produceTuple(outputTuple);
        if (success) {
            state = STATE_DONE;
            // let precheckConduitBuffers below return EOS for us
        } else {
            return EXECRC_BUF_OVERFLOW;
        }
    } else if (state == STATE_PRODUCING) {
        rc = produce();
        if (rc != EXECRC_YIELD) {
            return rc;
        }
    }

    /*
      Check buffer state. If it is in a good state(EXECRC_YIELD, i.e. not in
      any abnormal state and is not empty),  process the tuples from the buffer.
    */
    rc = precheckConduitBuffers();
    if (rc != EXECRC_YIELD) {
        return rc;
    }

    /*
      Iterate through all the INPUT tuples. In this method, quantum represents
      unit of input data.
    */
    for (uint nTuples = 0; nTuples < quantum.nTuplesMax; ++nTuples) {
        if (!pInAccessor->demandData()) {
            return EXECRC_BUF_UNDERFLOW;
        }

        assert(state == STATE_ACCUMULATING);

        pInAccessor->unmarshalTuple(inputTuple);

        if (prevTupleValid) {
            keyComp = compareGroupByKeys();
            assert(keyComp <= 0);
            if (keyComp == 0) {
                // continue reading rows and computing aggregates
                // for this group
                updateAccumulator();
                pInAccessor->consumeTuple();
            } else {
                // ready to produce an output row below
                computeOutput();
                state = STATE_PRODUCING;
            }
        } else {
            /*
              first tuple read so nothing to compare it to yet, but still need
              to record group by key and compute aggregates for that first row.
            */
            prevTupleValid = true;
            copyPrevGroupByKey();
            updateAccumulator();
            pInAccessor->consumeTuple();
        }

        if (state == STATE_PRODUCING) {
            rc = produce();
            if (rc != EXECRC_YIELD) {
                return rc;
            }
        }
    }

    return EXECRC_YIELD;
}
Пример #5
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트
//////////////////////////////////////////////////////////////////////////////
void JabbingVein::execute (Slayer* pSlayer, ObjectID_t TargetObjectID,  SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY __BEGIN_DEBUG

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

	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

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

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

		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pSlayer, pTargetCreature )
			|| pTargetCreature->isNPC()) 
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		GCAttackArmsOK1 _GCAttackArmsOK1;
		GCAttackArmsOK2 _GCAttackArmsOK2;
		GCAttackArmsOK3 _GCAttackArmsOK3;
		GCAttackArmsOK4 _GCAttackArmsOK4;
		GCAttackArmsOK5 _GCAttackArmsOK5;

		// 들고 있는 무기가 없거나, 총 계열 무기가 아니라면 기술을 쓸 수 없다.
		// 총 계열 무기 중에서도 SG나 SR은 JabbingVein를 쓸 수가 없다.
		// SG, SR 도 이제 쓸 수 있다.
		// 2003. 1. 14  by bezz
		Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pWeapon == NULL || isArmsWeapon(pWeapon) == false )
//			pWeapon->getItemClass() == Item::ITEM_CLASS_SG || 
//			pWeapon->getItemClass() == Item::ITEM_CLASS_SR)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		SkillLevel_t      SkillLevel = pSkillSlot->getExpLevel();

		SkillInput input(pSlayer, pSkillSlot);
		SkillOutput output;

		if (pTargetCreature->isPC() )
		{
			input.TargetType = SkillInput::TARGET_PC;
		}
		else
		{
			input.TargetType = SkillInput::TARGET_MONSTER;
		}

		computeOutput(input, output);

		// 페널티 값을 계산한다.
		int ToHitPenalty = getPercentValue(pSlayer->getToHit(), output.ToHit); 

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck   = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck   = verifyRunTime(pSkillSlot);
		bool bRangeCheck  = verifyDistance(pSlayer, pTargetCreature, pWeapon->getRange());
		bool bBulletCheck = (getRemainBullet(pWeapon) > 0) ? true : false;
		bool bHitRoll     = HitRoll::isSuccess(pSlayer, pTargetCreature, ToHitPenalty);
		bool bPK          = verifyPK(pSlayer, pTargetCreature);

		// 총알 숫자는 무조건 떨어뜨린다.
		Bullet_t RemainBullet = 0;
		if (bBulletCheck)
		{
			// 총알 숫자를 떨어뜨리고, 저장하고, 남은 총알 숫자를 받아온다.
			decreaseBullet(pWeapon);
			// 한발쓸때마다 저장할 필요 없다. by sigi. 2002.5.9
			//pWeapon->save(pSlayer->getName(), STORAGE_GEAR, 0, Slayer::WEAR_RIGHTHAND, 0);
			RemainBullet = getRemainBullet(pWeapon);
		}

		if (bManaCheck && bTimeCheck && bRangeCheck && bBulletCheck && bHitRoll && bPK)
		{
			//cout << pSlayer->getName().c_str() << " Attack OK" << endl;
			decreaseMana(pSlayer, RequiredMP, _GCAttackArmsOK1);

			_GCAttackArmsOK5.setSkillSuccess(true);
			_GCAttackArmsOK1.setSkillSuccess(true);

			bool bCriticalHit = false;

			// 데미지를 계산하고, quickfire 페널티를 가한다.
			// output.Damage가 음수이기 때문에, %값을 구해 더하면 결국 빼는 것이 된다.
			int Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);
			Damage += getPercentValue(Damage, output.Damage);
			Damage = max(0, Damage);

			//cout << "JabbingVeinDamage:" << Damage << endl;

			// 데미지를 세팅한다.
			setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCAttackArmsOK2, &_GCAttackArmsOK1);
			computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCAttackArmsOK2, &_GCAttackArmsOK1);

			bool bAffect = true;

			if (pTargetCreature->isMonster())
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				if (pMonster->isMaster() ) bAffect = false;
			}

			if (bAffect && !pTargetCreature->isFlag(Effect::EFFECT_CLASS_JABBING_VEIN) && rand()%100 < output.Range )
			{
				EffectJabbingVein* pEffect = new EffectJabbingVein(pTargetCreature);
				pEffect->setDeadline(output.Duration);
				pTargetCreature->addEffect(pEffect);
				pTargetCreature->setFlag(pEffect->getEffectClass());

				GCAddEffect gcAddEffect;
				gcAddEffect.setObjectID(pTargetCreature->getObjectID());
				gcAddEffect.setEffectID(pEffect->getSendEffectClass());
				gcAddEffect.setDuration(output.Duration);

				pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcAddEffect);
			}

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

			if(!pTargetCreature->isSlayer() ) 
			{
				if (bIncreaseExp)
				{
					shareAttrExp(pSlayer, Damage , 1, 8, 1, _GCAttackArmsOK1);
					increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCAttackArmsOK1, pTargetCreature->getLevel());
					increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCAttackArmsOK1);
				}

				increaseAlignment(pSlayer, pTargetCreature, _GCAttackArmsOK1);
			}
			//}

			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				if (pTargetPlayer != NULL) 
				{ 
					_GCAttackArmsOK2.setObjectID(getSkillType());
					_GCAttackArmsOK2.setObjectID(pSlayer->getObjectID());
					pTargetPlayer->sendPacket(&_GCAttackArmsOK2);
				}
			} 
			else if (pTargetCreature->isMonster())
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pSlayer);
			}

			// 공격자와 상대의 아이템 내구성 떨어트림.
			decreaseDurability(pSlayer, pTargetCreature, NULL, &_GCAttackArmsOK1, &_GCAttackArmsOK2);

			ZoneCoord_t targetX = pTargetCreature->getX();
			ZoneCoord_t targetY = pTargetCreature->getY();
			ZoneCoord_t myX     = pSlayer->getX();
			ZoneCoord_t myY     = pSlayer->getY();
			
			_GCAttackArmsOK1.setSkillType(getSkillType());
			_GCAttackArmsOK1.setObjectID(TargetObjectID);
			_GCAttackArmsOK1.setBulletNum(RemainBullet);

			_GCAttackArmsOK3.setSkillType(getSkillType());
			_GCAttackArmsOK3.setObjectID(pSlayer->getObjectID());
			_GCAttackArmsOK3.setTargetXY (targetX, targetY);
			
			_GCAttackArmsOK4.setSkillType(getSkillType());
			_GCAttackArmsOK4.setTargetObjectID (TargetObjectID);
			
			_GCAttackArmsOK5.setSkillType(getSkillType());
			_GCAttackArmsOK5.setObjectID(pSlayer->getObjectID());
			_GCAttackArmsOK5.setTargetObjectID (TargetObjectID);

			pPlayer->sendPacket(&_GCAttackArmsOK1);

			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pSlayer);
			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCAttackArmsOK5, cList);
			pZone->broadcastPacket(myX, myY, &_GCAttackArmsOK3, cList);
			pZone->broadcastPacket(targetX, targetY, &_GCAttackArmsOK4, cList);

			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormalWithGun(pSlayer, getSkillType(), pTargetCreature, RemainBullet);
			//cout << pSlayer->getName().c_str() << " Fail : " 
			//	<< (int)bManaCheck << (int)bTimeCheck << (int)bRangeCheck 
			//	<< (int)bBulletCheck << (int)bHitRoll << (int)bPK << endl;
		}
	} 
	catch (Throwable &t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_DEBUG __END_CATCH
}
Пример #6
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Light::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

	try
	{
		Player* pPlayer = pSlayer->getPlayer();
		Zone* pZone = pSlayer->getZone();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

		SkillType_t  SkillType  = pSkillSlot->getSkillType();
		SkillInfo*   pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillLevel_t SkillLevel = pSkillSlot->getExpLevel();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_LIGHT);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);
	   
			// 기술이 유지되는 시간은 숙련도에 따라서 달라진다.
			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			Sight_t CurrentSight = pSlayer->getSight();
			Sight_t oldSight     = CurrentSight;
			
			// 혹시라도 옛날 이펙트가 남아있다면 삭제한다.
			if (pSlayer->isEffect(Effect::EFFECT_CLASS_LIGHT)) 
			{
				EffectLight* pOldEffectLight = (EffectLight*)pSlayer->findEffect(Effect::EFFECT_CLASS_LIGHT);
				CurrentSight = pOldEffectLight->getOldSight();
				pSlayer->deleteEffect(Effect::EFFECT_CLASS_LIGHT);
			}

			// 이펙트를 만들어 붙인다.
			EffectLight* pEffectLight = new EffectLight (pSlayer);
			pEffectLight->setDeadline(output.Duration);
			pEffectLight->setOldSight(CurrentSight);
			pSlayer->setFlag(Effect::EFFECT_CLASS_LIGHT);
			pSlayer->addEffect(pEffectLight);

			//pEffectLight->create(pSlayer->getName());

			// 시야처리..
			Sight_t MinSight = pSkillInfo->getMinDamage();
			Sight_t MaxSight = pSkillInfo->getMaxDamage();
			Sight_t NewSight = MinSight + (MaxSight - MinSight)* SkillLevel / 100;

			// 시야 변경에 따른 오브젝트 가감 패킷을 보낸다.
			pZone->updateScan(pSlayer, oldSight, NewSight);

			pSlayer->setSight(NewSight);

			if (NewSight != oldSight) _GCSkillToSelfOK1.addShortData(MODIFY_VISION, NewSight);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			// EXP UP!
			SkillDomainType_t DomainType = pSkillInfo->getDomainType();
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10* (Grade + 1)* 2;

			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToSelfOK1);
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
		
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToSelfOK2 , pSlayer);

			// 이펙트가 붙었다고 알려준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_LIGHT);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);

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

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

	__END_CATCH
}
Пример #7
0
//////////////////////////////////////////////////////////////////////////////
// 아우스터즈 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void MagnumSpear::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	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);

		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;
		}

		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
		SkillType_t SkillType = pOustersSkillSlot->getSkillType();

		// NPC는 공격할 수가 없다.
		if (pTargetCreature==NULL
			|| !canAttack(pOusters, pTargetCreature )
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pOusters, SkillType);
			return;
		}

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

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

		
		int HitBonus = 0;
		/*
		if (pOusters->hasRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID ) )
		{
			RankBonus* pRankBonus = pOusters->getRankBonus(RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID);
			Assert(pRankBonus != NULL);

			HitBonus = pRankBonus->getPoint();
		}
		*/


		int  RequiredMP  = (int)(pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/3);
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot, HitBonus);
		bool bCanHit     = canHit(pOusters, pTargetCreature, SkillType);
		bool bPK         = verifyPK(pOusters, pTargetCreature);
		bool bEffect	 = pTargetCreature->isFlag(Effect::EFFECT_CLASS_MAGNUM_SPEAR);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffect)
		{
			ZoneCoord_t oustX   = pOusters->getX();
			ZoneCoord_t oustY   = pOusters->getY();
			ZoneCoord_t targetX = pTargetCreature->getX();
			ZoneCoord_t targetY = pTargetCreature->getY();

			decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);
			bool bCanSeeCaster = canSee(pTargetCreature, pOusters);

			SkillInput input(pOusters, pOustersSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			Damage_t Damage = output.Damage;

			OustersSkillSlot* pMastery = pOusters->hasSkill(SKILL_MAGNUM_SPEAR_MASTERY);
			if (pMastery != NULL )
			{
				Damage += (pMastery->getExpLevel() * 5 / 3 ) + 15;
			}
			else
			{
				bool dummy;
				computeCriticalBonus(pOusters, getSkillType(), Damage, dummy);
			}

			EffectMagnumSpear* pEffect = new EffectMagnumSpear(pTargetCreature);
			pEffect->setDamage(computeOustersMagicDamage(pOusters, pTargetCreature, Damage, SKILL_MAGNUM_SPEAR ));

			int spearNum = 2;

			if (pOustersSkillSlot->getExpLevel() <= 15 )
				spearNum = 2;
			else if (pOustersSkillSlot->getExpLevel() < 30 )
				spearNum = 4;
			else if (pOustersSkillSlot->getExpLevel() == 30 )
				spearNum = 6;

			int Grade = spearNum/2 - 1;

			if (pMastery != NULL ) 
			{
				spearNum = 1;
				Grade = 4;
				output.Delay = 20;
			}

			pEffect->setTimes(spearNum);
			pEffect->setTick(5);
			pEffect->setNextTime(5);
			pEffect->setCasterOID(pOusters->getObjectID());

			pTargetCreature->addEffect(pEffect);
			pTargetCreature->setFlag(pEffect->getEffectClass());

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

			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setGrade(Grade);
			
			_GCSkillToObjectOK6.setXY(oustX, oustY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(0);
			_GCSkillToObjectOK6.setGrade(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(oustX, oustY, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(oustX, oustY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pOustersSkillSlot->setRunTime(output.Delay);

		}
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

	__END_CATCH
}
Пример #8
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//  뱀파이어가 Energy Drop Skill을 Tile에 사용했을때 사용하는 Handler
//////////////////////////////////////////////////////////////////////////////
void EnergyDrop::execute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	EffectEnergyDrop * pEffect = NULL;
	EffectEnergyDrop * pEffect2 = NULL;

	try
	{
		Player* pPlayer = pSlayer->getPlayer();
		Zone* pZone = pSlayer->getZone();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

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

		SkillType_t SkillType = pSkillSlot->getSkillType();
		SkillInfo*  pSkillInfo =  g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();

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

		int  RequiredMP = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, X, Y, pSkillInfo->getRange());
		bool bHitRoll = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);


		bool bTileCheck = false;

		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);

		if(rect.ptInRect(X, Y))
		{
			Tile& tile = pZone->getTile(X, Y);
			if (tile.canAddEffect()) bTileCheck = true;
		}


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

			// calculate damage and duration time
			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// Holy Smashing 이 있다면 데미지 10% 증가
			if (pSlayer->hasRankBonus(RankBonus::RANK_BONUS_HOLY_SMASHING ) )
			{
				RankBonus* pRankBonus = pSlayer->getRankBonus(RankBonus::RANK_BONUS_HOLY_SMASHING);
				Assert(pRankBonus != NULL);

				output.Damage += pRankBonus->getPoint();
			}

			Range_t Range = 3;

			// 기존에 같은 이펙트가 타일에 있다면 지우고 새로 설정한다.
			Tile& tile = pZone->getTile(X, Y);
			Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_ENERGY_DROP);
			if(pOldEffect != NULL)
			{
				ObjectID_t effectID = pOldEffect->getObjectID();
				pZone->deleteEffect(effectID);
			}

			// 이펙트 오브젝트를 생성해서 타일에 붙인다. 
			//cout << "make EffectObject to Tile" << X << " " << Y << endl;
			pEffect = new EffectEnergyDrop(pZone, X, Y);

			pEffect->setUserObjectID(pSlayer->getObjectID());
//			pEffect->setCasterName(pSlayer->getName());
//			pEffect->setPartyID(pSlayer->getPartyID());
			pEffect->setDeadline(output.Duration);
			pEffect->setNextTime(0);
			pEffect->setTick(output.Tick);
			pEffect->setDamage(output.Damage);
			pEffect->setLevel(pSkillInfo->getLevel()/2);

			//
			//ObjectRegistry& objectregister = pZone->getObjectRegistry();
			//objectregister.registerObject(pEffect);

			//
			//
			//pZone->addEffect(pEffect);
			//tile.addEffect(pEffect);
			// 이펙트 오브젝트를 생성해서 타일에 붙인다. 
			pEffect2 = new EffectEnergyDrop(pZone, X, Y);
			pEffect2->setUserObjectID(pSlayer->getObjectID());
			pEffect2->setDeadline(output.Duration);
			pEffect2->setNextTime(0);
			pEffect2->setTick(output.Tick);
			pEffect2->setDamage(output.Damage * 30 / 100);
			pEffect2->setLevel(pSkillInfo->getLevel()/2);

			// 이펙트 범위내의 모든 Creature에게 effect를 붙여준다.
			// Slayer가 기술을 사용한 경우 같은 Slayer에게는
			// 해당하지 않는다.
			bool bEffected = false;
			bool bHit = false;

			Creature* pTargetCreature;

			list<Creature*> cList;
			cList.push_back(pSlayer);

			int oX, oY;

			Level_t maxEnemyLevel = 0;
			uint EnemyNum = 0;

			for(oX = -2; oX <= 2; oX++)
			for(oY = -2; oY <= 2; oY++)
			{
				int tileX = X+oX;
				int tileY = Y+oY;
				if (!rect.ptInRect(tileX, tileY)) continue;

				Tile& tile = pZone->getTile(tileX, tileY);
		    	if (!tile.canAddEffect()) continue; 

				pTargetCreature = NULL;
				if(tile.hasCreature(Creature::MOVE_MODE_WALKING))
					pTargetCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);

				EffectEnergyDrop * pTempEffect = NULL;

				if(oX == 2 || oX == -2 || oY == 2 || oY == -2 ) pTempEffect = pEffect2;
				else pTempEffect = pEffect;

				if(pTargetCreature != NULL && canAttack(pSlayer, pTargetCreature ))
				{
					if(pTargetCreature->isVampire()||pTargetCreature->isOusters())
					{
						if(pTempEffect->affectCreature(pTargetCreature, false) == true)
						{
							//cout << "EnergyDrop to Slayer Success" << endl;
							Player* pTargetPlayer = pTargetCreature->getPlayer();
							bEffected = true;

							bHit = true;

							if (maxEnemyLevel < pTargetCreature->getLevel() ) maxEnemyLevel = pTargetCreature->getLevel();
							EnemyNum++;

							bool bCanSee = canSee(pTargetCreature, pSlayer);

							_GCSkillToTileOK1.addCListElement(pTargetCreature->getObjectID());
							_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
							_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());

							cList.push_back(pTargetCreature);

							if (bCanSee)
							{
								// 공격을 당한 사람에게 
								_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());
								_GCSkillToTileOK2.setSkillType(SkillType);
								_GCSkillToTileOK2.setX(X);
								_GCSkillToTileOK2.setY(Y);
								_GCSkillToTileOK2.setDuration(output.Duration);
								_GCSkillToTileOK2.setRange(Range);
								pTargetPlayer->sendPacket(&_GCSkillToTileOK2);
							}
						}
						else
						{
							//cout << "EnergyDrop to Vampire fail" << endl;
						}
					}
					else if(pTargetCreature->isMonster())
					{
						if(pTempEffect->affectCreature(pTargetCreature, false) == true)
						{
							//cout << "EnergyDrop to Monster Success" << endl;
							bHit = true;

							if (maxEnemyLevel < pTargetCreature->getLevel() ) maxEnemyLevel = pTargetCreature->getLevel();
							EnemyNum++;

							Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
							pMonster->addEnemy(pSlayer);

							// 마지막 때린 애가 슬레이어라고 설정한다. by sigi. 2002.6.21
							pMonster->setLastHitCreatureClass(Creature::CREATURE_CLASS_SLAYER);
						}
						else
						{
							//cout << "EnergyDrop to Monster Falis" << endl;
						}

					}
				} // if(pTargetCreature!= NULL)
			}

			if(bHit)
			{
				//cout << "Skill Succesfully Attacked(" << output.Damage << ")" << endl;
				shareAttrExp(pSlayer, output.Damage, 1, 1, 8, _GCSkillToTileOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1, maxEnemyLevel, EnemyNum);
				increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToTileOK1);
			}

			// 기술을 사용한 사람들에게
			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setRange(Range);
		
			// 기술을 쓴 사람만 볼 수 있는 사람들에게
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);
			//_GCSkillToTileOK3.setDuration(output.Duration);
			//_GCSkillToTileOK3.setRange(Range);

			// 기술을 당한 사람만 볼 수 있는 사람들에게
			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(output.Duration);
			_GCSkillToTileOK4.setRange(Range);

			//기술을 쓴 사람과 당한 사람을 모두 볼 수 있는 사람들에게
			_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setRange(Range);
	
			// 기술을 사용한 사람에게 packet 전달
			pPlayer->sendPacket(&_GCSkillToTileOK1);

			// 기술을 쓸 사람과 당한 사람을 모두 볼 수 있는 사람들에게 broadcasing
			// broadcasting후 5번OK를 받은 사람을 기록한다.
			// 여기에 기록된 사람은 차후 broadcasting에서 제외된다.
			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);
			
			// 기술을 쓴 사람을 볼 수 있는 사람들에게 broadcasting
			pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK3, cList);

			// 기술을 당한 사람을 볼 수 있는 사람들에게 broadcasting
			pZone->broadcastPacket(X, Y, &_GCSkillToTileOK4, cList);

			// 기술 delay setting
			pSkillSlot->setRunTime(output.Delay);

		}
		else
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}

		SAFE_DELETE(pEffect);
		SAFE_DELETE(pEffect2);
	}
	catch(Throwable& t)
	{
		SAFE_DELETE(pEffect);
		SAFE_DELETE(pEffect2);
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
Пример #9
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodyWall::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;

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

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

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

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

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

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

		// 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();
		}

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, X, Y, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);
		
		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)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1);

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

			Dir_t 	   Dir		= getDirectionToPosition(myX, myY, X, Y);

			list<Creature*> cList;	// denier list
			
			for (int i=0; i<5; i++)
			{
				POINT& pt = m_BloodyWallMask[Dir][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 )!=NULL ) continue;

					// 현재 타일에다 이펙트를 추가할 수 있다면...
					if (tile.canAddEffect())
					{
						// 같은 effect가 있으면 지운다.
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_BLOODY_WALL);
						if (pOldEffect != NULL)
						{
							ObjectID_t effectID = pOldEffect->getObjectID();
							pZone->deleteEffect(effectID);// fix me
						}
					
						// 이펙트 클래스를 생성한다.
						EffectBloodyWall* pEffect = new EffectBloodyWall(pZone , tileX, tileY);
						pEffect->setCasterName(pVampire->getName());
						pEffect->setCasterID(pVampire->getObjectID());
						pEffect->setClan(Creature::CREATURE_CLASS_VAMPIRE, pVampire->getClanType());
						pEffect->setDamage(output.Damage);
						pEffect->setDeadline(output.Duration);
						pEffect->setLevel(pVampire->getINT());
						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->isOusters() )
								&& !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(Dir);

			_GCSkillToTileOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(Dir);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, BLOODY_WALL_SIGHT);

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

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

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

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

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

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pVampire);

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

			// watcherList에서 cList에 속하지 않고, caster(pVampire)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, pVampire) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (!pWatcher->isPC())
					{
						//cout << "BloodyWall : 왓처 리스트가 PC가 아닙니다." << endl;
						GCSkillFailed1 _GCSkillFailed1;
						_GCSkillFailed1.setSkillType(getSkillType());
						pVampire->getPlayer()->sendPacket(&_GCSkillFailed1);

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

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

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

	__END_CATCH
}
Пример #10
0
//////////////////////////////////////////////////////////////////////////////
// 아우스터즈 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void Prominence::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);

	BYTE Grade = 0;
	if (pOustersSkillSlot->getExpLevel() < 15 ) Grade = 0;
	else if (pOustersSkillSlot->getExpLevel() < 30 ) Grade = 1;
	else Grade = 2;

	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(), Grade);
			return;
		}

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

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

		// 데미지와 지속 시간을 계산한다.
		SkillInput input(pOusters, pOustersSkillSlot);
		SkillOutput output;
		computeOutput(input, output);

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/3;
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, X, Y, output.Range);
		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))
		{
			Tile& tile = pZone->getTile(X, Y);
			if (tile.canAddEffect()) bTileCheck = true;
		}

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

			int oX, oY;

			for (oX = X - 1 ; oX <= X + 1 ; ++oX )
			for (oY = Y - 1 ; oY <= Y + 1 ; ++oY )
			{
				if (!rect.ptInRect(oX, oY)) continue;

				Tile&   tile  = pZone->getTile(oX, oY);
				if (!tile.canAddEffect()) continue;

				// 머시 그라운드 있음 추가 못한당.
				if (tile.getEffect(Effect::EFFECT_CLASS_MERCY_GROUND) != NULL ) continue;
				if (tile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION) ) continue;
				
				// 같은 이펙트가 이미 존재한다면 삭제한다.
				Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_PROMINENCE);
				if (pOldEffect != NULL)
				{
					ObjectID_t effectID = pOldEffect->getObjectID();
					pZone->deleteEffect(effectID);
				}

				checkMine(pZone, oX, oY);
				
				// 이펙트 오브젝트를 생성한다.
				EffectProminence* pEffect = new EffectProminence(pZone, oX, oY);
				pEffect->setUserObjectID(pOusters->getObjectID());
				pEffect->setDeadline(output.Duration);
				pEffect->setNextTime(0);
				pEffect->setTick(output.Tick);

				pEffect->setDamage(output.Damage);
				pEffect->setLevel(pOustersSkillSlot->getExpLevel());

				if (Grade > 0 )
				{
					if (Grade == 1 ) pEffect->setSendEffectClass(Effect::EFFECT_CLASS_PROMINENCE_2);
					else pEffect->setSendEffectClass(Effect::EFFECT_CLASS_PROMINENCE_3);
				}

				// 타일에 붙은 이펙트는 OID를 받아야 한다.
				ObjectRegistry & objectregister = pZone->getObjectRegistry();
				objectregister.registerObject(pEffect);
			
				// 존 및 타일에다가 이펙트를 추가한다.
				pZone->addEffect(pEffect);	
				tile.addEffect(pEffect);

				GCAddEffectToTile gcAddEffect;
				gcAddEffect.setXY(oX, oY);
				gcAddEffect.setEffectID(pEffect->getSendEffectClass());
				gcAddEffect.setObjectID(pEffect->getObjectID());
				gcAddEffect.setDuration(output.Duration);

				pZone->broadcastPacket(oX, oY, &gcAddEffect, pOusters);
			}

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

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setGrade(Grade);
		
			_GCSkillToTileOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);
			_GCSkillToTileOK3.setGrade(Grade);
			
			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(output.Duration);
			_GCSkillToTileOK4.setGrade(Grade);
		
			_GCSkillToTileOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setGrade(Grade);

			pPlayer->sendPacket(&_GCSkillToTileOK1);
		
			list<Creature*> cList;
			cList.push_back(pOusters);

			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);

			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

			pOustersSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), NULL, Grade);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType(), Grade);
		//cout << t.toString() << endl;
	}

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

	__END_CATCH
}
Пример #11
0
//////////////////////////////////////////////////////////////////////////////
// 몬스터 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void EnergyDrop::execute(Monster* pMonster, ZoneCoord_t X, ZoneCoord_t Y)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;
	EffectEnergyDrop * pEffect = NULL;
	EffectEnergyDrop * pEffect2 = NULL;

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

		Assert(pZone != NULL);

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

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

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

		bool bRangeCheck = verifyDistance(pMonster, X, Y, pSkillInfo->getRange());
		bool bHitRoll = HitRoll::isSuccessMagic(pMonster, pSkillInfo);


		bool bTileCheck = false;

		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);

		if(rect.ptInRect(X, Y))
		{
			Tile& tile = pZone->getTile(X, Y);
			if (tile.canAddEffect()) bTileCheck = true;
		}

		if (bRangeCheck && bHitRoll && bTileCheck)
		{
			// calculate damage and duration time
			SkillInput input(pMonster);
			SkillOutput output;
			computeOutput(input, output);

			Range_t Range = 3;

			// 기존에 같은 이펙트가 타일에 있다면 지우고 새로 설정한다.
			Tile& tile = pZone->getTile(X, Y);
			Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_ENERGY_DROP);
			if(pOldEffect != NULL)
			{
				ObjectID_t effectID = pOldEffect->getObjectID();
				pZone->deleteEffect(effectID);
			}

			// 이펙트 오브젝트를 생성해서 타일에 붙인다. 
			pEffect = new EffectEnergyDrop(pZone, X, Y);
			pEffect->setDeadline(output.Duration);
			pEffect->setNextTime(0);
			pEffect->setTick(output.Tick);
			pEffect->setDamage(output.Damage);
			pEffect->setLevel(pSkillInfo->getLevel()/2);

			//
			//ObjectRegistry& objectregister = pZone->getObjectRegistry();
			//objectregister.registerObject(pEffect);

			//
			//
			//pZone->addEffect(pEffect);
			//tile.addEffect(pEffect);

			// 이펙트 오브젝트를 생성해서 타일에 붙인다. 
			pEffect2 = new EffectEnergyDrop(pZone, X, Y);
			pEffect2->setDeadline(output.Duration);
			pEffect2->setNextTime(0);
			pEffect2->setTick(output.Tick);
			pEffect2->setDamage(output.Damage * 30 / 100);
			pEffect2->setLevel(pSkillInfo->getLevel()/2);


			// 이펙트 범위내의 모든 Creature에게 effect를 붙여준다.
			// Slayer가 기술을 사용한 경우 같은 Slayer에게는
			// 해당하지 않는다.
			bool bEffected = false;
			Creature* pTargetCreature;


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

			int oX, oY;

			for(oX = -2; oX <= 2; oX++)
			for(oY = -2; oY <= 2; oY++)
			{
				int tileX = X+oX;
				int tileY = Y+oY;

				EffectEnergyDrop * pTempEffect = NULL;

				if(oX == 2 || oX == -2 || oY == 2 || oY == -2 ) pTempEffect = pEffect2;
				else pTempEffect = pEffect;

				if (!rect.ptInRect(tileX, tileY)) continue;

				Tile& tile = pZone->getTile(tileX, tileY);

				if (!tile.canAddEffect()) continue;

				pTargetCreature = NULL;
				if(tile.hasCreature(Creature::MOVE_MODE_WALKING))
					pTargetCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);

				if(pTargetCreature != NULL)
				{
					if(pTargetCreature->isPC())
					{
						if(pTempEffect->affectCreature(pTargetCreature, false) == true)
						{
							Player* pTargetPlayer = pTargetCreature->getPlayer();
							bEffected = true;

							bool bCanSee = canSee(pTargetCreature, pMonster);

							_GCSkillToTileOK1.addCListElement(pTargetCreature->getObjectID());
							_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
							_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());

							cList.push_back(pTargetCreature);

							if (bCanSee)
							{
								// 공격을 당한 사람에게 
								_GCSkillToTileOK2.setObjectID(pMonster->getObjectID());
								_GCSkillToTileOK2.setSkillType(SkillType);
								_GCSkillToTileOK2.setX(X);
								_GCSkillToTileOK2.setY(Y);
								_GCSkillToTileOK2.setDuration(output.Duration);
								_GCSkillToTileOK2.setRange(Range);
								pTargetPlayer->sendPacket(&_GCSkillToTileOK2);
							}
						}
					}
				} // if(pTargetCreature!= NULL)
			}

			// 기술을 쓴 사람만 볼 수 있는 사람들에게
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(myX);
			_GCSkillToTileOK3.setY(myY);
			//_GCSkillToTileOK3.setDuration(output.Duration);
			//_GCSkillToTileOK3.setRange(Range);

			// 기술을 당한 사람만 볼 수 있는 사람들에게
			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(output.Duration);
			_GCSkillToTileOK4.setRange(Range);

			//기술을 쓴 사람과 당한 사람을 모두 볼 수 있는 사람들에게
			_GCSkillToTileOK5.setObjectID(pMonster->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setRange(Range);
	
			// 기술을 쓸 사람과 당한 사람을 모두 볼 수 있는 사람들에게 broadcasing
			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);
			
			// 기술을 쓴 사람을 볼 수 있는 사람들에게 broadcasting
			pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK3, cList);

			// 기술을 당한 사람을 볼 수 있는 사람들에게 broadcasting
			pZone->broadcastPacket(X, Y, &_GCSkillToTileOK4, cList);


		}
		else
		{
			executeSkillFailNormal(pMonster, getSkillType(), NULL);
		}
		SAFE_DELETE(pEffect);
		SAFE_DELETE(pEffect2);
	}
	catch(Throwable& t)
	{
		SAFE_DELETE(pEffect);
		SAFE_DELETE(pEffect2);
		executeSkillFailException(pMonster, getSkillType());
	}


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

	__END_CATCH
}
Пример #12
0
void Mephisto::execute(Vampire* pVampire)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pVampire != NULL);

	if(!pVampire->hasSkill(SKILL_MEPHISTO) ) return;

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


		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;

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

		int oX, oY;

		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);

		for(oX = -4; oX <= 4; oX++)
		for(oY = -4; oY <= 4; oY++)
		{
			int tileX = myX+oX;
			int tileY = myY+oY;
			if (!rect.ptInRect(tileX, tileY)) continue;

			// 타일 위에! 뱀파이어가 있는지 본다!
			Tile& tile = pZone->getTile(tileX, tileY);
			Creature * pTargetCreature = NULL;
			if(tile.hasCreature(Creature::MOVE_MODE_WALKING)) pTargetCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);

			if(pTargetCreature != NULL && pTargetCreature != pVampire && pTargetCreature->isVampire() ) {

				bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_MEPHISTO);

				if(bEffected ) continue;

				Vampire* pTargetVampire= dynamic_cast<Vampire*>(pTargetCreature);

				// 스킬 레벨에 따라 데미지 보너스가 달라진다.
				SkillInput input(pVampire);
				SkillOutput output;
				input.SkillLevel = pVampire->getSTR()+pVampire->getDEX()+pVampire->getINT();
				input.DomainLevel = pVampire->getLevel();
				computeOutput(input, output);

				// 이펙트 클래스를 만들어 붙인다.
				EffectMephisto* pEffect = new EffectMephisto(pTargetVampire);
				pEffect->setDeadline(output.Duration);
				pEffect->setBonus(output.Damage);
				pTargetVampire->addEffect(pEffect);
				pTargetVampire->setFlag(Effect::EFFECT_CLASS_MEPHISTO);

				// 이로 인하여 바뀌는 능력치를 보낸다.
				VAMPIRE_RECORD prev;
				pTargetVampire->getVampireRecord(prev);
				pTargetVampire->initAllStat();
				pTargetVampire->sendRealWearingInfo();
				pTargetVampire->sendModifyInfo(prev);

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

					pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				}
				else
				{
					Assert(false);
				}

				// 이펙트가 붙었다고 알려준다.
				GCAddEffect gcAddEffect;
				gcAddEffect.setObjectID(pTargetVampire->getObjectID());
				gcAddEffect.setEffectID(Effect::EFFECT_CLASS_MEPHISTO);
				gcAddEffect.setDuration(output.Duration);
				pZone->broadcastPacket(pTargetVampire->getX(), pTargetVampire->getY(), &gcAddEffect);
			}
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

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

	__END_CATCH
}
Пример #13
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Mephisto::execute(Vampire* pVampire, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

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

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

			HitBonus = pRankBonus->getPoint();
		}

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pVampire);
		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);
		bool bEffected   = pVampire->isFlag(Effect::EFFECT_CLASS_MEPHISTO);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToSelfOK1);

			// 스킬 레벨에 따라 데미지 보너스가 달라진다.
			SkillInput input(pVampire);
			SkillOutput output;
			input.SkillLevel = pVampire->getSTR()+pVampire->getDEX()+pVampire->getINT();
			input.DomainLevel = pVampire->getLevel();
			computeOutput(input, output);

			// 이펙트 클래스를 만들어 붙인다.
			EffectMephisto* pEffect = new EffectMephisto(pVampire);
			pEffect->setDeadline(output.Duration);
			pEffect->setBonus(output.Damage);
			pVampire->addEffect(pEffect);
			pVampire->setFlag(Effect::EFFECT_CLASS_MEPHISTO);

			// 이로 인하여 바뀌는 능력치를 보낸다.
			VAMPIRE_RECORD prev;
			pVampire->getVampireRecord(prev);
			pVampire->initAllStat();
			pVampire->sendRealWearingInfo();
			pVampire->sendModifyInfo(prev);

			// 패킷을 만들어 보낸다.
			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
		
			pZone->broadcastPacket(pVampire->getX(), pVampire->getY(),  &_GCSkillToSelfOK2, pVampire);

			// 이펙트가 붙었다고 알려준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pVampire->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_MEPHISTO);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcAddEffect);

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

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

	__END_CATCH
}
Пример #14
0
void Mephisto::execute(Vampire* pVampire, ObjectID_t TargetObjectID,  VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	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);

		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL)
		{
			executeSkillFailException(pVampire, getSkillType());
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;

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

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pVampire);
		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_MEPHISTO);

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

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && pTargetCreature->isVampire() )
		{
			Vampire* pTargetVampire= dynamic_cast<Vampire*>(pTargetCreature);

			ZoneCoord_t X   = pTargetVampire->getX();
			ZoneCoord_t Y   = pTargetVampire->getY();

			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

			// 스킬 레벨에 따라 데미지 보너스가 달라진다.
			SkillInput input(pVampire);
			SkillOutput output;
			input.SkillLevel = pVampire->getSTR()+pVampire->getDEX()+pVampire->getINT();
			input.DomainLevel = pVampire->getLevel();
			computeOutput(input, output);

			// 이펙트 클래스를 만들어 붙인다.
			EffectMephisto* pEffect = new EffectMephisto(pTargetVampire);
			pEffect->setDeadline(output.Duration);
			pEffect->setBonus(output.Damage);
			pTargetVampire->addEffect(pEffect);
			pTargetVampire->setFlag(Effect::EFFECT_CLASS_MEPHISTO);

			// 이로 인하여 바뀌는 능력치를 보낸다.
			VAMPIRE_RECORD prev;
			pTargetVampire->getVampireRecord(prev);
			pTargetVampire->initAllStat();
			pTargetVampire->sendRealWearingInfo();
			pTargetVampire->sendModifyInfo(prev);

			// 패킷을 만들어 보낸다.
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setDuration(output.Duration);
		
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(output.Duration);

			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
		    _GCSkillToObjectOK3.setSkillType(SkillType);
		    _GCSkillToObjectOK3.setTargetXY (X, Y);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC())
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
	
				_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
	
				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
			}
			else
			{
				Assert(false);
			}

			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pVampire);
			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);

			// 이펙트가 붙었다고 알려준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pTargetVampire->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_MEPHISTO);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pTargetVampire->getX(), pTargetVampire->getY(), &gcAddEffect);

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

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

	__END_CATCH
}
Пример #15
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void LarSlash::execute(Slayer * pSlayer, ObjectID_t TargetObjectID, SkillSlot * pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pSlayer->getPlayer();
		Zone* pZone = pSlayer->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
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		// 무장하고 있는 무기가 널이거나, SWORD가 아니라면 쓸 수 없다.
		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_SWORD)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		SkillLevel_t      SkillLevel = pSkillSlot->getExpLevel();

		bool bCriticalHit = false;

		// 기본 데미지에 스킬 데미지를 더한다.
		SkillInput input(pSlayer, pSkillSlot);
		SkillOutput output;
		computeOutput(input, output);

		Damage_t Damage = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);
		Damage += output.Damage;

		int  RequiredMP         = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck         = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck         = verifyRunTime(pSkillSlot);
		bool bRangeCheck        = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll           = (rand()%10)?HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel / 2):(true);
		bool bCanHit            = canHit(pSlayer, pTargetCreature, SkillType);
		bool bPK                = verifyPK(pSlayer, pTargetCreature);

		// 마나가 있어야 하고, 시간과 거리 체크에 성공하고,
		// hitroll에 성공하고, 크로스 카운터가 걸려있지 않다면, 성공이다.
		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK)
		{
			CheckCrossCounter(pSlayer, pTargetCreature, Damage, pSkillInfo->getRange());

			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);

//			Exp_t Point = pSkillInfo->getPoint();

			// 데미지를 주고, 내구도를 떨어뜨린다.
			setDamage(pTargetCreature, Damage, pSlayer, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			decreaseDurability(pSlayer, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);

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

			// 타겟이 슬레이어가 아닌 경우에만 경험치를 올려준다.
			if (!pTargetCreature->isSlayer())
			{
				
				if (bIncreaseExp)
				{
					shareAttrExp(pSlayer, Damage, 8, 1, 1, _GCSkillToObjectOK1);
					increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1, pTargetCreature->getLevel());
					increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);
				}
				increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1);
			}

			// 패킷을 준비하고, 보낸다. 
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);
		
			_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(0);
		
			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration(0);
		
			pPlayer->sendPacket(&_GCSkillToObjectOK1);
		
			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
			} 
			else 
			{
				Monster * pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pSlayer);
			}

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

			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToObjectOK5, cList);

			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
Пример #16
0
//////////////////////////////////////////////////////////////////////////////
// 몬스터 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void BloodyWall::execute(Monster* pMonster, ZoneCoord_t X, ZoneCoord_t Y)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pMonster != NULL);

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

		Assert(pZone != NULL);

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

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

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

		// 마스터는 무조건~~
		bool bRangeCheck = pMonster->isMaster()
#ifdef __UNDERWORLD__
			|| pMonster->isUnderworld() || pMonster->getMonsterType() == 599
#endif
							|| verifyDistance(pMonster, X, Y, pSkillInfo->getRange());

		bool bHitRoll    = pMonster->isMaster() 
#ifdef __UNDERWORLD__
			|| pMonster->isUnderworld() || pMonster->getMonsterType() == 599
#endif
							|| HitRoll::isSuccessMagic(pMonster, pSkillInfo);
		
		bool bTileCheck = false;
		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);
		if (rect.ptInRect(X, Y)) bTileCheck = true;

		if (bRangeCheck && bHitRoll && bTileCheck)
		{
			// 이펙트의 지속시간을 계산한다.
			SkillInput input(pMonster);
			SkillOutput output;
			computeOutput(input, output);

			//Range_t    Range    = 3;
			Dir_t 	   Dir		= getDirectionToPosition(myX, myY, X, Y);

			list<Creature*> cList;	// denier list

			for (int i=0; i<5; i++)
			{
				POINT& pt = m_BloodyWallMask[Dir][i];

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

				if (rect.ptInRect(tileX, tileY))
				{
					Tile& tile = pZone->getTile(tileX, tileY);

					// 현재 타일에다 이펙트를 추가할 수 있다면...
					if (tile.canAddEffect())
					{
						// 같은 effect가 있으면 지운다.
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_BLOODY_WALL);
						if (pOldEffect != NULL)
						{
							ObjectID_t effectID = pOldEffect->getObjectID();
							pZone->deleteEffect(effectID);// fix me
						}
					
						// 이펙트 클래스를 생성한다.
						EffectBloodyWall* pEffect = new EffectBloodyWall(pZone , tileX, tileY);
						pEffect->setCasterName(pMonster->getName());
						pEffect->setCasterID(pMonster->getObjectID());
						pEffect->setClan(Creature::CREATURE_CLASS_MONSTER, pMonster->getClanType());
						pEffect->setDamage(output.Damage);
						pEffect->setDeadline(output.Duration);
						pEffect->setLevel(pMonster->getINT());
						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);

						GCAddEffectToTile gcAE;
						gcAE.setObjectID(pEffect->getObjectID());
						gcAE.setEffectID(pEffect->getSendEffectClass());
						gcAE.setDuration(output.Duration);
						gcAE.setXY(tileX, tileY);
						pZone->broadcastPacket(tileX, tileY, &gcAE);

						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->isOusters() )
							) 
							{
								cList.push_back(pTargetCreature);
								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());
								
								pEffect->affect(pTargetCreature);
							}

							//pEffect->affectObject(pTarget, false);
						}
					}	
				}	
			}

			_GCSkillToTileOK2.setObjectID(pMonster->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(Dir);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, BLOODY_WALL_SIGHT);

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

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

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

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

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

			cList.push_back(pMonster);

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

			// watcherList에서 cList에 속하지 않고, caster(pMonster)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, pMonster) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (!pWatcher->isPC())
					{
						//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
						return;
					}

					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);
		} 
		else 
		{
			executeSkillFailNormal(pMonster, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pMonster, getSkillType());
	}

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

	__END_CATCH
}
Пример #17
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void MindControl::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

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

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();

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

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_MIND_CONTROL);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// 이펙트를 만들어 붙인다.
			EffectMindControl* pEffect = new EffectMindControl(pSlayer);
			pEffect->setDeadline(output.Duration);
			pEffect->setDefenseBonus(output.Damage);
			pEffect->setToHitBonus(output.Damage);
			pSlayer->setFlag(Effect::EFFECT_CLASS_MIND_CONTROL);
			pSlayer->addEffect(pEffect);

			// 이펙트를 붙였으니, 능력치를 재계산한다.
			SLAYER_RECORD prev;
			pSlayer->getSlayerRecord(prev);
			pSlayer->initAllStat();
			pSlayer->sendRealWearingInfo();
			pSlayer->addModifyInfo(prev, _GCSkillToSelfOK1);

			// 경험치를 올려준다.
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10* (Grade + 1);
			shareAttrExp(pSlayer, ExpUp, 1, 8, 1, _GCSkillToSelfOK1);
        	increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(myX, myY, &_GCSkillToSelfOK2, pSlayer);
		
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_MIND_CONTROL);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(myX, myY, &gcAddEffect);
			
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
Пример #18
0
void SwordOfThor::execute(Slayer * pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot * pSkillSlot, CEffectID_t CEffectID)
throw(Error)
{
    __BEGIN_TRY

//	cout << "(x,y)=" << X << "," << Y << endl;

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

    SkillInput input(pSlayer, pSkillSlot);
    SkillOutput output;
    computeOutput(input, output);

    SIMPLE_SKILL_INPUT param;
    param.SkillType     = getSkillType();
    param.SkillDamage   = output.Damage;
    param.Delay         = output.Delay;
    param.ItemClass     = Item::ITEM_CLASS_SWORD;
    param.STRMultiplier = 8;
    param.DEXMultiplier = 1;
    param.INTMultiplier = 1;
    param.bMagicHitRoll = false;
    param.bMagicDamage  = false;
    param.bAdd          = false;
    param.bExpForTotalDamage = false;

    for (int i=-2; i<=2; ++i )
        for (int j=-2; j<=2; ++j )
        {
            param.addMask(i, j, 100);
        }

    SIMPLE_SKILL_OUTPUT result;

    // 목표위치+4방향
    /*	param.addMask(0 + dir_advance[dir][0],  0 + dir_advance[dir][1], 100);
    	param.addMask(-1 + dir_advance[dir][0], -1 + dir_advance[dir][1], 100);
    	param.addMask(0 + dir_advance[dir][0], -1 + dir_advance[dir][1], 100);
    	param.addMask(1 + dir_advance[dir][0], -1 + dir_advance[dir][1], 100);
    	param.addMask(-1 + dir_advance[dir][0],  0 + dir_advance[dir][1], 100);
    	param.addMask(1 + dir_advance[dir][0],  0 + dir_advance[dir][1], 100);
    	param.addMask(-1 + dir_advance[dir][0],  1 + dir_advance[dir][1], 100);
    	param.addMask(0 + dir_advance[dir][0],  1 + dir_advance[dir][1], 100);
    	param.addMask(1 + dir_advance[dir][0],  1 + dir_advance[dir][1], 100);*/

    g_SimpleTileMissileSkill.execute(pSlayer, X, Y, pSkillSlot, param, result);

    if (result.bSuccess )
    {
        for (int i=-2; i<=2; ++i )
            for (int j=-2; j<=2; ++j )
            {
                ZoneCoord_t tx = X+i;
                ZoneCoord_t ty = Y+j;

                if (!isValidZoneCoord(pZone, tx, ty) ) continue;
                Tile& rTile = pZone->getTile(tx, ty);
                if (!rTile.canAddEffect() ) continue;

                EffectSwordOfThor* pEffect = new EffectSwordOfThor(pZone, tx, ty);
                pEffect->setLevel(input.SkillLevel);
                pEffect->setDeadline(output.Duration);
                pZone->registerObject(pEffect);

                if (i != 0 || j != 0 ) pEffect->setBroadcastingEffect(false);
                else
                {
                    GCAddEffectToTile gcAE;
                    gcAE.setEffectID(pEffect->getSendEffectClass());
                    gcAE.setXY(tx, ty);
                    gcAE.setObjectID(pEffect->getObjectID());
                    gcAE.setDuration(output.Duration);
                    pZone->broadcastPacket(tx, ty, &gcAE);

//				cout << tx << ", " << ty << " Effect broadcast" << endl;
                }

                pZone->addEffect(pEffect);
                rTile.addEffect(pEffect);
//			cout << tx << ", " << ty << " add Effect" << endl;
            }
    }

    __END_CATCH
}
Пример #19
0
void DestructionSpear::execute(Ousters* pOusters, ZoneCoord_t X, ZoneCoord_t Y, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

	if (pTargetCreature==NULL
		|| !canAttack(pOusters, pTargetCreature )
		|| pTargetCreature->isNPC())
	{
		executeSkillFailException(pOusters, getSkillType());
		return;
	}*/

/*	if (pTargetCreature->isSlayer() )
	{
		Slayer* pSlayer = dynamic_cast<Slayer*>(pTargetCreature);
		targetLevel = pSlayer->getHighestSkillDomainLevel();
	}
	else
	{
		targetLevel = pTargetCreature->getLevel();
	}*/

	SkillInput input(pOusters, pOustersSkillSlot);
	SkillOutput output;
	computeOutput(input, output);

	Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
	if (pWeapon == NULL )
	{
		executeSkillFailException(pOusters, getSkillType());
		return;
	}

	SIMPLE_SKILL_INPUT param;
	param.SkillType     = getSkillType();
	param.SkillDamage   = output.Damage;

	param.Delay         = output.Delay;
	param.ItemClass     = Item::ITEM_CLASS_OUSTERS_CHAKRAM;
	param.STRMultiplier = 0;
	param.DEXMultiplier = 0;
	param.INTMultiplier = 0;
	param.bMagicHitRoll = false;
	param.bMagicDamage  = false;
	param.bAdd = true;

	SIMPLE_SKILL_OUTPUT result;

	int offset = 0;

	OustersSkillSlot* pMastery = pOusters->hasSkill(SKILL_DESTRUCTION_SPEAR_MASTERY);
	if (pMastery != NULL )
	{
		offset = 1;
		if (pMastery->getExpLevel() <= 15 )
			param.SkillDamage = min(70,param.SkillDamage + 10 + pMastery->getExpLevel()/3);
		else
			param.SkillDamage = min(90,param.SkillDamage + 10 + pMastery->getExpLevel()/2);
		param.Grade=4;
	}

	for (int i=-offset; i<=offset; ++i )
	for (int j=-offset; j<=offset; ++j )
		param.addMask(i, j, 100);

	g_SimpleTileMissileSkill.execute(pOusters, X, Y, pOustersSkillSlot, param, result, CEffectID);

	list<Creature*>::iterator itr = result.targetCreatures.begin();
	for (; itr != result.targetCreatures.end() ; ++itr )
	{
		Creature* pTargetCreature = *itr;
		if (pTargetCreature->getX() == X && pTargetCreature->getY() == Y )
		{
			GCModifyInformation gcMI, gcAttackerMI;
			Damage_t damage = computeElementalCombatSkill(pOusters, pTargetCreature, gcAttackerMI);
			if (damage != 0 )
			{
				::setDamage(pTargetCreature, damage, pOusters, SKILL_DESTRUCTION_SPEAR, &gcMI, &gcAttackerMI);
				if (pTargetCreature->isPC() ) pTargetCreature->getPlayer()->sendPacket(&gcMI);

				if (pTargetCreature->isDead())
				{
					int exp = computeCreatureExp(pTargetCreature, 70, pOusters);
					shareOustersExp(pOusters, exp, gcAttackerMI);
				}

				pOusters->getPlayer()->sendPacket(&gcAttackerMI);
			}
		}

		if (!pTargetCreature->isFlag(Effect::EFFECT_CLASS_DESTRUCTION_SPEAR ) && result.bSuccess )
		{
			int targetLevel = pTargetCreature->getLevel();
			int ratio = 0;

			if (input.SkillLevel <= 15 )
			{
				ratio = max(20, min(80, (int)(pOusters->getLevel() + (input.SkillLevel * 8.0 / 3.0) - targetLevel ) ));
			}
			else
			{
				ratio = max(20, min(80, (int)(pOusters->getLevel() + 20.0 + (input.SkillLevel * 4.0 / 3.0) - targetLevel ) ));
			}

			if (rand() % 100 < ratio )
			{

				EffectDestructionSpear* pEffect = new EffectDestructionSpear(pTargetCreature);
				Assert(pEffect != NULL);

				pEffect->setDamage(2 + (input.SkillLevel/3 ));
				pEffect->setNextTime(20);
				pEffect->setCasterID(pOusters->getObjectID());
				pEffect->setDeadline(output.Duration);

				if (pTargetCreature->getX() == X && pTargetCreature->getY() == Y )
					pEffect->setSteal(true);

				pTargetCreature->setFlag(Effect::EFFECT_CLASS_DESTRUCTION_SPEAR);
				pTargetCreature->addEffect(pEffect);

				GCAddEffect gcAddEffect;
				gcAddEffect.setObjectID(pTargetCreature->getObjectID());
				gcAddEffect.setEffectID(pEffect->getSendEffectClass());
				gcAddEffect.setDuration(output.Duration);

				pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcAddEffect);
			}
		}
	}

	__END_CATCH
}
Пример #20
0
// ######################################################################
Image<float> DirectFeedChannel::getOutput()
{
  ASSERT(itsInputTime == itsPyrTime);
  if (!itsOutputCache.initialized()) computeOutput();
  return itsOutputCache;
}
Пример #21
0
//////////////////////////////////////////////////////////////////////////////
// 몬스터 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void IceWave::execute(Monster* pMonster, ZoneCoord_t X, ZoneCoord_t Y)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pMonster != NULL);

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

		if (pMonster->isFlag(Effect::EFFECT_CLASS_HIDE))
		{
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}
		if (pMonster->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))
		{
			addVisibleCreature(pZone, pMonster, true);
		}

		int dx = (rand()%7)-3;
		int dy = (rand()%7)-3;

		X -= min((int)X, dx);
		Y -= min((int)Y, dy);

		if (X > pZone->getWidth() ) X = pZone->getWidth()-1;
		if (Y > pZone->getHeight() ) Y = pZone->getHeight()-1;

		pZone->moveFastMonster(pMonster, pMonster->getX(), pMonster->getY(), X, Y, getSkillType());

		ZoneCoord_t x = pMonster->getX();
		ZoneCoord_t y = pMonster->getY();

		bool bRangeCheck    = checkZoneLevelToUseSkill(pMonster);
		bool bMoveModeCheck = pMonster->isWalking();

		if (bRangeCheck && bMoveModeCheck)
		{

			//--------------------------------------------------------
			// 주위에 knockback되는맞는 애들을 체크해준다.
			//--------------------------------------------------------
			SkillInput input(pMonster);
			SkillOutput output;
			computeOutput(input, output);

			SIMPLE_SKILL_INPUT param;
			param.SkillType     = getSkillType();
			param.SkillDamage   = output.Damage;
			param.Delay         = output.Delay;
			param.ItemClass     = Item::ITEM_CLASS_MAX;
			param.STRMultiplier = 0;
			param.DEXMultiplier = 0;
			param.INTMultiplier = 0;
			param.bMagicHitRoll = true;
			param.bMagicDamage  = true;
			param.bAdd          = false;

			SIMPLE_SKILL_OUTPUT result;

			for (int i=0; i<8; ++i )
			{
				for (int j=0; j<3; ++j )
				{
					int ox = pMonster->getX() + dirMoveMask[i].x * j * 3 + dirMoveMask[i].x * 2;
					int oy = pMonster->getY() + dirMoveMask[i].y * j * 3 + dirMoveMask[i].y * 2;

					GCAddEffectToTile gcAE;
					gcAE.setXY(ox, oy);
					gcAE.setEffectID(Effect::EFFECT_CLASS_ICICLE_AUGER_LARGE);
					gcAE.setDuration(15);
					pMonster->getZone()->broadcastPacket(ox, oy, &gcAE);
				}
			}

			for (int i=0; i<193; i++)
			{
				if ((abs((int)x - (int)m_pIceWaveMask[i].x) <= 2) && (abs((int)y - (int)m_pIceWaveMask[i].y) <= 2))
					param.addMask(m_pIceWaveMask[i].x, m_pIceWaveMask[i].y, 80);
				else
					param.addMask(m_pIceWaveMask[i].x, m_pIceWaveMask[i].y, 100);
			}

			// 강제로 맞는 애들을 knockback 시킨다.
			bool bForceKnockback = false;
			g_SimpleTileMeleeSkill.execute(pMonster, x, y,
											param, result, 
											0, 
											bForceKnockback);
		} 
		else 
		{
			executeSkillFailNormal(pMonster, getSkillType(), NULL);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pMonster, getSkillType());
	}

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

	__END_CATCH
}
Пример #22
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Paralyze::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	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);
		SkillType_t       SkillType  = pVampireSkillSlot->getSkillType();

		// NPC는 공격할 수가 없다.
		// 면역이거나. by sigi. 2002.9.13
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_PARALYZE)
			|| !canAttack(pVampire, pTargetCreature )
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
			return;
		}

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

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

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

			HitBonus = pRankBonus->getPoint();
		}

		Tile& rTile = pZone->getTile(pTargetCreature->getX(), pTargetCreature->getY());

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessVampireCurse(pSkillInfo->getLevel(), pTargetCreature->getResist(MAGIC_DOMAIN_CURSE));
		bool bHitRoll2   = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);
		bool bCanHit     = canHit(pVampire, pTargetCreature, SkillType);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_PARALYZE) || rTile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION)!=NULL;
		bool bPK         = verifyPK(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 && bHitRoll2 && bCanHit && !bEffected && bPK)
		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected && bPK && pTargetCreature->getCompetence() == 3)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

			bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

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

			// Wisdom of Silence 이 있다면 지속시간 20% 증가
			if (pVampire->hasRankBonus(RankBonus::RANK_BONUS_WISDOM_OF_SILENCE ) )
			{
				RankBonus* pRankBonus = pVampire->getRankBonus(RankBonus::RANK_BONUS_WISDOM_OF_SILENCE);
				Assert(pRankBonus != NULL);

				output.Duration += getPercentValue(output.Duration, pRankBonus->getPoint());
			}

			// pTargetCreature가 저주마법을 반사하는 경우
			if (CheckReflection(pVampire, pTargetCreature, getSkillType()))
			{
				pTargetCreature = (Creature*)pVampire;
				TargetObjectID = pVampire->getObjectID();
			}

			Resist_t resist = pTargetCreature->getResist(MAGIC_DOMAIN_CURSE);
			if (resist > output.Duration ) resist = output.Duration;
			output.Duration -= resist;

			if (output.Duration < 20 ) output.Duration = 20;

			// 이펙트 오브젝트를 생성해서 붙인다.
			EffectParalyze* pEffectParalyze = new EffectParalyze(pTargetCreature);
			pEffectParalyze->setLevel(pSkillInfo->getLevel()/2);
//			pEffectParalyze->setDefensePenalty(output.Damage);
			pEffectParalyze->setDeadline(output.Duration);
			pTargetCreature->addEffect(pEffectParalyze);
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_PARALYZE);

			if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_BURNING_SOL_CHARGE_1 ) )
			{
				Effect* pEffect = pTargetCreature->findEffect(Effect::EFFECT_CLASS_BURNING_SOL_CHARGE_1);
				if (pEffect != NULL ) pEffect->setDeadline(0);
			}

			// 저주에 걸리면 디펜스가 떨어진다.
			// 디펜스 페널티가 없어짐. 2002.05.09 - by bezz
/*			if (pTargetCreature->isSlayer()) 
			{
				Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature);
				SLAYER_RECORD prev;
				pTargetSlayer->getSlayerRecord(prev);
				pTargetSlayer->initAllStat();
				pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK2);
			} 
			else if (pTargetCreature->isVampire()) 
			{
				Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature);
				VAMPIRE_RECORD prev;
				pTargetVampire->getVampireRecord(prev);
				pTargetVampire->initAllStat();
				pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK2);
			} 
			else if (pTargetCreature->isMonster())
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->initAllStat();
			}
			else Assert(false);
*/
			// 이펙트가 붙었다는 것을 브로드캐스팅해준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pTargetCreature->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_PARALYZE);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);

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

			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setDuration(output.Duration);

			_GCSkillToObjectOK6.setXY(vampX, vampY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(output.Duration);

			if (bCanSeeCaster) // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			}
			else // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
			}

			pPlayer->sendPacket(&_GCSkillToObjectOK1);

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

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

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

	__END_CATCH
}
Пример #23
0
//////////////////////////////////////////////////////////////////////////////
// 아우스터즈 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void SummonGroundElemental::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);

	BYTE Grade = 0;
	if (pOustersSkillSlot->getExpLevel() < 15 ) Grade = 0;
	else if (pOustersSkillSlot->getExpLevel() < 30 ) Grade = 1;
	else Grade = 2;

	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(), Grade);
			return;
		}

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

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

		// 데미지와 지속 시간을 계산한다.
		SkillInput input(pOusters, pOustersSkillSlot);
		SkillOutput output;
		computeOutput(input, output);

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/3;
		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))
//		{
//			Tile& tile = pZone->getTile(X, Y);
//			if (tile.canAddEffect()) bTileCheck = true;
//		}

		TPOINT pt = findSuitablePosition(pZone, X, Y, Creature::MOVE_MODE_WALKING);

		if (pt.x == -1 )
		{
			bTileCheck = false;
		}
		else
		{
			bTileCheck = true;

			for (int oX = pt.x - 2 ; oX <= pt.x + 2 ; ++oX )
			for (int oY = pt.y - 2 ; oY <= pt.y + 2 ; ++oY )
			{
				if (!rect.ptInRect(oX, oY ) ) continue;
				if (pZone->getTile(oX, oY).getEffect(Effect::EFFECT_CLASS_GROUND_ELEMENTAL_AURA ) != NULL )
				{
					bTileCheck = false;
					break;
				}
			}
		}


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

			int oX, oY;
/*
HP = 200 + (S_level * 10)
Defense = 50 + (S_level * 2)
Protection = 20 + (S_level * 2)
Poison Resistance = 70% 
Acid Resistance = 60% 
Curse Resistance = 100% 
Blood Resistance = 50% 
Regen = 1 HP per 1 sec
*/
			Monster* pGroundElemental = new Monster(GROUND_ELEMENTAL_TYPE);
			pGroundElemental->setName("대지 정령");
			pGroundElemental->setHP(1000 + input.SkillLevel * 100);
			pGroundElemental->setHP(1000 + input.SkillLevel * 100, ATTR_MAX);
			pGroundElemental->setDefense(0);
			pGroundElemental->setProtection(0);
			pGroundElemental->setResist(MAGIC_DOMAIN_POISON, 0);
			pGroundElemental->setResist(MAGIC_DOMAIN_ACID, 0);
			pGroundElemental->setResist(MAGIC_DOMAIN_CURSE, 0);
			pGroundElemental->setResist(MAGIC_DOMAIN_BLOOD, 0);
			pGroundElemental->setFlag(Effect::EFFECT_CLASS_IMMUNE_TO_CURSE);
			pGroundElemental->removeFlag(Effect::EFFECT_CLASS_HIDE);
			pGroundElemental->setMoveMode(Creature::MOVE_MODE_WALKING);

			// 무뇌정령
			pGroundElemental->setBrain(NULL);

			pZone->addCreature(pGroundElemental, X, Y, 2);
			X = pGroundElemental->getX();
			Y = pGroundElemental->getY();

			//cout << pGroundElemental->toString() << " 을 " << X << ", " << Y << " 에 불러냈습니다." << endl;

			EffectGroundElemental* pCreatureEffect = new EffectGroundElemental(pGroundElemental);
			pCreatureEffect->setDeadline(output.Duration);

			pGroundElemental->setFlag(pCreatureEffect->getEffectClass());
			pGroundElemental->addEffect(pCreatureEffect);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pGroundElemental->getObjectID());
			gcAddEffect.setEffectID(pCreatureEffect->getSendEffectClass());
			pZone->broadcastPacket(X, Y, &gcAddEffect);

//			addSimpleCreatureEffect(pGroundElemental, Effect::EFFECT_CLASS_GROUND_ELEMENTAL_CENTER);

//			for (int i = 0; i < m_MaskIndex[Grade]; ++i )
			for (oX = X - 2 ; oX <= X + 2 ; ++oX )
			for (oY = Y - 2 ; oY <= Y + 2 ; ++oY )
			{
//				oX = m_ElementalMask[Grade][i].x;
//				oY = m_ElementalMask[Grade][i].y;

				if (!rect.ptInRect(oX, oY)) continue;
				if (oX == X && oY == Y ) continue;

				Tile&   tile  = pZone->getTile(oX, oY);
				if (!tile.canAddEffect()) continue;

				if (tile.getEffect(Effect::EFFECT_CLASS_TRYING_POSITION) ) continue;
				
				// 같은 이펙트가 이미 존재한다면 삭제한다.
				Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_GROUND_ELEMENTAL_AURA);
				if (pOldEffect != NULL)
				{
					ObjectID_t effectID = pOldEffect->getObjectID();
					pZone->deleteEffect(effectID);
				}

				// 이펙트 오브젝트를 생성한다.
				EffectSummonGroundElemental* pEffect = new EffectSummonGroundElemental(pZone, oX, oY);
				pEffect->setDeadline(output.Duration);

				// 타일에 붙은 이펙트는 OID를 받아야 한다.
				ObjectRegistry & objectregister = pZone->getObjectRegistry();
				objectregister.registerObject(pEffect);
			
				// 존 및 타일에다가 이펙트를 추가한다.
				pZone->addEffect(pEffect);	
				tile.addEffect(pEffect);

				GCAddEffectToTile gcAddEffect;
				gcAddEffect.setXY(oX, oY);
				gcAddEffect.setEffectID(pEffect->getSendEffectClass());
				gcAddEffect.setObjectID(pEffect->getObjectID());
				gcAddEffect.setDuration(output.Duration);

				pZone->broadcastPacket(oX, oY, &gcAddEffect);
			}

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

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setGrade(Grade);
		
			_GCSkillToTileOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);
			_GCSkillToTileOK3.setGrade(Grade);
			
			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(output.Duration);
			_GCSkillToTileOK4.setGrade(Grade);
		
			_GCSkillToTileOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setGrade(Grade);

			pPlayer->sendPacket(&_GCSkillToTileOK1);
		
			list<Creature*> cList;
			cList.push_back(pOusters);

			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);

			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

			pOustersSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), NULL, Grade);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType(), Grade);
		//cout << t.toString() << endl;
	}

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

	__END_CATCH
}
Пример #24
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void ProtectionFromBlood::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

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

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

		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !pTargetCreature->isSlayer()
			)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_PROTECTION_FROM_BLOOD);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			// 마나를 줄인다.
			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);

			// 경험치를 올려준다.
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t      ExpUp = 10* (Grade + 1);
			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToObjectOK1);
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1);
			increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);
		
			// 이펙트의 효과와 지속시간을 계산한다.
			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			input.TargetType = SkillInput::TARGET_OTHER;
			computeOutput(input, output);

			// 이펙트를 생성해서 붙인다.
			EffectProtectionFromBlood* pEPFP = new EffectProtectionFromBlood (pTargetCreature);
			Assert(pEPFP != NULL);
			pEPFP->setDeadline(output.Duration);
			pEPFP->setResist(output.Damage); 
			pTargetCreature->addEffect(pEPFP);
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_PROTECTION_FROM_BLOOD);

			if (pTargetCreature->isSlayer())
			{
				Slayer* pTargetSlayer = dynamic_cast<Slayer*>(pTargetCreature);

				SLAYER_RECORD prev;
				pTargetSlayer->getSlayerRecord(prev);
				pTargetSlayer->initAllStat();
				pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK1);
			}
			else
			{
				Assert(false);
			}

			// 패킷을 준비해서 보낸다.
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(output.Duration);

			_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration (output.Duration);

			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration (output.Duration);

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

			if (pSlayer != pTargetCreature && pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
			}

			list<Creature*> cList;
			cList.push_back(pSlayer);
			cList.push_back(pTargetCreature);
		
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToObjectOK5 , cList);

			// 이펙트가 붙었다고 알려준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pTargetCreature->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_PROTECTION_FROM_BLOOD);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcAddEffect);

			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
Пример #25
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void CrossGuard::execute(Ousters* pOusters, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pOusters != NULL);
	Assert(pOustersSkillSlot != NULL);

	BYTE Grade = 0;
	if (pOustersSkillSlot->getExpLevel() < 15 ) Grade = 0;
	else if (pOustersSkillSlot->getExpLevel() < 30 ) Grade = 1;
	else Grade = 2;

	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_CHAKRAM || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND) )
		{
			executeSkillFailException(pOusters, getSkillType(), Grade);
			return;
		}

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

		SkillType_t       SkillType  = pOustersSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		//SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		//SkillLevel_t      SkillLevel = pOustersSkillSlot->getExpLevel();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pOusters);
		bool bHitRoll    = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot);
		bool bEffected   = pOusters->isFlag(Effect::EFFECT_CLASS_CROSS_GUARD);
		bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && bSatisfyRequire)
		{
			decreaseMana(pOusters, RequiredMP, _GCSkillToSelfOK1);

			// 지속 시간을 계산한다.
			SkillInput input(pOusters, pOustersSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// 이팩트 클래스를 만들어 붙인다.
			EffectCrossGuard* pEffect = new EffectCrossGuard(pOusters);
			pEffect->setDeadline(output.Duration);
			pEffect->setBonus(output.Damage);
			pOusters->addEffect(pEffect);
			pOusters->setFlag(Effect::EFFECT_CLASS_CROSS_GUARD);

			OUSTERS_RECORD prev;
			pOusters->getOustersRecord(prev);
			pOusters->initAllStat();
			pOusters->addModifyInfo(prev, _GCSkillToSelfOK1);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
			_GCSkillToSelfOK1.setGrade(Grade);
		
			_GCSkillToSelfOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
			_GCSkillToSelfOK2.setGrade(Grade);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(pOusters->getX(), pOusters->getY(),  &_GCSkillToSelfOK2, pOusters);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pOusters->getObjectID());
			gcAddEffect.setEffectID(pEffect->getEffectClass());
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &gcAddEffect);

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

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

	__END_CATCH
}
Пример #26
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void DarkBluePoison::execute(Monster* pMonster, Creature* pEnemy)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

		bool bRangeCheck = verifyDistance(pMonster, pEnemy, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pMonster, pSkillInfo);
		bool bEffected   = pEnemy->isFlag(Effect::EFFECT_CLASS_DARKBLUE_POISON);

		ZoneCoord_t vampX   = pMonster->getX();
		ZoneCoord_t vampY   = pMonster->getY();
		ZoneCoord_t targetX = pEnemy->getX();
		ZoneCoord_t targetY = pEnemy->getY();

		if (bRangeCheck && bHitRoll && !bEffected)
		{
			bool bCanSeeCaster = canSee(pEnemy, pMonster);

			SkillInput input(pMonster);
			SkillOutput output;
			computeOutput(input, output);

			Damage_t Damage = computeMagicDamage(pEnemy, output.Damage, SkillType);

			// 이펙트 오브젝트를 생성해서 붙인다.
			EffectDarkBluePoison* pEffectDarkBluePoison = new EffectDarkBluePoison(pEnemy);
			pEffectDarkBluePoison->setDamage(Damage);
			pEffectDarkBluePoison->setLevel(pSkillInfo->getLevel()/2);
			pEffectDarkBluePoison->setDeadline(output.Duration);
			pEffectDarkBluePoison->setTick(output.Tick);
			pEffectDarkBluePoison->setNextTime(0);
			pEnemy->addEffect(pEffectDarkBluePoison);
			pEnemy->setFlag(Effect::EFFECT_CLASS_DARKBLUE_POISON);

			// 이펙트가 붙었으니, 붙었다고 브로드캐스팅해준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pEnemy->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_DARKBLUE_POISON);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);

			if (bCanSeeCaster)
			{
				decreaseDurability(pMonster, pEnemy, pSkillInfo, NULL, &_GCSkillToObjectOK2);
			}
			else
			{
				decreaseDurability(pMonster, pEnemy, pSkillInfo, NULL, &_GCSkillToObjectOK6);
			}

			_GCSkillToObjectOK2.setObjectID(pMonster->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(output.Duration);
											
			_GCSkillToObjectOK3.setObjectID(pMonster->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);
															
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(pEnemy->getObjectID());

			_GCSkillToObjectOK5.setObjectID(pMonster->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(pEnemy->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setDuration(output.Duration);

			_GCSkillToObjectOK6.setXY(vampX, vampY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(output.Duration);

			if (pEnemy->isPC())
			{
				Player* pTargetPlayer = pEnemy->getPlayer();
				if (pTargetPlayer == NULL)
				{
					//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
					return;
				}
				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			}
			else
			{
				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);
		} 
		else
		{
			executeSkillFailNormal(pMonster, getSkillType(), pEnemy);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pMonster, getSkillType());
	}

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

	__END_CATCH
}
Пример #27
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Berserker::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pSlayer->getPlayer();
		Zone* pZone = pSlayer->getZone();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		// 무장하고 있는 무기가 널이거나, 도가 아니라면 사용할 수 없다.
		Item* pItem = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		if (pItem == NULL || pItem->getItemClass() != Item::ITEM_CLASS_BLADE)
		{
			executeSkillFailException(pSlayer, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		bool bIncreaseDomainExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);

		GCSkillToSelfOK1 _GCSkillToSelfOK1;
		GCSkillToSelfOK2 _GCSkillToSelfOK2;

		SkillType_t       SkillType  = pSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();

		ZoneCoord_t X = pSlayer->getX();
		ZoneCoord_t Y = pSlayer->getY();

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP(); 
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		// 차징 파워랑 동시에 사용할 수 없다.
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_BERSERKER) || pSlayer->isFlag(Effect::EFFECT_CLASS_CHARGING_POWER);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);

			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// by sigi. 2002.12.3
			// by 홍창. 2002.12.6
//			int DefensePenalty = 35 - pSkillSlot->getExpLevel()*2/13;	// %
//			int ProtectionPenalty = 25 - pSkillSlot->getExpLevel()*2/13;	// %
			int DefensePenalty = 25 - pSkillSlot->getExpLevel()*2/13;	// %
			int ProtectionPenalty = 20 - pSkillSlot->getExpLevel()*2/13;	// %

			// 이펙트 클래스를 만들어 붙인다.
			EffectBerserker* pEffect = new EffectBerserker(pSlayer);
			pEffect->setDeadline(output.Duration);
			pEffect->setDefensePenalty(DefensePenalty);
			pEffect->setProtectionPenalty(ProtectionPenalty);
			pEffect->setToHitBonus(output.ToHit);
			pEffect->setDamageBonus(output.Damage);
			pSlayer->addEffect(pEffect);
			pSlayer->setFlag(Effect::EFFECT_CLASS_BERSERKER);

			// 이로 인하여 바뀌는 능력치를 보낸다.
			SLAYER_RECORD prev;
			pSlayer->getSlayerRecord(prev);
			pSlayer->initAllStat();
			pSlayer->sendRealWearingInfo();
			pSlayer->sendModifyInfo(prev);

			// 경험치를 올린다.
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10*(Grade+1);

			if (bIncreaseDomainExp )
			{
				shareAttrExp(pSlayer, ExpUp, 8, 1, 1, _GCSkillToSelfOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
//				increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);
			}

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(output.Duration);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(output.Duration);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_BERSERKER);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);

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

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

	__END_CATCH
}
Пример #28
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void DarkBluePoison::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

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

			HitBonus = pRankBonus->getPoint();
		}

		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);
		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_DARKBLUE_POISON);

		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 && !bEffected)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);

			bool bCanSeeCaster = canSee(pTargetCreature, pVampire);

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

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

			// 아우스터즈는 절반의 시간만 받는다.
			if (pTargetCreature->isOusters() ) output.Duration/=2;

			// 이펙트 오브젝트를 생성해서 붙인다.
			EffectDarkBluePoison* pEffectDarkBluePoison = new EffectDarkBluePoison(pTargetCreature);
			pEffectDarkBluePoison->setDamage(Damage);
			pEffectDarkBluePoison->setLevel(pSkillInfo->getLevel()/2);
			pEffectDarkBluePoison->setDeadline(output.Duration);
			pEffectDarkBluePoison->setTick(output.Tick);
			pEffectDarkBluePoison->setNextTime(0);
			pTargetCreature->addEffect(pEffectDarkBluePoison);
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_DARKBLUE_POISON);

			// 이펙트가 붙었으니, 붙었다고 브로드캐스팅해준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pTargetCreature->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_DARKBLUE_POISON);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);

			if (bCanSeeCaster)
			{
				decreaseDurability(pVampire, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);
			}
			else
			{
				decreaseDurability(pVampire, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK6);
			}

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

			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setDuration(output.Duration);

			_GCSkillToObjectOK6.setXY(vampX, vampY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(output.Duration);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC())
			{
				Player* 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(output.Delay);
		} 
		else
		{
			executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

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

	__END_CATCH
}
Пример #29
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 타일 핸들러 - SG를 들고 있을 경우
//////////////////////////////////////////////////////////////////////////////
void MoleShot::SGexecute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

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

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

		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(getSkillType());
		SkillDomainType_t DomainType = pSkillInfo->getDomainType();
		Level_t 	      SkillLevel = pSkillSlot->getExpLevel();

		Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
		Assert(pWeapon != NULL);

		bool bIncreaseExp = pSlayer->isRealWearingEx(Slayer::WEAR_RIGHTHAND);
 
		int  RequiredMP   = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck   = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck   = verifyRunTime(pSkillSlot);
		bool bRangeCheck  = verifyDistance(pSlayer, X, Y, pWeapon->getRange());
		bool bBulletCheck = (getRemainBullet(pWeapon) > 0) ? true : false;

		// 총알 수는 무조건 떨어뜨린다.
		Bullet_t RemainBullet = 0;
		if (bBulletCheck)
		{
			decreaseBullet(pWeapon);
			// 한발쓸때마다 저장할 필요 없다. by sigi. 2002.5.9
			//pWeapon->save(pSlayer->getName(), STORAGE_GEAR, 0, Slayer::WEAR_RIGHTHAND, 0);
			RemainBullet = getRemainBullet(pWeapon);
		}

		// 데미지, 투힛 보너스, 좌표와 방향을 구한다.
		int         ToHitBonus    = 0;
		int         DamageBonus   = 0;
		int         ToHitPenalty  = 0;
		int         DamagePenalty = 0;
		ZoneCoord_t myX           = pSlayer->getX();
		ZoneCoord_t myY           = pSlayer->getY();	
		Dir_t       dir           = calcDirection(myX, myY, X, Y);
		bool        bHit          = false; // 한번이라도 맞았는가를 저장하기 위한 변수
		Damage_t    Damage        = 0;     // 마지막으로 입힌 데미지를 저장하기 위한 변수

		// SG일 경우에는 4부터 시작해서 9까지의 splash 데미지를 입힌다.
		int Splash = 3 + pSkillSlot->getExpLevel()/10 + 1;

		if (bManaCheck && bTimeCheck && bRangeCheck && bBulletCheck)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);

			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			// output.ToHit값이 음수이기 때문에, %값이 음수로 돌아온다.
			ToHitPenalty = getPercentValue(pSlayer->getToHit(), output.ToHit);

			list<Creature*> cList;
			list<Creature*> creatureList;
			getSplashVictims(pZone, X, Y, Creature::CREATURE_CLASS_MAX, creatureList, Splash);

			Level_t maxEnemyLevel = 0;
			uint EnemyNum = 0;

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

				ToHitBonus  = computeArmsWeaponToHitBonus(pWeapon, myX, myY, pTargetCreature->getX(), pTargetCreature->getY());
				DamageBonus = computeArmsWeaponDamageBonus(pWeapon, myX, myY, pTargetCreature->getX(), pTargetCreature->getY());

				bool bInvokerCheck   = (pTargetCreature->getObjectID() == pSlayer->getObjectID()) ? true : false;
				bool bRaceCheck      = pTargetCreature->isSlayer() || pTargetCreature->isNPC();
				bool bHitRoll        = HitRoll::isSuccess(pSlayer, pTargetCreature, ToHitPenalty + ToHitBonus);
				bool bPK             = verifyPK(pSlayer, pTargetCreature);
				bool bZoneLevelCheck = checkZoneLevelToHitTarget(pTargetCreature);

				if (!canAttack(pSlayer, pTargetCreature )
					|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA )
				)
				{
					bHitRoll = false;
				}

				if (!bInvokerCheck && !bRaceCheck && bHitRoll && bPK && bZoneLevelCheck)
				{
					bool bCriticalHit = false;

					// 데미지를 계산해서 페널티를 가한다.
					// 보너스는 멀티샷 페널티 때문에 음수가 될 수도 있다.
					Damage        = computeDamage(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);
					DamagePenalty = getPercentValue(Damage, output.Damage);
					Damage        = max(0, Damage + DamagePenalty + DamageBonus);

					// 메인 타겟을 제외하고는, 스플래시 데미지를 입는데,
					// 스플래시 데미지는 일반 데미지의 50%다.
					if (pTargetCreature->getX() != X || pTargetCreature->getY() != Y)
					{
						Damage = Damage/2;
					}

					// 소드웨이브와는 달리 크로스 카운터 체크는 하지 않는다.
					ObjectID_t targetObjectID = pTargetCreature->getObjectID();
					cList.push_back(pTargetCreature);
					_GCSkillToTileOK1.addCListElement(targetObjectID);
					_GCSkillToTileOK2.addCListElement(targetObjectID);
					_GCSkillToTileOK5.addCListElement(targetObjectID);
					
					setDamage(pTargetCreature, Damage, pSlayer, getSkillType(), NULL, &_GCSkillToTileOK1);
					computeAlignmentChange(pTargetCreature, Damage, pSlayer, NULL, &_GCSkillToTileOK1);

					increaseAlignment(pSlayer, pTargetCreature, _GCSkillToTileOK1);

					// 크리티컬 히트라면 상대방을 뒤로 물러나게 한다.
					if (bCriticalHit)
					{
						knockbackCreature(pZone, pTargetCreature, myX, myY);
					}

					// 슬레이어 아닌 경우에만 hit한 걸로 간주한다.
					if (!pTargetCreature->isSlayer())
					{
						bHit = true;

						if (maxEnemyLevel < pTargetCreature->getLevel() ) maxEnemyLevel = pTargetCreature->getLevel();
						EnemyNum++;
					}
				}
			}

			if (bHit)
			{
				if (bIncreaseExp)
				{
					shareAttrExp(pSlayer, Damage , 1, 8, 1, _GCSkillToTileOK1);
					increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1, maxEnemyLevel, EnemyNum);
					increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToTileOK1);
				}
			}

			_GCSkillToTileOK1.addShortData(MODIFY_BULLET, RemainBullet);

			// 총알 숫자를 줄이고, 총알 숫자를 저장하고, 남은 총알 숫자를 받은 다음에 내구력을 떨어뜨린다.
			decreaseDurability(pSlayer, NULL, pSkillInfo, &_GCSkillToTileOK1, NULL);

			_GCSkillToTileOK1.setSkillType(getSkillType());
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setRange(dir);
			_GCSkillToTileOK1.setDuration(0);
		
			_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK2.setSkillType(getSkillType());
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setRange(dir);
			_GCSkillToTileOK2.setDuration(0);

			_GCSkillToTileOK3.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK3.setSkillType(getSkillType());
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);

			_GCSkillToTileOK4.setSkillType(getSkillType());
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(0);
			_GCSkillToTileOK4.setRange(dir);
		
			_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK5.setSkillType(getSkillType());
			_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();

					HP_t targetHP = 0;
					if (pTargetCreature->isSlayer())
					{
						targetHP = (dynamic_cast<Slayer*>(pTargetCreature))->getHP();
					}
					else if (pTargetCreature->isVampire())
					{
						targetHP = (dynamic_cast<Vampire*>(pTargetCreature))->getHP();
					}
					else if (pTargetCreature->isOusters())
					{
						targetHP = (dynamic_cast<Ousters*>(pTargetCreature))->getHP();
					}

					_GCSkillToTileOK2.addShortData(MODIFY_CURRENT_HP, targetHP);

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

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

			cList.push_back(pSlayer);

			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);

			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormalWithGun(pSlayer, getSkillType(), NULL, RemainBullet);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
Пример #30
0
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void Sanctuary::execute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

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

	Assert(pSlayer != NULL);
	Assert(pSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pSlayer->getPlayer();
		Zone* pZone = pSlayer->getZone();

		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

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

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

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

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, X, Y, pSkillInfo->getRange()) && checkZoneLevelToUseSkill(pSlayer);
		bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		
		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)
		{
			// 이펙트의 지속시간을 계산한다.
			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);

			Range_t    Range    = 3;

			int oX, oY;
			
			list<Creature*> cList;	// denier list
			
			ObjectRegistry & objectregister = pZone->getObjectRegistry();

			// 일단 이미 sanctuary가 있는지 검색한다.
			for(oY = -1; oY <= 1; oY++)
			for(oX = -1; oX <= 1; oX++)
			{
				int tileX = X+oX;
				int tileY = Y+oY;
				if (rect.ptInRect(tileX, tileY))
				{
					Tile& tile = pZone->getTile(tileX, tileY);

					if (tile.canAddEffect())
					{
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_SANCTUARY);

						// 이미 있다면
						// 기술 실패다.
						if (pOldEffect != NULL)
						{
							executeSkillFailNormal(pSlayer, getSkillType(), NULL);

							return;
						}
					}
					else
					{
						executeSkillFailNormal(pSlayer, getSkillType(), NULL);
						return;
					}
				}
			}

			// 실패하면 마나가 줄면 안 되므로 여기서 줄여준다.
			decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);

			for(oY = -1; oY <= 1; oY++)
			for(oX = -1; oX <= 1; oX++)
			{
				int tileX = X+oX;
				int tileY = Y+oY;
				if (rect.ptInRect(tileX, tileY))
				{
					Tile& tile = pZone->getTile(tileX, tileY);

					// 현재 타일에다 이펙트를 추가할 수 있다면...
					//if (tile.canAddEffect())	// 위에서 체크했다.
					{
						// 같은 effect가 있으면 지운다.
						// 위에서 체크했다.
						/*
						Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_SANCTUARY);
						if (pOldEffect != NULL)
						{
							ObjectID_t effectID = pOldEffect->getObjectID();
							pZone->deleteEffect(effectID);// fix me
						}
						*/
					
						// 이펙트 클래스를 생성한다.
						EffectSanctuary* pEffect = new EffectSanctuary(pZone , tileX, tileY, X, Y);
						pEffect->setDeadline(output.Duration);
						pEffect->setLevel(pSlayer->getINT());
						pEffect->setDuration(output.Duration);
						pEffect->setStartTime();

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

						if (oX==0 && oY==0)
						{
							GCAddEffectToTile gcAddEffectToTile;
							gcAddEffectToTile.setEffectID(pEffect->getEffectClass());
							gcAddEffectToTile.setObjectID(pEffect->getObjectID());
							gcAddEffectToTile.setXY(X, Y);
							gcAddEffectToTile.setDuration(output.Duration);

							pZone->broadcastPacket(X, Y, &gcAddEffectToTile, pSlayer);
						}

						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);

								// 이펙트 클래스를 생성한다.
								/*
								EffectSanctuary* pEffect = new EffectSanctuary(pZone , tileX, tileY, X, Y);
								pEffect->setDeadline(output.Duration);
								pEffect->setLevel(pSlayer->getINT());
								pEffect->setDuration(output.Duration);
								pEffect->setStartTime();

								// 캐릭터에 붙는다. 못 움직이게 할려고..
								objectregister.registerObject(pEffect);
								pTargetCreature->getEffectManager()->addEffect(pEffect);
								pZone->addEffect(pEffect);
								*/

							}
								/*
								&& (pTargetCreature = dynamic_cast<Creature*>(pTarget))->isSlayer()) 
							{
								cList.push_back(pTargetCreature);
								_GCSkillToTileOK2.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK4.addCListElement(pTargetCreature->getObjectID());
								_GCSkillToTileOK5.addCListElement(pTargetCreature->getObjectID());
							}
							*/

							pEffect->affectObject(pTarget, false);
						}
					}	
				}	
			}

			// client에서는 effect생성되는 시간이 있어서 
			// 타이밍 맞출려면.. 시간을 좀 빼줘야 한다. -_-;
			output.Duration -= 20;	// 2초 뺀다.

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

			_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(Range);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, SANCTUARY_SIGHT);

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

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

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

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

			// EXP UP!
			SkillDomainType_t DomainType = pSkillInfo->getDomainType();
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10* (Grade + 1);

			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToTileOK1);
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1);
			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToTileOK1);



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

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pSlayer);

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

			// watcherList에서 cList에 속하지 않고, caster(pSlayer)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, pSlayer) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (!pWatcher->isPC())
					{
						//cout << "Sanctuary : 왓처 리스트가 PC가 아닙니다." << endl;
						GCSkillFailed1 _GCSkillFailed1;
						_GCSkillFailed1.setSkillType(getSkillType());
						pSlayer->getPlayer()->sendPacket(&_GCSkillFailed1);

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

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

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

	__END_CATCH
}