void CGAbsorbSoulHandler::execute (CGAbsorbSoul* pPacket , Player* pPlayer) throw(Error) { __BEGIN_TRY __BEGIN_DEBUG_EX __BEGIN_DEBUG #ifdef __GAME_SERVER__ Assert(pPacket != NULL); Assert(pPlayer != NULL); try { GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer); Assert(pGamePlayer != NULL); if (pGamePlayer->getPlayerStatus() == GPS_NORMAL) { Creature* pCreature = pGamePlayer->getCreature(); Assert(pCreature != NULL); // 아우스터즈가 아닌 놈이 흡영을 할 수는 없다. if (!pCreature->isOusters()) return; Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); // 완전 안전지대라면 기술 사용 불가. by sigi. 2002.11.14 ZoneLevel_t ZoneLevel = pCreature->getZone()->getZoneLevel(pCreature->getX(), pCreature->getY()); if ((ZoneLevel & COMPLETE_SAFE_ZONE) || (!isAbleToUseObjectSkill(pOusters, SKILL_ABSORB_SOUL))) { GCSkillFailed1 gcSkillFailed1; gcSkillFailed1.setSkillType(SKILL_ABSORB_SOUL); pPlayer->sendPacket(&gcSkillFailed1); return; } SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SKILL_ABSORB_SOUL); Assert(pSkillHandler != NULL); pSkillHandler->execute(pOusters, pPacket->getObjectID(), pPacket->getTargetZoneX(), pPacket->getTargetZoneY(), pPacket->getInvenObjectID(), pPacket->getInvenX(), pPacket->getInvenY(), pPacket->getTargetInvenX(), pPacket->getTargetInvenY()); } } catch (Throwable & t) { //cout << t.toString(); } #endif __END_DEBUG __END_DEBUG_EX __END_CATCH }
void CGSkillToNamedHandler::execute (CGSkillToNamed* pPacket , Player* pPlayer) throw(Error) { __BEGIN_TRY __BEGIN_DEBUG_EX #ifdef __GAME_SERVER__ Assert(pPacket != NULL); Assert(pPlayer != NULL); try { GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer); Assert(pGamePlayer != NULL); // by sigi if (pGamePlayer->getPlayerStatus() != GPS_NORMAL) return; Creature* pCreature = pGamePlayer->getCreature(); Assert(pCreature != NULL); // by sigi Zone* pZone = pCreature->getZone(); Assert(pZone != NULL); SkillType_t SkillType = pPacket->getSkillType(); // 완전 안전지대라면 기술 사용 불가. by sigi. 2002.11.14 ZoneLevel_t ZoneLevel = pZone->getZoneLevel(pCreature->getX(), pCreature->getY()); if ((ZoneLevel & COMPLETE_SAFE_ZONE) || (pCreature->isFlag(Effect::EFFECT_CLASS_PARALYZE)) || (pCreature->isFlag(Effect::EFFECT_CLASS_CAUSE_CRITICAL_WOUNDS)) || (pCreature->isFlag(Effect::EFFECT_CLASS_EXPLOSION_WATER)) || (pCreature->isFlag(Effect::EFFECT_CLASS_COMA))) { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); return; } if (pCreature->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WERWOLF)) { switch(SkillType) { case SKILL_ATTACK_MELEE: case SKILL_BITE_OF_DEATH: case SKILL_UN_TRANSFORM: case SKILL_RAPID_GLIDING: break; default: GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); dynamic_cast<Vampire*>(pCreature)->sendVampireSkillInfo(); return; } } disableFlags(pCreature, pZone, SkillType); if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); SkillSlot* pSkillSlot = ((Slayer *)pCreature)->hasSkill(SkillType); bool bSuccess = true; if (pSkillSlot == NULL) bSuccess = false; if (!isAbleToUseSelfSkill(pSlayer, SkillType)) bSuccess = false; /* if (pSlayer->isFlag(Effect::EFFECT_CLASS_SNIPING_MODE)) { g_Sniping.checkRevealRatio(pSlayer, 20, 10); } */ if (bSuccess) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType); Assert(pSkillHandler != NULL); pSkillHandler->execute(pSlayer, pPacket->getTargetName(), pSkillSlot, pPacket->getCEffectID()); } else { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); } } else if (pCreature->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); VampireSkillSlot* pVampireSkillSlot = ((Vampire *)pCreature)->hasSkill(SkillType); bool bSuccess = true; //cout << "SkillType:" << (int)SkillType << endl; /* if (pVampire->isFlag(Effect::EFFECT_CLASS_EXTREME)) { EffectManager * pEffectManager = pVampire->getEffectManager(); Assert(pEffectManager != NULL); Effect * pEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_EXTREME); if (pEffect != NULL ) { pEffect->setDeadline(0); } } */ if (pVampireSkillSlot == NULL) bSuccess = false; if (!isAbleToUseSelfSkill(pVampire, SkillType)) bSuccess = false; /* if (pVampire->isFlag(Effect::EFFECT_CLASS_INVISIBILITY)) { addVisibleCreature(pZone, pVampire, true); } */ if (bSuccess) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType); Assert(pSkillHandler != NULL); pSkillHandler->execute(pVampire, pPacket->getTargetName(), pVampireSkillSlot, pPacket->getCEffectID()); } else { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); } } else if (pCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); OustersSkillSlot* pOustersSkillSlot = ((Ousters *)pCreature)->hasSkill(SkillType); bool bSuccess = true; if (pOustersSkillSlot == NULL) bSuccess = false; if (!isAbleToUseSelfSkill(pOusters, SkillType)) bSuccess = false; if (bSuccess) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType); Assert(pSkillHandler != NULL); pSkillHandler->execute(pOusters, pPacket->getTargetName(), pOustersSkillSlot, pPacket->getCEffectID()); } else { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); } } } catch (Throwable & t) { //cout << t.toString() << endl; } #endif // __GAME_SERVER__ __END_DEBUG_EX __END_CATCH }
void CGSkillToTileHandler::execute (CGSkillToTile* pPacket , Player* pPlayer) throw(Error) { __BEGIN_TRY __BEGIN_DEBUG_EX #ifdef __GAME_SERVER__ Assert(pPacket != NULL); Assert(pPlayer != NULL); try { // 특수기술 테스트를 위해서 임시로 넣어두는 코드이다. GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer); Assert(pGamePlayer != NULL); // by sigi if (pGamePlayer->getPlayerStatus() == GPS_NORMAL) { Creature* pCreature = pGamePlayer->getCreature(); Assert(pCreature != NULL); // by sigi Zone* pZone = pCreature->getZone(); Assert(pZone != NULL); SkillType_t SkillType = pPacket->getSkillType(); // 완전 안전지대라면 기술 사용 불가. by sigi. 2002.11.14 ZoneLevel_t ZoneLevel = pZone->getZoneLevel(pCreature->getX(), pCreature->getY()); if ((ZoneLevel & COMPLETE_SAFE_ZONE) || (pCreature->isFlag(Effect::EFFECT_CLASS_PARALYZE)) || (pCreature->isFlag(Effect::EFFECT_CLASS_CAUSE_CRITICAL_WOUNDS)) || (pCreature->isFlag(Effect::EFFECT_CLASS_EXPLOSION_WATER)) || (pCreature->isFlag(Effect::EFFECT_CLASS_COMA))) { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); return; } if (pCreature->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WERWOLF)) { switch(SkillType) { case SKILL_ATTACK_MELEE: case SKILL_BITE_OF_DEATH: case SKILL_UN_TRANSFORM: case SKILL_RAPID_GLIDING: break; default: GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); dynamic_cast<Vampire*>(pCreature)->sendVampireSkillInfo(); return; } } if (pCreature->isFlag(Effect::EFFECT_CLASS_ABERRATION ) ) { EffectAberration* pEffect = dynamic_cast<EffectAberration*>(pCreature->findEffect(Effect::EFFECT_CLASS_ABERRATION)); if (pEffect != NULL && (rand()%100) < pEffect->getRatio()) { //cout << "aberration affected " << endl; Dir_t dir = rand()%8; pPacket->setX(pPacket->getX() + dirMoveMask[dir].x*3); pPacket->setY(pPacket->getY() + dirMoveMask[dir].y*3); } } disableFlags(pCreature, pZone, SkillType); if (pCreature->isSlayer()) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); SkillSlot* pSkillSlot = ((Slayer *)pCreature)->hasSkill(SkillType); bool bSuccess = true; if (SkillType == SKILL_BURNING_SOL_LAUNCH ) { pSkillSlot = ((Slayer *)pCreature)->hasSkill(SKILL_BURNING_SOL_CHARGING); } if (SkillType == SKILL_SWEEP_VICE_3 || SkillType == SKILL_SWEEP_VICE_5 ) { pSkillSlot = ((Slayer *)pCreature)->hasSkill(SKILL_SWEEP_VICE_1); } if (SkillType == SKILL_TURRET_FIRE ) pSkillSlot = ((Slayer *)pCreature)->hasSkill(SKILL_INSTALL_TURRET); if (pSkillSlot == NULL) bSuccess = false; if (!isAbleToUseTileSkill(pSlayer)) bSuccess = false; /* if (pCreature->isSlayer() && pCreature->isFlag(Effect::EFFECT_CLASS_SNIPING_MODE)) { Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature); Assert(pSlayer != NULL); g_Sniping.checkRevealRatio(pSlayer, 20, 10); } */ if (bSuccess) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType); Assert(pSkillHandler != NULL); #ifdef __PROFILE_SKILLS__ beginProfileEx(SkillTypes2String[SkillType]); pSkillHandler->execute(pSlayer, pPacket->getX(), pPacket->getY(), pSkillSlot, pPacket->getCEffectID()); endProfileEx(SkillTypes2String[SkillType]); #else pSkillHandler->execute(pSlayer, pPacket->getX(), pPacket->getY(), pSkillSlot, pPacket->getCEffectID()); #endif } else { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); } } else if (pCreature->isVampire()) { Vampire* pVampire = dynamic_cast<Vampire*>(pCreature); VampireSkillSlot* pVampireSkillSlot = pVampire->hasSkill(SkillType); bool bSuccess = true; if (SkillType == SKILL_EAT_CORPSE && pVampire->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WOLF)) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SKILL_EAT_CORPSE); Assert(pSkillHandler != NULL); pSkillHandler->execute(pVampire, pPacket->getX(), pPacket->getY(), pVampireSkillSlot, pPacket->getCEffectID()); return; } if (pVampireSkillSlot == NULL) bSuccess = false; if (!isAbleToUseTileSkill(pVampire)) bSuccess = false; /* if (pVampire->isFlag(Effect::EFFECT_CLASS_INVISIBILITY)) { addVisibleCreature(pZone, pVampire, true); } if (pVampire->isFlag(Effect::EFFECT_CLASS_EXTREME)) { EffectManager * pEffectManager = pVampire->getEffectManager(); Assert(pEffectManager != NULL); Effect * pEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_EXTREME); if (pEffect != NULL ) { pEffect->setDeadline(0); } } */ if (bSuccess) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType); Assert(pSkillHandler != NULL); #ifdef __PROFILE_SKILLS__ beginProfileEx(SkillTypes2String[SkillType]); pSkillHandler->execute(pVampire, pPacket->getX(), pPacket->getY(), pVampireSkillSlot, pPacket->getCEffectID()); endProfileEx(SkillTypes2String[SkillType]); #else pSkillHandler->execute(pVampire, pPacket->getX(), pPacket->getY(), pVampireSkillSlot, pPacket->getCEffectID()); #endif } else { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); } } else if (pCreature->isOusters()) { Ousters* pOusters = dynamic_cast<Ousters*>(pCreature); OustersSkillSlot* pOustersSkillSlot = pOusters->hasSkill(SkillType); bool bSuccess = true; if (pOustersSkillSlot == NULL) bSuccess = false; if (!isAbleToUseTileSkill(pOusters)) bSuccess = false; if (SkillType == SKILL_DESTRUCTION_SPEAR && pOusters->hasSkill(SKILL_DESTRUCTION_SPEAR_MASTERY) == NULL ) { //cout << "has no mastery : destruction spear" << endl; bSuccess = false; } if (SkillType == SKILL_ICE_LANCE && pOusters->hasSkill(SKILL_ICE_LANCE_MASTERY) == NULL ) { //cout << "has no mastery : ice lance" << endl; bSuccess = false; } if (bSuccess) { SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType); Assert(pSkillHandler != NULL); #ifdef __PROFILE_SKILLS__ beginProfileEx(SkillTypes2String[SkillType]); pSkillHandler->execute(pOusters, pPacket->getX(), pPacket->getY(), pOustersSkillSlot, pPacket->getCEffectID()); endProfileEx(SkillTypes2String[SkillType]); #else pSkillHandler->execute(pOusters, pPacket->getX(), pPacket->getY(), pOustersSkillSlot, pPacket->getCEffectID()); #endif } else { GCSkillFailed1 _GCSkillFailed1; _GCSkillFailed1.setSkillType(SkillType); pPlayer->sendPacket(&_GCSkillFailed1); } } } } catch(Throwable & t) { //cout << t.toString() << endl; } #endif // __GAME_SERVER__ __END_DEBUG_EX __END_CATCH }