//////////////////////////////////////////////////////////////////////////////// // 액션을 실행한다. //////////////////////////////////////////////////////////////////////////////// void ActionEnterGDRLair::execute (Creature * pNPC , Creature * pCreature) throw(Error) { __BEGIN_TRY __BEGIN_DEBUG Assert(pCreature != NULL); Assert(pCreature->isPC()); GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pCreature->getPlayer()); PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature); Assert(pPC != NULL); ZoneID_t zoneID; ZoneCoord_t X, Y; if (m_PortalID == GDRLairManager::Instance().getCorrectPortal() ) { zoneID = 1412; X = 142; Y = 169; } else { zoneID = 1411; X = 125; Y = 58; } bool bTransport = true; #if defined(__PAY_SYSTEM_ZONE__) || defined(__PAY_SYSTEM_FREE_LIMIT__) try { ZoneInfo* pZoneInfo = g_pZoneInfoManager->getZoneInfo(zoneID); // 유료존인데 유료사용자가 아니면... if (pZoneInfo==NULL || pZoneInfo->isPayPlay() && !pGamePlayer->isPayPlaying()) { string connectIP = pGamePlayer->getSocket()->getHost(); // 유료 서비스 사용이 가능한가? if (pGamePlayer->loginPayPlay(connectIP, pGamePlayer->getID())) { sendPayInfo(pGamePlayer); } else { // 유료 서비스 사용 불가인 경우 GCSystemMessage gcSystemMessage; if (g_pConfig->getPropertyInt("IsNetMarble")==0) { gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER_PAY_ZONE )); } else { gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER )); } pGamePlayer->sendPacket (&gcSystemMessage); bTransport = false; return; } } } catch (NoSuchElementException&) { } #endif if (bTransport) { if (pPC->isSlayer() ) { Slayer* pSlayer = dynamic_cast<Slayer*>(pPC); Assert(pSlayer != NULL); // 오토바이를 타고 있으면 오토바이에서 내린다. if (pSlayer->hasRideMotorcycle() ) { pSlayer->getOffMotorcycle(); } } if (pPC->isOusters() ) { Ousters* pOusters = dynamic_cast<Ousters*>(pPC); Assert(pOusters != NULL); // 실프 타고 있으면 내려준다 if (pOusters->isFlag(Effect::EFFECT_CLASS_SUMMON_SYLPH) ) { Effect* pEffect = pOusters->findEffect(Effect::EFFECT_CLASS_SUMMON_SYLPH); if (pEffect != NULL ) pEffect->setDeadline(0); } } if (pPC->isVampire() ) { Vampire* pVampire = dynamic_cast<Vampire*>(pPC); Assert(pVampire != NULL); if (pVampire->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_BAT) ) { addUntransformCreature(pVampire->getZone(), pVampire, true); } } Effect* pEffect = pPC->findEffect(Effect::EFFECT_CLASS_CAN_ENTER_GDR_LAIR); if (pEffect != NULL ) pEffect->setDeadline(0); transportCreature(pCreature, zoneID, X, Y, true); } else { GCSystemMessage gcSystemMessage; gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER )); pGamePlayer->sendPacket (&gcSystemMessage); } __END_DEBUG __END_CATCH }
//////////////////////////////////////////////////////////////////////////////// // 액션을 실행한다. //////////////////////////////////////////////////////////////////////////////// void ActionActivatePortal::execute (Creature * pNPC , Creature * pCreature) throw(Error) { __BEGIN_TRY __BEGIN_DEBUG Assert(pCreature != NULL); Assert(pCreature->isPC()); GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pCreature->getPlayer()); PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pCreature); //Zone* pZone = pCreature->getZone(); bool bTransport = true; #if defined(__PAY_SYSTEM_ZONE__) || defined(__PAY_SYSTEM_FREE_LIMIT__) try { ZoneInfo* pZoneInfo = g_pZoneInfoManager->getZoneInfo(m_ZoneID); // 유료존인데 유료사용자가 아니면... if (pZoneInfo==NULL || pZoneInfo->isPayPlay() && !pGamePlayer->isPayPlaying()) { string connectIP = pGamePlayer->getSocket()->getHost(); // 유료 서비스 사용이 가능한가? if (pGamePlayer->loginPayPlay(connectIP, pGamePlayer->getID())) { sendPayInfo(pGamePlayer); } else if (!pGamePlayer->isFamilyFreePass() ) // 패밀리 프리 패스는 유료존으로 갈 수 있다. { // 유료 서비스 사용 불가인 경우 GCSystemMessage gcSystemMessage; if (g_pConfig->getPropertyInt("IsNetMarble")==0) { gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER_PAY_ZONE)); } else { gcSystemMessage.setMessage(g_pStringPool->getString(STRID_CANNOT_ENTER)); } pGamePlayer->sendPacket (&gcSystemMessage); bTransport = false; } } } catch (NoSuchElementException&) { } #endif if (bTransport) { if (m_ZoneID == 1410 ) { if (pCreature->isFlag(Effect::EFFECT_CLASS_CAN_ENTER_GDR_LAIR ) ) { Effect* pEffect = pCreature->findEffect(Effect::EFFECT_CLASS_CAN_ENTER_GDR_LAIR); if (pEffect != NULL ) pEffect->setDeadline(0); } if (pCreature->isSlayer() ) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); Assert(pSlayer != NULL); // 오토바이를 타고 있으면 오토바이에서 내린다. if (pSlayer->hasRideMotorcycle() ) { pSlayer->getOffMotorcycle(); } } if (pCreature->isOusters() ) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); Assert(pOusters != NULL); // 실프 타고 있으면 내려준다 if (pOusters->isFlag(Effect::EFFECT_CLASS_SUMMON_SYLPH) ) { Effect* pEffect = pOusters->findEffect(Effect::EFFECT_CLASS_SUMMON_SYLPH); if (pEffect != NULL ) pEffect->setDeadline(0); } } if (pCreature->isVampire() ) { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); Assert(pVampire != NULL); if (pVampire->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_BAT) ) { addUntransformCreature(pVampire->getZone(), pVampire, true); } } } if (pNPC != NULL ) { pPC->getGQuestManager()->illegalWarp(); } transportCreature(pCreature, m_ZoneID, m_X, m_Y, true); } else { GCNPCResponse response; response.setCode(NPC_RESPONSE_QUIT_DIALOGUE); pGamePlayer->sendPacket(&response); } __END_DEBUG __END_CATCH }
////////////////////////////////////////////////////////////////////////////// // 슬레이어 오브젝트 핸들러 ////////////////////////////////////////////////////////////////////////////// void Liberty::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID) throw(Error) { __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; Assert(pOusters != NULL); Assert(pOustersSkillSlot != NULL); try { Player* pPlayer = pOusters->getPlayer(); Zone* pZone = pOusters->getZone(); Assert(pPlayer != NULL); Assert(pZone != NULL); Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND); if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_OUSTERS_WRISTLET || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND)) { executeSkillFailException(pOusters, pOustersSkillSlot->getSkillType()); return; } Creature* pTargetCreature = pZone->getCreature(TargetObjectID); //Assert(pTargetCreature != NULL); // NoSuch제거. by sigi. 2002.5.2 if (pTargetCreature==NULL || !pTargetCreature->isOusters()) { executeSkillFailException(pOusters, getSkillType()); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; return; } Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature); GCSkillToObjectOK1 _GCSkillToObjectOK1; GCSkillToObjectOK2 _GCSkillToObjectOK2; GCSkillToObjectOK5 _GCSkillToObjectOK5; SkillType_t SkillType = pOustersSkillSlot->getSkillType(); SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType); int RequiredMP = (int)pSkillInfo->getConsumeMP() + pOustersSkillSlot->getExpLevel()/3; bool bManaCheck = hasEnoughMana(pOusters, RequiredMP); bool bTimeCheck = verifyRunTime(pOustersSkillSlot); bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange()) && canHit(pOusters, pTargetCreature, SkillType, pOustersSkillSlot->getExpLevel()); bool bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot); bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo); bool bHPCheck = pTargetOusters->isFlag(Effect::EFFECT_CLASS_PARALYZE); int Ratio = 0; EffectParalyze* pEffect = dynamic_cast<EffectParalyze*>(pTargetOusters->findEffect(Effect::EFFECT_CLASS_PARALYZE )); if (pEffect != NULL ) { if (pOustersSkillSlot->getExpLevel() <= 15 ) { Ratio = (int)((pOusters->getLevel() + (pOustersSkillSlot->getExpLevel() * 8.0 / 3.0 ) ) - pEffect->getLevel()); } else { Ratio = (int)((pOusters->getLevel() + 20 + (pOustersSkillSlot->getExpLevel() * 4.0 / 3.0 ) ) - pEffect->getLevel()); if (pOustersSkillSlot->getExpLevel() == 30 ) Ratio = (int)(Ratio * 1.1); } } bool bHitRoll2 = (rand()%100) < Ratio; if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bSatisfyRequire && bHPCheck) { // 마나를 줄인다. decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1); // 이펙트의 효과와 지속시간을 계산한다. SkillInput input(pOusters, pOustersSkillSlot); SkillOutput output; input.TargetType = SkillInput::TARGET_OTHER; computeOutput(input, output); pEffect->setDeadline(0); // 패킷을 준비해서 보낸다. _GCSkillToObjectOK1.setSkillType(SkillType); _GCSkillToObjectOK1.setCEffectID(CEffectID); _GCSkillToObjectOK1.setTargetObjectID(TargetObjectID); _GCSkillToObjectOK2.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK2.setSkillType(SkillType); _GCSkillToObjectOK5.setObjectID(pOusters->getObjectID()); _GCSkillToObjectOK5.setSkillType(SkillType); _GCSkillToObjectOK5.setTargetObjectID (TargetObjectID); // Send Packet pPlayer->sendPacket(&_GCSkillToObjectOK1); if (pOusters != pTargetCreature && pTargetCreature->isPC()) { Player* pTargetPlayer = pTargetCreature->getPlayer(); Assert(pTargetPlayer != NULL); pTargetPlayer->sendPacket(&_GCSkillToObjectOK2); } list<Creature*> cList; cList.push_back(pOusters); cList.push_back(pTargetCreature); pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &_GCSkillToObjectOK5 , cList); pOustersSkillSlot->setRunTime(output.Delay); } else { executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature); } } catch (Throwable & t) { executeSkillFailException(pOusters, getSkillType()); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl; __END_CATCH }
void ActionHeal::execute (Creature * pCreature1 , Creature * pCreature2) throw(Error) { __BEGIN_TRY Assert(pCreature1 != NULL); Assert(pCreature2 != NULL); Assert(pCreature1->isNPC()); Assert(pCreature2->isPC()); Player* pPlayer = pCreature2->getPlayer(); Zone* pZone = pCreature2->getZone(); Assert(pPlayer != NULL); // 일단 클라이언트를 위해서 OK 패킷을 함 날린다. GCNPCResponse okpkt; okpkt.setCode(NPC_RESPONSE_HEAL); pPlayer->sendPacket(&okpkt); // 죽었거나 코마 걸려있으면 안 치료해준다. if (pCreature2->isDead() || pCreature2->isFlag(Effect::EFFECT_CLASS_COMA ) ) { return; } // 슬레이어라면... if (pCreature2->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature2); EffectManager* pEffectManager = pSlayer->getEffectManager(); GCModifyInformation modifyPkt; GCRemoveEffect removePkt; GCStatusCurrentHP hpPkt; // 먼저 HP랑 MP를 풀로 채워준다. if (pSlayer->getHP(ATTR_CURRENT) < pSlayer->getHP(ATTR_MAX)) { pSlayer->setHP(pSlayer->getHP(ATTR_MAX), ATTR_CURRENT); modifyPkt.addShortData(MODIFY_CURRENT_HP, pSlayer->getHP(ATTR_CURRENT)); hpPkt.setObjectID(pSlayer->getObjectID()); hpPkt.setCurrentHP(pSlayer->getHP(ATTR_CURRENT)); } if (pSlayer->getMP(ATTR_CURRENT) < pSlayer->getMP(ATTR_MAX)) { pSlayer->setMP(pSlayer->getMP(ATTR_MAX), ATTR_CURRENT); modifyPkt.addShortData(MODIFY_CURRENT_MP, pSlayer->getMP(ATTR_CURRENT)); } // 흡혈 이펙트를 삭제한다. Effect* pBloodDrainEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_BLOOD_DRAIN); if (pBloodDrainEffect != NULL) { // DB에서 삭제하고, 이펙트 매니저에서 삭제한다. pBloodDrainEffect->destroy(pSlayer->getName()); pEffectManager->deleteEffect(pSlayer, Effect::EFFECT_CLASS_BLOOD_DRAIN); // 흡혈 아르바이트를 방지하기 위한 후유증 이펙트를 붙여준다. if (pSlayer->isFlag(Effect::EFFECT_CLASS_AFTERMATH)) { Effect* pEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_AFTERMATH); EffectAftermath* pEffectAftermath = dynamic_cast<EffectAftermath*>(pEffect); pEffectAftermath->setDeadline(5*600); // 5분 동안 지속된다. } else { EffectAftermath* pEffectAftermath = new EffectAftermath(pSlayer); pEffectAftermath->setDeadline(5*600); // 5분 동안 지속된다. pEffectManager->addEffect(pEffectAftermath); pSlayer->setFlag(Effect::EFFECT_CLASS_AFTERMATH); pEffectAftermath->create(pSlayer->getName()); } // 패킷에다 정보를 더한다. removePkt.addEffectList((EffectID_t)Effect::EFFECT_CLASS_BLOOD_DRAIN); // 흡혈을 치료하면 능력치가 변화하게 된다. SLAYER_RECORD prev; pSlayer->getSlayerRecord(prev); pSlayer->initAllStat(); pSlayer->sendModifyInfo(prev); pSlayer->sendRealWearingInfo(); } // 독 이펙트를 삭제한다. Effect* pEffectPoison = pEffectManager->findEffect(Effect::EFFECT_CLASS_POISON); if (pEffectPoison != NULL) { // 이펙트 매니저에서 삭제한다. pEffectManager->deleteEffect(pSlayer, Effect::EFFECT_CLASS_POISON); // 패킷에다 정보를 더한다. removePkt.addEffectList((EffectID_t)Effect::EFFECT_CLASS_POISON); } // 다크블루 포이즌 이펙트를 삭제한다. Effect* pEffectDarkBluePoison = pEffectManager->findEffect(Effect::EFFECT_CLASS_DARKBLUE_POISON); if (pEffectDarkBluePoison != NULL) { // 이펙트 매니저에서 삭제한다. pEffectManager->deleteEffect(pSlayer, Effect::EFFECT_CLASS_DARKBLUE_POISON); // 패킷에다 정보를 더한다. removePkt.addEffectList((EffectID_t)Effect::EFFECT_CLASS_DARKBLUE_POISON); } // 패킷 날려준다. removePkt.setObjectID(pSlayer->getObjectID()); pPlayer->sendPacket(&modifyPkt); pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &removePkt); pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &hpPkt, pSlayer); //log(LOG_HEAL, pSlayer->getName(), ""); } else if (pCreature2->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature2); //EffectManager* pEffectManager = pVampire->getEffectManager(); GCModifyInformation modifyPkt; GCRemoveEffect removePkt; GCStatusCurrentHP hpPkt; // HP 채워주고... if (pVampire->getHP(ATTR_CURRENT) < pVampire->getHP(ATTR_MAX)) { pVampire->setHP(pVampire->getHP(ATTR_MAX), ATTR_CURRENT); modifyPkt.addShortData(MODIFY_CURRENT_HP, pVampire->getHP(ATTR_CURRENT)); hpPkt.setObjectID(pVampire->getObjectID()); hpPkt.setCurrentHP(pVampire->getHP(ATTR_CURRENT)); } // 패킷 날려준다. removePkt.setObjectID(pVampire->getObjectID()); pPlayer->sendPacket(&modifyPkt); pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &removePkt); pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &hpPkt, pVampire); //log(LOG_HEAL, pVampire->getName(), ""); } else if (pCreature2->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature2); EffectManager* pEffectManager = pOusters->getEffectManager(); GCModifyInformation modifyPkt; GCRemoveEffect removePkt; GCStatusCurrentHP hpPkt; // 먼저 HP랑 MP를 풀로 채워준다. if (pOusters->getHP(ATTR_CURRENT) < pOusters->getHP(ATTR_MAX) || pOusters->getSilverDamage() != 0 ) { Silver_t prev = pOusters->getSilverDamage(); if (prev != 0 ) { pOusters->setSilverDamage(0); modifyPkt.addShortData(MODIFY_SILVER_DAMAGE, pOusters->getSilverDamage()); } pOusters->setHP(pOusters->getHP(ATTR_MAX), ATTR_CURRENT); modifyPkt.addShortData(MODIFY_CURRENT_HP, pOusters->getHP(ATTR_CURRENT)); hpPkt.setObjectID(pOusters->getObjectID()); hpPkt.setCurrentHP(pOusters->getHP(ATTR_CURRENT)); } if (pOusters->getMP(ATTR_CURRENT) < pOusters->getMP(ATTR_MAX)) { pOusters->setMP(pOusters->getMP(ATTR_MAX), ATTR_CURRENT); modifyPkt.addShortData(MODIFY_CURRENT_MP, pOusters->getMP(ATTR_CURRENT)); } // 독 이펙트를 삭제한다. Effect* pEffectPoison = pEffectManager->findEffect(Effect::EFFECT_CLASS_POISON); if (pEffectPoison != NULL) { // 이펙트 매니저에서 삭제한다. pEffectManager->deleteEffect(pOusters, Effect::EFFECT_CLASS_POISON); // 패킷에다 정보를 더한다. removePkt.addEffectList((EffectID_t)Effect::EFFECT_CLASS_POISON); } // 다크블루 포이즌 이펙트를 삭제한다. Effect* pEffectDarkBluePoison = pEffectManager->findEffect(Effect::EFFECT_CLASS_DARKBLUE_POISON); if (pEffectDarkBluePoison != NULL) { // 이펙트 매니저에서 삭제한다. pEffectManager->deleteEffect(pOusters, Effect::EFFECT_CLASS_DARKBLUE_POISON); // 패킷에다 정보를 더한다. removePkt.addEffectList((EffectID_t)Effect::EFFECT_CLASS_DARKBLUE_POISON); } // 흡혈 이펙트를 삭제한다. Effect* pBloodDrainEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_BLOOD_DRAIN); if (pBloodDrainEffect != NULL) { pBloodDrainEffect->setDeadline(0); // 흡혈 아르바이트를 방지하기 위한 후유증 이펙트를 붙여준다. if (pOusters->isFlag(Effect::EFFECT_CLASS_AFTERMATH)) { Effect* pEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_AFTERMATH); EffectAftermath* pEffectAftermath = dynamic_cast<EffectAftermath*>(pEffect); pEffectAftermath->setDeadline(5*600); // 5분 동안 지속된다. } else { EffectAftermath* pEffectAftermath = new EffectAftermath(pOusters); pEffectAftermath->setDeadline(5*600); // 5분 동안 지속된다. pEffectManager->addEffect(pEffectAftermath); pOusters->setFlag(Effect::EFFECT_CLASS_AFTERMATH); pEffectAftermath->create(pOusters->getName()); } // 패킷에다 정보를 더한다. removePkt.addEffectList((EffectID_t)Effect::EFFECT_CLASS_BLOOD_DRAIN); } // 패킷 날려준다. removePkt.setObjectID(pOusters->getObjectID()); pPlayer->sendPacket(&modifyPkt); pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &removePkt); pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &hpPkt, pOusters); //log(LOG_HEAL, pOusters->getName(), ""); } __END_CATCH }