本文整理汇总了C++中SkillInfo类的典型用法代码示例。如果您正苦于以下问题:C++ SkillInfo类的具体用法?C++ SkillInfo怎么用?C++ SkillInfo使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了SkillInfo类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: clearSkills
void SkillDialog::loadSkills()
{
clearSkills();
XML::Document doc(SKILLS_FILE);
xmlNodePtr root = doc.rootNode();
int setCount = 0;
std::string setName;
ScrollArea *scroll;
SkillListBox *listbox;
SkillTab *tab;
if (!root || !xmlStrEqual(root->name, BAD_CAST "skills"))
{
logger->log("Error loading skills file: %s", SKILLS_FILE);
if (Net::getNetworkType() == ServerInfo::TMWATHENA)
{
SkillModel *model = new SkillModel();
SkillInfo *skill = new SkillInfo;
skill->id = 1;
skill->name = "basic";
skill->setIcon("");
skill->modifiable = true;
skill->visible = true;
skill->model = model;
skill->update();
model->addSkill(skill);
mSkills[1] = skill;
model->updateVisibilities();
listbox = new SkillListBox(model);
scroll = new ScrollArea(listbox);
scroll->setOpaque(false);
scroll->setHorizontalScrollPolicy(ScrollArea::SHOW_NEVER);
scroll->setVerticalScrollPolicy(ScrollArea::SHOW_ALWAYS);
tab = new SkillTab("Skills", listbox);
mTabs->addTab(tab, scroll);
update();
}
return;
}
for_each_xml_child_node(set, root)
{
if (xmlStrEqual(set->name, BAD_CAST "set"))
{
setCount++;
setName = XML::getProperty(set, "name", strprintf(_("Skill Set %d"), setCount));
SkillModel *model = new SkillModel();
for_each_xml_child_node(node, set)
{
if (xmlStrEqual(node->name, BAD_CAST "skill"))
{
int id = atoi(XML::getProperty(node, "id", "-1").c_str());
std::string name = XML::getProperty(node, "name", strprintf(_("Skill %d"), id));
std::string icon = XML::getProperty(node, "icon", "");
SkillInfo *skill = new SkillInfo;
skill->id = id;
skill->name = name;
skill->setIcon(icon);
skill->modifiable = false;
skill->visible = false;
skill->model = model;
skill->update();
model->addSkill(skill);
mSkills[id] = skill;
}
}
model->updateVisibilities();
listbox = new SkillListBox(model);
scroll = new ScrollArea(listbox);
scroll->setOpaque(false);
scroll->setHorizontalScrollPolicy(ScrollArea::SHOW_NEVER);
scroll->setVerticalScrollPolicy(ScrollArea::SHOW_ALWAYS);
tab = new SkillTab(setName, listbox);
mTabs->addTab(tab, scroll);
}
}
示例2: throw
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프
//////////////////////////////////////////////////////////////////////////////
void HolyArmor::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, 검이 아니라면 기술을 쓸 수 없다.
/* Item* pWeapon = pSlayer->getWearItem(Slayer::WEAR_RIGHTHAND);
if (pWeapon == NULL || pWeapon->getItemClass() != Item::ITEM_CLASS_SWORD)
{
executeSkillFailException(pSlayer, getSkillType());
//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
return;
}*/
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) && pSlayer->getHP() > 100;
bool bTimeCheck = verifyRunTime(pSkillSlot);
bool bRangeCheck = checkZoneLevelToUseSkill(pSlayer);
bool bHitRoll = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
bool bEffected = pSlayer->isFlag(Effect::EFFECT_CLASS_HOLY_ARMOR);
if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
{
decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);
pSlayer->setHP(pSlayer->getHP()-100);
_GCSkillToSelfOK1.addShortData(MODIFY_CURRENT_HP, pSlayer->getHP());
SkillInput input(pSlayer, pSkillSlot);
SkillOutput output;
computeOutput(input, output);
// 이펙트 클래스를 만들어 붙인다.
EffectHolyArmor* pEffect = new EffectHolyArmor(pSlayer);
pEffect->setDeadline(output.Duration);
pEffect->setDefBonus(output.Damage);
pSlayer->addEffect(pEffect);
pSlayer->setFlag(Effect::EFFECT_CLASS_HOLY_ARMOR);
// 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);
shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToSelfOK1);
increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);
// 패킷을 만들어 보낸다.
_GCSkillToSelfOK1.setSkillType(SkillType);
_GCSkillToSelfOK1.setCEffectID(CEffectID);
_GCSkillToSelfOK1.setDuration(output.Duration);
_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
_GCSkillToSelfOK2.setSkillType(SkillType);
_GCSkillToSelfOK2.setDuration(output.Duration);
GCAddEffect gcAddEffect;
gcAddEffect.setObjectID(pSlayer->getObjectID());
gcAddEffect.setEffectID(Effect::EFFECT_CLASS_HOLY_ARMOR);
gcAddEffect.setDuration(output.Duration);
pZone->broadcastPacket(X, Y, &gcAddEffect);
// Send Packet
pPlayer->sendPacket(&_GCSkillToSelfOK1);
pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);
pSkillSlot->setRunTime(output.Delay);
//.........这里部分代码省略.........
示例3: throw
void SimpleMissileSkill::execute(
Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot,
const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result,
CEffectID_t CEffectID, int HitBonus)
throw(Error)
{
__BEGIN_TRY
Assert(pVampire != NULL);
Assert(pVampireSkillSlot != NULL);
try
{
Player* pPlayer = pVampire->getPlayer();
Zone* pZone = pVampire->getZone();
Assert(pPlayer != NULL);
Assert(pZone != NULL);
Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
//Assert(pTargetCreature != NULL);
// NPC는 공격할 수가 없다.
// NoSuch제거. by sigi. 2002.5.2
if (pTargetCreature==NULL
|| !canAttack(pVampire, pTargetCreature )
|| pTargetCreature->isNPC())
{
executeSkillFailException(pVampire, param.SkillType);
return;
}
result.pTargetCreature = pTargetCreature;
GCSkillToObjectOK1 _GCSkillToObjectOK1;
GCSkillToObjectOK2 _GCSkillToObjectOK2;
GCSkillToObjectOK3 _GCSkillToObjectOK3;
GCSkillToObjectOK4 _GCSkillToObjectOK4;
GCSkillToObjectOK5 _GCSkillToObjectOK5;
GCSkillToObjectOK6 _GCSkillToObjectOK6;
SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType);
bool bCriticalHit = false;
Damage_t Damage = 0;
if (param.bAdd)
{
// 파라미터로 전달된 데미지 값이 더해지는 데미지라면,
// 일반 데미지를 계산 후, 데미지를 더해야 한다.
// 파라미터로 전달된 데미지 값이 직접적으로 쓰이는 데미지라면,
// 이 부분까지 들어오지 않으므로, 밑의 부분까지 0으로 전달된다.
Damage += computeDamage(pVampire, pTargetCreature, 0, bCriticalHit);
}
if (param.bMagicDamage)
{
// 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다.
Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType, true, pVampire);
}
else
{
Damage += param.SkillDamage;
}
int RequiredMP = decreaseConsumeMP(pVampire, pSkillInfo);
bool bManaCheck = hasEnoughMana(pVampire, RequiredMP);
bool bTimeCheck = verifyRunTime(pVampireSkillSlot);
bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
bool bHitRoll = false;
bool bCanHit = canHit(pVampire, pTargetCreature, param.SkillType);
bool bPK = verifyPK(pVampire, pTargetCreature);
if (param.bMagicHitRoll)
{
bHitRoll = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pVampireSkillSlot, HitBonus);
}
else
{
bHitRoll = HitRoll::isSuccess(pVampire, pTargetCreature);
}
ZoneCoord_t vampX = pVampire->getX();
ZoneCoord_t vampY = pVampire->getY();
ZoneCoord_t targetX = pTargetCreature->getX();
ZoneCoord_t targetY = pTargetCreature->getY();
if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK)
{
decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);
bool bCanSeeCaster = canSee(pTargetCreature, pVampire);
// 데미지를 가하고, 아이템 내구도를 떨어뜨린다.
if (bCanSeeCaster)
{
setDamage(pTargetCreature, Damage, pVampire, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
computeAlignmentChange(pTargetCreature, Damage, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
decreaseDurability(pVampire, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);
}
else
{
//.........这里部分代码省略.........
示例4: throw
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Death::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pSkillSlot, CEffectID_t CEffectID)
throw(Error)
{
__BEGIN_TRY
//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl;
Assert(pVampire != NULL);
Assert(pSkillSlot != NULL);
try
{
Player* pPlayer = pVampire->getPlayer();
Zone* pZone = pVampire->getZone();
Assert(pPlayer != NULL);
Assert(pZone != NULL);
Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
//Assert(pTargetCreature != NULL);
// NPC는 공격할 수 없다.
// 저주 면역. by sigi. 2002.9.13
// NoSuch제거. by sigi. 2002.5.2
if (pTargetCreature==NULL
|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_IMMUNE_TO_CURSE)
|| !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 = pSkillSlot->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 = decreaseConsumeMP(pVampire, pSkillInfo);
bool bManaCheck = hasEnoughMana(pVampire, RequiredMP);
bool bTimeCheck = verifyRunTime(pSkillSlot);
bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, pSkillInfo->getRange());
bool bHitRoll = HitRoll::isSuccessVampireCurse(pSkillInfo->getLevel(), pTargetCreature->getResist(MAGIC_DOMAIN_CURSE));
bool bHitRoll2 = HitRoll::isSuccessMagic(pVampire, pSkillInfo, pSkillSlot, HitBonus);
bool bCanHit = canHit(pVampire, pTargetCreature, SkillType);
bool bEffected = pTargetCreature->isFlag(Effect::EFFECT_CLASS_DEATH);
bool bPK = verifyPK(pVampire, pTargetCreature);
ZoneCoord_t targetX = pTargetCreature->getX();
ZoneCoord_t targetY = pTargetCreature->getY();
ZoneCoord_t myX = pVampire->getX();
ZoneCoord_t myY = pVampire->getY();
if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bHitRoll2 && bCanHit && !bEffected && bPK)
{
decreaseMana(pVampire, RequiredMP, _GCSkillToObjectOK1);
bool bCanSeeCaster = canSee(pTargetCreature, pVampire);
SkillInput input(pVampire);
SkillOutput output;
computeOutput(input, output);
// 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*10/3) > output.Duration ) output.Duration=0;
else output.Duration -= resist*10/3;
if (output.Duration < 20 ) output.Duration = 20;
// 이펙트 오브젝트를 생성해 붙인다.
EffectDeath* pEffect = new EffectDeath(pTargetCreature);
pEffect->setDeadline(output.Duration);
pEffect->setLevel(pSkillInfo->getLevel()/2);
pEffect->setResistPenalty(output.Damage);
pTargetCreature->addEffect(pEffect);
//.........这里部分代码省略.........
示例5: throw
//////////////////////////////////////////////////////////////////////////////
// 뱀파이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Transfusion::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);
//cout << "Transfusion" << endl;
try
{
Zone* pZone = pVampire->getZone();
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()
// HIDE 인 놈은 되살려내면 이상하게 된다. 일단 막아놓음.
// 2003. 1. 17. DEW
|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_HIDE)
|| (g_pConfig->hasKey("Hardcore") && g_pConfig->getPropertyInt("Hardcore")!=0 && pTargetCreature->isDead() ) )
{
executeSkillFailException(pVampire, getSkillType());
//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
return;
}
ZoneCoord_t X = pTargetCreature->getX();
ZoneCoord_t Y = pTargetCreature->getY();
GCSkillToTileOK1 _GCSkillToTileOK1;
GCSkillToTileOK2 _GCSkillToTileOK2;
GCSkillToTileOK3 _GCSkillToTileOK3;
GCSkillToTileOK4 _GCSkillToTileOK4;
GCSkillToTileOK5 _GCSkillToTileOK5;
GCSkillToTileOK6 _GCSkillToTileOK6;
SkillType_t SkillType = pVampireSkillSlot->getSkillType();
SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
// 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();
}
// 15%를 사용
int CurrentHP = pVampire->getHP(ATTR_CURRENT);
#ifdef __CHINA_SERVER__
int RequiredMP = CurrentHP*15/100; //decreaseConsumeMP(pVampire, pSkillInfo);
int RecoverHP = CurrentHP*17/100;
#else
int RequiredMP = CurrentHP*12/100; //decreaseConsumeMP(pVampire, pSkillInfo);
int RecoverHP = CurrentHP*12/100;
#endif
//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 bHPCheck = false;
Range_t Range = 1;
// 상대방의 HP가 Full이 아니고
// 자신의 HP가 30이상
if (pVampire->getHP(ATTR_CURRENT) >= 30)
{
if (pTargetCreature->isVampire())
{
Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature);
// 현재HP+SilverDamage < MaxHP 여야 한다.
if (pTargetVampire->getHP(ATTR_CURRENT) + pTargetVampire->getSilverDamage()
< pTargetVampire->getHP(ATTR_MAX))
bHPCheck = true;
}
/*
// 아직 이건 필요없다.
else if (pTargetCreature->isMonster())
{
Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
if (pMonster->getHP(ATTR_MAX) < pMonster->getHP(ATTR_MAX_HP))
bHPCHeck = true;
}
*/
//.........这里部分代码省略.........
示例6: throw
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void ChargingPower::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);
// 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(slayerself)" << endl;
return;
}
bool bIncreaseExp = 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();
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);
// 버서커랑 동시에 사용할 수 없다.
bool bEffected = pSlayer->isFlag(Effect::EFFECT_CLASS_CHARGING_POWER) || pSlayer->isFlag(Effect::EFFECT_CLASS_BERSERKER);
if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
{
decreaseMana(pSlayer, RequiredMP, _GCSkillToSelfOK1);
// 스킬 레벨에 따라 데미지 보너스가 달라진다.
SkillInput input(pSlayer, pSkillSlot);
SkillOutput output;
computeOutput(input, output);
// 이펙트 클래스를 만들어 붙인다.
EffectChargingPower* pEffect = new EffectChargingPower(pSlayer);
pEffect->setDeadline(output.Duration);
pEffect->setDamageBonus(output.Damage);
pSlayer->addEffect(pEffect);
pSlayer->setFlag(Effect::EFFECT_CLASS_CHARGING_POWER);
// 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 (bIncreaseExp )
{
shareAttrExp(pSlayer, ExpUp, 8, 1, 1, _GCSkillToSelfOK1);
increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToSelfOK1);
// increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToSelfOK1);
}
// 패킷을 만들어 보낸다.
_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(pSlayer->getX(), pSlayer->getY(), &_GCSkillToSelfOK2, pSlayer);
// 이펙트가 붙었다고 알려준다.
GCAddEffect gcAddEffect;
gcAddEffect.setObjectID(pSlayer->getObjectID());
gcAddEffect.setEffectID(Effect::EFFECT_CLASS_CHARGING_POWER);
gcAddEffect.setDuration(output.Duration);
pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);
//.........这里部分代码省略.........
示例7: throw
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void GroundBless::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);
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;
}
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() + pOustersSkillSlot->getExpLevel()/2;
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_GROUND_BLESS);
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;
input.STR = pOusters->getSTR(ATTR_BASIC);
input.DEX = pOusters->getDEX(ATTR_BASIC);
input.INTE = pOusters->getINT(ATTR_BASIC);
computeOutput(input, output);
// 이팩트 클래스를 만들어 붙인다.
EffectGroundBless* pEffect = new EffectGroundBless(pOusters);
pEffect->setDeadline(output.Duration);
pEffect->setBonus(output.Damage);
pOusters->addEffect(pEffect);
pOusters->setFlag(Effect::EFFECT_CLASS_GROUND_BLESS);
pOusters->initAllStatAndSend();
_GCSkillToSelfOK1.setSkillType(SkillType);
_GCSkillToSelfOK1.setCEffectID(CEffectID);
_GCSkillToSelfOK1.setDuration(output.Duration);
_GCSkillToSelfOK2.setObjectID(pOusters->getObjectID());
_GCSkillToSelfOK2.setSkillType(SkillType);
_GCSkillToSelfOK2.setDuration(output.Duration);
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);
}
}
catch (Throwable & t)
{
executeSkillFailException(pOusters, getSkillType());
}
//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayer)" << endl;
__END_CATCH
}
示例8: throw
void Flare::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);
// NPC이거나, 슬레이어에게는 Flare를 쓸 수가 없다.
// NoSuch제거. by sigi. 2002.5.2
if (pTargetCreature==NULL
|| pTargetCreature->isNPC() || pTargetCreature->isSlayer())
{
executeSkillFailException(pSlayer, getSkillType());
//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
return;
}
GCSkillToObjectOK1 _GCSkillToObjectOK1;
GCSkillToObjectOK2 _GCSkillToObjectOK2;
GCSkillToObjectOK3 _GCSkillToObjectOK3;
GCSkillToObjectOK4 _GCSkillToObjectOK4;
GCSkillToObjectOK5 _GCSkillToObjectOK5;
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, pSkillInfo->getRange());
bool bHitRoll = HitRoll::isSuccessFlare(pTargetCreature, SkillLevel) && canAttack(pSlayer, pTargetCreature);
bool bEffected = pTargetCreature->isFlag(Effect::EFFECT_CLASS_FLARE);
//if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected)
if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && pTargetCreature->getCompetence() == 3)
{
decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);
// 지속 시간을 계산한다.
SkillInput input(pSlayer, pSkillSlot);
SkillOutput output;
computeOutput(input, output);
// 이펙트 클래스를 만들어 붙인다.
EffectFlare* pEffect = new EffectFlare(pTargetCreature);
//pEffect->setOldSight(13);
pEffect->setOldSight(pTargetCreature->getSight());
// 제거할때 level체크하기 위햇서.by sigi. 2002.6.21
pEffect->setLevel(pSkillInfo->getLevel());
pEffect->setDeadline(output.Duration);
pTargetCreature->setFlag(Effect::EFFECT_CLASS_FLARE);
pTargetCreature->addEffect(pEffect);
// 이펙트를 적용시킨다.
pEffect->affect(pTargetCreature);
// 경험치를 올린다.
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);
// 패킷을 준비한다.
ZoneCoord_t targetX = pTargetCreature->getX();
ZoneCoord_t targetY = pTargetCreature->getY();
ZoneCoord_t myX = pSlayer->getX();
ZoneCoord_t myY = pSlayer->getY();
_GCSkillToObjectOK1.setSkillType(SkillType);
_GCSkillToObjectOK1.setCEffectID(CEffectID);
_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
_GCSkillToObjectOK1.setDuration(0);
_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());
_GCSkillToObjectOK2.setSkillType(SkillType);
_GCSkillToObjectOK2.addShortData(MODIFY_VISION, FLARE_SIGHT);
_GCSkillToObjectOK2.setDuration(0);
_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());
_GCSkillToObjectOK3.setSkillType(SkillType);
_GCSkillToObjectOK3.setTargetXY (targetX, targetY);
_GCSkillToObjectOK4.setSkillType(SkillType);
//.........这里部分代码省略.........
示例9: throw
//////////////////////////////////////////////////////////////////////////////
// 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);
//.........这里部分代码省略.........
示例10: throw
//.........这里部分代码省略.........
if (pTargetCreature->isFlag(Effect::EFFECT_CLASS_BLOOD_DRAIN))
{
ExpUp++;
Effect* pEffect = pSlayer->findEffect(Effect::EFFECT_CLASS_BLOOD_DRAIN);
EffectBloodDrain * pEffectBloodDrain = dynamic_cast<EffectBloodDrain*>(pEffect);
Assert(pEffectBloodDrain != NULL);
if (pEffectBloodDrain->getLevel() < CriticalBloodDrainLevel ) {
// 흡혈 아르바이트를 방지하기 위한 후유증 이펙트를 붙여준다.
if (pSlayer->isFlag(Effect::EFFECT_CLASS_AFTERMATH))
{
Effect* pEffect = pSlayer->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.
pSlayer->addEffect(pEffectAftermath);
pSlayer->setFlag(Effect::EFFECT_CLASS_AFTERMATH);
pEffectAftermath->create(pSlayer->getName());
}
pEffectBloodDrain->destroy(pSlayer->getName());
pSlayer->deleteEffect(Effect::EFFECT_CLASS_BLOOD_DRAIN);
bCured = true;
SLAYER_RECORD prev;
pSlayer->getSlayerRecord(prev);
pSlayer->initAllStat();
pSlayer->sendRealWearingInfo();
pSlayer->sendModifyInfo(prev);
GCRemoveEffect gcRemoveEffect;
gcRemoveEffect.setObjectID(pSlayer->getObjectID());
gcRemoveEffect.addEffectList((EffectID_t)Effect::EFFECT_CLASS_BLOOD_DRAIN);
pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcRemoveEffect);
}
}
if(CurrentHP < MaxHP ) {
ExpUp++;
bCured = true;
RemainHP = min(CurrentHP + m_Point,(int)MaxHP);
pSlayer->setHP(RemainHP, ATTR_CURRENT);
GCModifyInformation gcMI;
gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
pSlayer->getPlayer()->sendPacket(&gcMI);
_GCSkillToSelfOK1.setSkillType(SKILL_CURE_EFFECT);
_GCSkillToSelfOK1.setDuration(0);
pSlayer->getPlayer()->sendPacket(&_GCSkillToSelfOK1);
_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
_GCSkillToSelfOK2.setSkillType(SKILL_CURE_EFFECT);
_GCSkillToSelfOK2.setDuration(0);
pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &_GCSkillToSelfOK2, pTargetCreature);
Zone* pZone = pTargetCreature->getZone();
GCStatusCurrentHP gcStatusCurrentHP;
gcStatusCurrentHP.setObjectID(pTargetCreature->getObjectID());
gcStatusCurrentHP.setCurrentHP(RemainHP);
pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcStatusCurrentHP);
}
}
}
}
}
}
}
SkillInfo * pSkillInfo = g_pSkillInfoManager->getSkillInfo(SKILL_CURE_CRITICAL_WOUNDS);
if(pSkillInfo != NULL && bCured ) {
SkillSlot * pSkillSlot = ((Slayer*)pCreature)->hasSkill(SKILL_CURE_CRITICAL_WOUNDS);
if(pSkillSlot != NULL ) {
Slayer * pCastSlayer = dynamic_cast<Slayer*>(pCreature);
GCModifyInformation gcMI;
SkillDomainType_t DomainType = pSkillInfo->getDomainType();
// 경험치를 올려준다.
shareAttrExp(pCastSlayer, ExpUp, 1 , 1 , 8, gcMI);
increaseDomainExp(pCastSlayer, DomainType, ExpUp, gcMI);
increaseSkillExp(pCastSlayer, DomainType, pSkillSlot, pSkillInfo, gcMI);
pCastSlayer->getPlayer()->sendPacket(&gcMI);
}
}
//cout << "EffectCureCriticalWounds " << "affect BEGIN" << endl;
setNextTime(m_Delay);
//cout << "EffectCureCriticalWounds " << "affect END" << endl;
__END_CATCH
}
示例11: throw
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 타일 핸들러
//////////////////////////////////////////////////////////////////////////////
void MagicElusion::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::isSuccessMagicElusion(pSlayer);
bool bTileCheck = false;
VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);
if (rect.ptInRect(X, Y)) bTileCheck = true;
// 이펙트의 지속시간을 계산한다.
SkillInput input(pSlayer, pSkillSlot);
SkillOutput output;
computeOutput(input, output);
if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bTileCheck)
{
decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);
Range_t Range = 2;
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_MAGIC_ELUSION);
// 이미 있다면
// 기술 실패다.
if (pOldEffect != NULL)
{
executeSkillFailNormal(pSlayer, getSkillType(), NULL);
return;
}
}
else
{
executeSkillFailNormal(pSlayer, getSkillType(), NULL);
return;
}
}
}
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))
{
//.........这里部分代码省略.........
示例12: throw
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Revealer::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);
SkillDomainType_t DomainType = pSkillInfo->getDomainType();
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_REVEALER);
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);
// 이펙트 오브젝트를 생성해서 붙인다.
EffectRevealer* pEffectRevealer = new EffectRevealer (pSlayer);
pEffectRevealer->setSkillLevel(pSkillSlot->getExpLevel());
pEffectRevealer->setDeadline(output.Duration);
pSlayer->addEffect(pEffectRevealer);
pSlayer->setFlag(Effect::EFFECT_CLASS_REVEALER);
// 이 이펙트가 붙음으로써, 안 보이던 것이 보인다.
pZone->updateMineScan(pSlayer);
//pZone->updateInvisibleScan(pSlayer);
pZone->updateHiddenScan(pSlayer);
// 경험치를 올린다.
SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
Exp_t ExpUp = 10* (Grade + 1)* 2;
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(pSlayer->getX(), pSlayer->getY(), &_GCSkillToSelfOK2, pSlayer);
// 이펙트가 붙었다고 알려준다.
GCAddEffect gcAddEffect;
gcAddEffect.setObjectID(pSlayer->getObjectID());
gcAddEffect.setEffectID(Effect::EFFECT_CLASS_REVEALER);
gcAddEffect.setDuration(output.Duration);
pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &gcAddEffect);
pSkillSlot->setRunTime(output.Delay);
uint PartyID = pSlayer->getPartyID();
if (PartyID != 0)
{
LocalPartyManager* pLPM = pZone->getLocalPartyManager();
pLPM->shareRevealer(PartyID, pSlayer, output.Duration);
}
}
else
{
executeSkillFailNormal(pSlayer, getSkillType(), NULL);
}
}
catch(Throwable & t)
{
executeSkillFailException(pSlayer, getSkillType());
}
//.........这里部分代码省略.........
示例13: throw
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 타일 핸들러 - AR이나 SMG를 들고 있을 경우
//////////////////////////////////////////////////////////////////////////////
void MoleShot::ARSMGexecute(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 숫자는 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
// AR이나 SMG일 경우에는 2부터 시작해서 4까지의 splash 데미지를 입힌다.
int Splash = 1 + pSkillSlot->getExpLevel()/30 + 1;
if (bManaCheck && bTimeCheck && bRangeCheck && bBulletCheck)
{
decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);
SkillInput input(pSlayer, pSkillSlot);
SkillOutput output;
computeOutput(input, output);
// 음수 값이 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 (pTargetCreature->isFlag(Effect::EFFECT_CLASS_NO_DAMAGE )
|| pTargetCreature->isFlag(Effect::EFFECT_CLASS_COMA )
//.........这里部分代码省略.........
示例14: throw
//////////////////////////////////////////////////////////////////////////////
// 슬레이어 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void Restore::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* pFromCreature = pZone->getCreature(TargetObjectID);
// 뱀파이어만 건드릴 수가 있다.
// NoSuch제거. by sigi. 2002.5.2
if (pFromCreature==NULL
|| !pFromCreature->isVampire())
{
executeSkillFailException(pSlayer, getSkillType());
//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
return;
}
GCSkillToObjectOK1 _GCSkillToObjectOK1; // 스킬 쓴 넘에게...
GCMorph1 _GCMorph1; // 변신 당사자에게..
GCMorphSlayer2 _GCMorphSlayer2; // 변신 구경꾼들에게..
SkillType_t SkillType = pSkillSlot->getSkillType();
SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
bool bRangeCheck = verifyDistance(pSlayer, pFromCreature, pSkillInfo->getRange());
bool bHitRoll = true;
if (bRangeCheck && bHitRoll)
{
dropRelicToZone(pFromCreature);
dropFlagToZone(pFromCreature);
//////////////////////////////////////////////////////////////////////
// 각종 존 레벨 정보를 삭제해야 한다.
//////////////////////////////////////////////////////////////////////
// 파티 초대 중이라면 정보를 삭제해 준다.
PartyInviteInfoManager* pPIIM = pZone->getPartyInviteInfoManager();
Assert(pPIIM != NULL);
pPIIM->cancelInvite(pFromCreature);
// 파티 관련 정보를 삭제해 준다.
int PartyID = pFromCreature->getPartyID();
if (PartyID != 0)
{
// 먼저 로컬에서 삭제하고...
LocalPartyManager* pLPM = pZone->getLocalPartyManager();
Assert(pLPM != NULL);
pLPM->deletePartyMember(PartyID, pFromCreature);
// 글로벌에서도 삭제해 준다.
deleteAllPartyInfo(pFromCreature);
}
// 트레이드 중이었다면 트레이드 관련 정보를 삭제해준다.
TradeManager* pTM = pZone->getTradeManager();
Assert(pTM != NULL);
pTM->cancelTrade(pFromCreature);
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
Slayer* pNewSlayer = new Slayer;
Vampire* pVampire = dynamic_cast<Vampire*>(pFromCreature);
// DB에서 혹시 남아있을 지 모르는 흡혈 정보를 삭제해준다.
Statement* pStmt = NULL;
BEGIN_DB
{
pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement();
StringStream sql;
sql << "DELETE FROM EffectBloodDrain WHERE OwnerID = '" + pFromCreature->getName() + "'";
pStmt->executeQuery(sql.toString());
SAFE_DELETE(pStmt);
}
END_DB(pStmt)
pNewSlayer->setName(pFromCreature->getName());
// 크리쳐 안의 플레이어 포인터와 플레이어 안의 크리쳐 포인터를 갱신한다.
Player* pFromPlayer = pFromCreature->getPlayer();
pNewSlayer->setPlayer(pFromPlayer);
GamePlayer* pFromGamePlayer = dynamic_cast<GamePlayer*>(pFromPlayer);
pFromGamePlayer->setCreature(pNewSlayer);
//.........这里部分代码省略.........
示例15: throw
//////////////////////////////////////////////////////////////////////////////
// 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);
//.........这里部分代码省略.........