Пример #1
0
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 인벤토리 핸들러
//////////////////////////////////////////////////////////////////////////////
void TransformToWolf::execute(Vampire* pVampire, ObjectID_t InvenObjectID, ObjectID_t InventoryItemObjectID, CoordInven_t X, CoordInven_t Y, CoordInven_t TargetX, CoordInven_t TargetY, VampireSkillSlot* pSkillSlot)
	throw(Error)
{
	__BEGIN_TRY

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

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

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

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

		SubInventory* pInventoryItem = NULL;
		int invenID = 0;

		if (InventoryItemObjectID != 0 )
		{
			//cout << "서브 인벤토리에서 사용 : " << InventoryItemObjectID << endl;
			CoordInven_t X, Y;
			pInventoryItem = dynamic_cast<SubInventory*>(pInventory->findItemOID(InventoryItemObjectID, X, Y ));

			TradeManager* pTradeManager = pZone->getTradeManager();
			Assert(pTradeManager != NULL);

			if (pInventoryItem == NULL || pTradeManager->hasTradeInfo(pVampire->getName()) )
			{
				//cout << "근데 서브 인벤토리가 없다." <<endl;
				executeSkillFailException(pVampire, getSkillType());
				return;
			}

			pInventory = pInventoryItem->getInventory();
			invenID = pInventoryItem->getItemID();
		}

		Item* pItem = pInventory->getItem(X, Y);
		Assert(pItem != NULL);

		// 적당한 아이템이 아니라면 당연히 변신할 수 없다.
		// PK존에서는 변신할 수 없다.
		if (pItem->getItemClass() != Item::ITEM_CLASS_VAMPIRE_ETC 
			|| pItem->getItemType() != 0
			|| pVampire->hasRelicItem()
			|| g_pPKZoneInfoManager->isPKZone(pZone->getZoneID() )
			|| pVampire->isFlag(Effect::EFFECT_CLASS_REFINIUM_TICKET )
			|| GDRLairManager::Instance().isGDRLairZone(pZone->getZoneID())
		)
		{
			executeSkillFailException(pVampire, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}
		
		GCSkillToInventoryOK1 _GCSkillToInventoryOK1;

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

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

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

			HitBonus = pRankBonus->getPoint();
		}

		int  RequiredMP     = decreaseConsumeMP(pVampire, pSkillInfo);
		bool bManaCheck     = hasEnoughMana(pVampire, RequiredMP);
		bool bTimeCheck     = verifyRunTime(pSkillSlot);
		bool bRangeCheck    = checkZoneLevelToUseSkill(pVampire);
		bool bHitRoll       = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus);
		bool bMoveModeCheck = pVampire->isWalking();
		bool bEffected      = pVampire->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WOLF)
								|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)
								|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bMoveModeCheck && !bEffected)
		{
			decreaseMana(pVampire, RequiredMP, _GCSkillToInventoryOK1);

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

			// 이펙트 클래스를 만들어 붙인다.
			EffectTransformToWolf* pEffectTTW = new EffectTransformToWolf(pVampire);
			pEffectTTW->setDeadline(999999999);
			pVampire->addEffect(pEffectTTW);
			pVampire->setFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WOLF);

			// 이로 인해서 변하는 능력치들을 보내준다.
			VAMPIRE_RECORD prev;
			pVampire->getVampireRecord(prev);
			pVampire->initAllStat();
			pVampire->addModifyInfo(prev, _GCSkillToInventoryOK1);

			_GCSkillToInventoryOK1.setSkillType(SkillType);
			_GCSkillToInventoryOK1.setCEffectID(0);
			_GCSkillToInventoryOK1.setDuration(0);
		
			pPlayer->sendPacket(&_GCSkillToInventoryOK1);

			// 뱀파이어 대신 늑대를 더하라고 알려준다.
			GCAddWolf gcAddWolf;
			gcAddWolf.setObjectID(pVampire->getObjectID());
			gcAddWolf.setName(pVampire->getName());
			gcAddWolf.setXYDir(x, y, pVampire->getDir());
			gcAddWolf.setItemType(pItem->getItemType());
			gcAddWolf.setCurrentHP(pVampire->getHP());
			gcAddWolf.setMaxHP(pVampire->getHP(ATTR_MAX));
			gcAddWolf.setGuildID(pVampire->getGuildID());
			pZone->broadcastPacket(x, y, &gcAddWolf, pVampire);

			decreaseItemNum(pItem, pInventory, pVampire->getName(), STORAGE_INVENTORY, invenID, X, Y);

			if (pVampire->getPetInfo() != NULL )
			{
				pVampire->setPetInfo(NULL);
				sendPetInfo(dynamic_cast<GamePlayer*>(pVampire->getPlayer()), true);
			}

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

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

	__END_CATCH
}
Пример #2
0
void CGModifyNicknameHandler::execute (CGModifyNickname* pPacket , Player* pPlayer)
	throw(ProtocolException, Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

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

	GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
	Assert(pGamePlayer != NULL);

	PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pGamePlayer->getCreature());
	Assert(pPC != NULL);

	Inventory* pInventory = pPC->getInventory();
	Assert(pInventory != NULL);

	GCNicknameVerify gcNV;

	ObjectID_t itemOID = pPacket->getItemObjectID();
	EventGiftBox* pItem = NULL;

	if (itemOID != 0 )
	{
		pItem = dynamic_cast<EventGiftBox*>(pInventory->getItemWithObjectID(itemOID ));

		if (pItem == NULL )
		{
			filelog("Nickname.log", "[%s:%s] 아이템이 없거나 EventGiftBox가 아닙니다.",
					pPlayer->getID().c_str(),
					pPC->getName().c_str());

			gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
			pGamePlayer->sendPacket(&gcNV);
			return;
		}
	}
	else
	{
		PetInfo* pPetInfo = pPC->getPetInfo();
		if (pPetInfo == NULL || pPetInfo->getPetType() != PET_PACKAGE )
		{
			gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
			pGamePlayer->sendPacket(&gcNV);
			return;
		}

		pPetInfo->setNickname(pPacket->getNickname());
		pPetInfo->getPetItem()->savePetInfo();
		sendPetInfo(pGamePlayer, true);

		gcNV.setCode(NICKNAME_MODIFY_OK);
		pGamePlayer->sendPacket(&gcNV);
		return;
	}

	switch (pItem->getItemType() )
	{
		// 펫 닉네임 바꾸기
		case 23 :
		{
			PetInfo* pPetInfo = pPC->getPetInfo();
			if (pPetInfo == NULL )
			{
				gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
				pGamePlayer->sendPacket(&gcNV);
				return;
			}

			if (pPetInfo->getPetType() != PET_PACKAGE && pItem == NULL )
			{
				gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
				pGamePlayer->sendPacket(&gcNV);
				return;
			}

			pPetInfo->setNickname(pPacket->getNickname());
			pPetInfo->getPetItem()->savePetInfo();
			sendPetInfo(pGamePlayer, true);

			gcNV.setCode(NICKNAME_MODIFY_OK);
			pGamePlayer->sendPacket(&gcNV);

			if (pPetInfo->getPetType() != PET_PACKAGE )
			{
				pInventory->deleteItem(itemOID);
				pItem->destroy();
				SAFE_DELETE(pItem);

				GCUseOK gcOK;
				pGamePlayer->sendPacket(&gcOK);
			}

			return;
		}

		// 커스텀 닉네임 바꾸기
		case 22 :
		case 25 :
		{
			NicknameInfo* pNickname = pPC->getNicknameBook()->getNicknameInfo(0);

			if (pNickname == NULL || pNickname->getNicknameType() != NicknameInfo::NICK_CUSTOM || pPacket->getNickname() == "" )
			{
				gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
				pGamePlayer->sendPacket(&gcNV);
				return;
			}

			if (pItem == NULL )
			{
				gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
				pGamePlayer->sendPacket(&gcNV);
				return;
			}

//			pPC->removeFlag(Effect::EFFECT_CLASS_CAN_MODIFY_NICKNAME_0);
			pNickname->setNickname(pPacket->getNickname());

			Statement* pStmt = NULL;

			BEGIN_DB
			{
				pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement();
				pStmt->executeQuery("UPDATE NicknameBook SET Nickname='%s' WHERE OwnerID='%s' AND nID=%u",
						getDBString(pNickname->getNickname()).c_str(), pPC->getName().c_str(), pNickname->getNicknameID());
				SAFE_DELETE(pStmt);
			}
			END_DB(pStmt)

			gcNV.setCode(NICKNAME_MODIFY_OK);
			pGamePlayer->sendPacket(&gcNV);

			if (pItem->getItemType() == 22 )
			{
				pInventory->deleteItem(itemOID);
				pItem->destroy();
				SAFE_DELETE(pItem);

				GCUseOK gcOK;
				pGamePlayer->sendPacket(&gcOK);
			}

			if (pPC->getNickname() == pNickname )
			{
				GCModifyNickname gcMN;
				gcMN.setObjectID(pPC->getObjectID());
				gcMN.setNicknameInfo(pNickname);
				pPC->getZone()->broadcastPacket(pPC->getX(), pPC->getY(), &gcMN);
			}

			break;
		}

		// 닉네임 추가하기
		case 24 :
		{
			if (pItem == NULL )
			{
				gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
				pGamePlayer->sendPacket(&gcNV);
				return;
			}

			NicknameInfo* pNickname = new NicknameInfo;
			pNickname->setNicknameID(pPC->getNicknameBook()->popNicknameID());
			pNickname->setNicknameType(NicknameInfo::NICK_CUSTOM);
			pNickname->setNickname(pPacket->getNickname());

			pPC->getNicknameBook()->setNicknameInfo(pNickname->getNicknameID(), pNickname);

			Statement* pStmt = NULL;

			BEGIN_DB
			{
				pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement();
				pStmt->executeQuery("INSERT INTO NicknameBook (nID, OwnerID, NickType, Nickname, Time) "
						"VALUES (%u, '%s', %u, '%s', now())",
						pNickname->getNicknameID(), pPC->getName().c_str(), pNickname->getNicknameType(), getDBString(pNickname->getNickname()).c_str());
				SAFE_DELETE(pStmt);
			}
			END_DB(pStmt)

			gcNV.setCode(NICKNAME_MODIFY_OK);
			pGamePlayer->sendPacket(&gcNV);

			Packet* pNickList = pPC->getNicknameBook()->getNicknameBookListPacket();
			pGamePlayer->sendPacket(pNickList);
			SAFE_DELETE(pNickList);

			pInventory->deleteItem(itemOID);
			pItem->destroy();
			SAFE_DELETE(pItem);

			GCUseOK gcOK;
			pGamePlayer->sendPacket(&gcOK);

			break;
		}
	}

#endif	// __GAME_SERVER__

    __END_DEBUG_EX __END_CATCH
}