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C++ SkillInfo::getConsumeMP方法代码示例

本文整理汇总了C++中SkillInfo::getConsumeMP方法的典型用法代码示例。如果您正苦于以下问题:C++ SkillInfo::getConsumeMP方法的具体用法?C++ SkillInfo::getConsumeMP怎么用?C++ SkillInfo::getConsumeMP使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在SkillInfo的用法示例。


在下文中一共展示了SkillInfo::getConsumeMP方法的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: execute

//////////////////////////////////////////////////////////////////////////////
// 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;

//.........这里部分代码省略.........
开发者ID:hillwah,项目名称:darkeden,代码行数:101,代码来源:MagnumSpear.cpp

示例2: execute

//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void Sacrifice::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();

		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);
		bool bEffected   = pSlayer->isFlag(Effect::EFFECT_CLASS_SACRIFICE);

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

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

			// 이펙트 클래스를 만들어 붙인다.
			EffectSacrifice* pEffect = new EffectSacrifice(pSlayer);
			pEffect->setDeadline(output.Duration);
			pSlayer->addEffect(pEffect);
			pSlayer->setFlag(Effect::EFFECT_CLASS_SACRIFICE);

			// 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);

			_GCSkillToSelfOK1.setSkillType(SkillType);
			_GCSkillToSelfOK1.setCEffectID(CEffectID);
			_GCSkillToSelfOK1.setDuration(0);
		
			_GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToSelfOK2.setSkillType(SkillType);
			_GCSkillToSelfOK2.setDuration(0);
		
			pPlayer->sendPacket(&_GCSkillToSelfOK1);
			pZone->broadcastPacket(X, Y, &_GCSkillToSelfOK2, pSlayer);

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pSlayer->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_SACRIFICE);
			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
}
开发者ID:hillwah,项目名称:darkeden,代码行数:92,代码来源:Sacrifice.cpp

示例3: execute

//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void AirShield::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)
throw(Error)
{
    __BEGIN_TRY

    //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayer)" << 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());
            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();
        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_AIR_SHIELD_1);

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

            // 지속 시간을 계산한다.
            SkillInput input(pSlayer, pSkillSlot);
            SkillOutput output;
            computeOutput(input, output);

            // 이팩트 클래스를 만들어 붙인다.
            EffectAirShield* pEffect = new EffectAirShield(pSlayer);
            pEffect->setDeadline(output.Duration);
            pEffect->setLevel(SkillLevel);
            pEffect->setDamage(output.Damage);
            pSlayer->addEffect(pEffect);
            pSlayer->setFlag(Effect::EFFECT_CLASS_AIR_SHIELD_1);

            // 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(0);

            _GCSkillToSelfOK2.setObjectID(pSlayer->getObjectID());
            _GCSkillToSelfOK2.setSkillType(SkillType);
            _GCSkillToSelfOK2.setDuration(0);

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

            GCAddEffect gcAddEffect;
            gcAddEffect.setObjectID(pSlayer->getObjectID());
            gcAddEffect.setEffectID(pEffect->getClientEffectClass());
            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());
//.........这里部分代码省略.........
开发者ID:opendarkeden,项目名称:server,代码行数:101,代码来源:AirShield.cpp

示例4: execute

void SimpleMissileSkill::execute(
	Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, 
	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result,
	CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	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
			|| !canAttack(pSlayer, pTargetCreature )
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pSlayer, param.SkillType);
			return;
		}

		result.pTargetCreature = pTargetCreature;

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

		SkillInfo*        pSkillInfo   = g_pSkillInfoManager->getSkillInfo(param.SkillType);
		SkillDomainType_t DomainType   = pSkillInfo->getDomainType();
		SkillLevel_t      SkillLevel   = pSkillSlot->getExpLevel();
		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(pSlayer, pTargetCreature, SkillLevel/5, bCriticalHit);
		}

		if (param.bMagicDamage)
		{
			// 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다.
			Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType);
		}
		else
		{
			Damage += param.SkillDamage;
		}

		ZoneCoord_t myX     = pSlayer->getX();
		ZoneCoord_t myY     = pSlayer->getY();
		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();
		
		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll    = false;
		bool bPK         = verifyPK(pSlayer, pTargetCreature);

		if (param.bMagicHitRoll)
		{
			bHitRoll = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
		}
		else
		{
			bHitRoll = HitRoll::isSuccess(pSlayer, pTargetCreature, SkillLevel/2);
		}

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bPK)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);

			// 데미지를 가하고, 내구도를 떨어뜨린다.
			setDamage(pTargetCreature, Damage, pSlayer, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			computeAlignmentChange(pTargetCreature, Damage, pSlayer, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			decreaseDurability(pSlayer, pTargetCreature, NULL, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);

			// 타겟이 슬레이어가 아닌 경우에만 경험치를 올려준다.
			if (!pTargetCreature->isSlayer())
			{
				shareAttrExp(pSlayer, Damage , param.STRMultiplier, param.DEXMultiplier, param.INTMultiplier, _GCSkillToObjectOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1, pTargetCreature->getLevel());
//.........这里部分代码省略.........
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:SimpleMissileSkill.cpp

示例5: execute

//////////////////////////////////////////////////////////////////////////////
// 슬레이어 셀프 핸들러
//////////////////////////////////////////////////////////////////////////////
void DivineSpirits::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);

		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  = 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_DIVINE_SPIRITS);
		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.
			EffectDivineSpirits* pEffect = new EffectDivineSpirits(pOusters);
			pEffect->setDeadline(output.Duration);
			pEffect->setBonus(output.Damage);
			pOusters->addEffect(pEffect);
			pOusters->setFlag(Effect::EFFECT_CLASS_DIVINE_SPIRITS);

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

			_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, pOusters);

			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
}
开发者ID:jun199004,项目名称:server,代码行数:91,代码来源:DivineSpirits.cpp

示例6: execute


//.........这里部分代码省略.........
		{
			pEffectParalyze = (EffectParalyze*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_PARALYZE);
			Assert(pEffectParalyze != NULL);

			bParalyze = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 10, pEffectParalyze->getLevel()/4);
			bEffected = true;
		}
		if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_SEDUCTION)) 
		{
			pEffectSeduction = (EffectSeduction*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_SEDUCTION);
			Assert(pEffectSeduction != NULL);

			bSeduction = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 30, pEffectSeduction->getLevel()/4);
			bEffected = true;
		}
		// by sigi. 2002.12.3
//		if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_HALLUCINATION)) 
//		{
//			pEffectHallucination = (EffectHallucination*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_HALLUCINATION);
////			Assert(pEffectHallucination != NULL);
//
//			bHallucination = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 40, pEffectHallucination->getLevel()/4);
//			bEffected = true;
//		}
		if (pTargetCreature->isEffect(Effect::EFFECT_CLASS_DEATH)) 
		{
			pEffectDeath = (EffectDeath*)pTargetCreature->findEffect(Effect::EFFECT_CLASS_DEATH);
			Assert(pEffectDeath != NULL);

			bDeath = HitRoll::isSuccessRemoveCurse(45, SkillLevel, 50, pEffectDeath->getLevel()/4);
			bEffected = true;
		}

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pSlayer, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pSlayer, pTargetCreature, pSkillInfo->getRange());

		// 마나가 있고, 시간이 됐고, 거리가 적당하며,
		// 저주가 하나라도 걸려있어야 한다.
		if (bManaCheck && bTimeCheck && bRangeCheck && bEffected)
		{
			decreaseMana(pSlayer, RequiredMP, _GCSkillToObjectOK1);

			SkillInput input(pSlayer, pSkillSlot);
			SkillOutput output;
			computeOutput(input, output);
		
			// 각각의 저주를 삭제하고,
			// 패킷에다 이펙트 삭제하라고 더한다.
			GCRemoveEffect gcRemoveEffect;
			gcRemoveEffect.setObjectID(pTargetCreature->getObjectID());

			if (bDoom)
			{
				pEffectDoom->setDeadline(0);
				pTargetCreature->removeFlag(Effect::EFFECT_CLASS_DOOM);
				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_DOOM);
			}
			if (bParalyze)
			{
				pEffectParalyze->setDeadline(0);
				pTargetCreature->removeFlag(Effect::EFFECT_CLASS_PARALYZE);
				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_PARALYZE);
			}
			if (bSeduction)
开发者ID:hillwah,项目名称:darkeden,代码行数:67,代码来源:RemoveCurse.cpp

示例7: execute

//////////////////////////////////////////////////////////////////////////////
// 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.........
开发者ID:hillwah,项目名称:darkeden,代码行数:101,代码来源:HolyArmor.cpp

示例8: execute

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.........
开发者ID:hillwah,项目名称:darkeden,代码行数:101,代码来源:Flare.cpp

示例9: execute

//////////////////////////////////////////////////////////////////////////////
// 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.........
开发者ID:hillwah,项目名称:darkeden,代码行数:101,代码来源:Liberty.cpp

示例10: execute

//////////////////////////////////////////////////////////////////////////////
// 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.........
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:Revealer.cpp

示例11: execute

//////////////////////////////////////////////////////////////////////////////
// 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.........
开发者ID:hillwah,项目名称:darkeden,代码行数:101,代码来源:MagicElusion.cpp

示例12: ARSMGexecute

//////////////////////////////////////////////////////////////////////////////
// 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.........
开发者ID:mrktj,项目名称:darkeden,代码行数:101,代码来源:MoleShot.cpp

示例13: execute

//////////////////////////////////////////////////////////////////////////////
// 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);
//.........这里部分代码省略.........
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:JabbingVein.cpp

示例14: execute

//////////////////////////////////////////////////////////////////////////////
// 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
//.........这里部分代码省略.........
开发者ID:hillwah,项目名称:darkeden,代码行数:101,代码来源:SummonGroundElemental.cpp

示例15: execute

//////////////////////////////////////////////////////////////////////////////
// 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
}
开发者ID:jun199004,项目名称:server,代码行数:100,代码来源:GroundBless.cpp


注:本文中的SkillInfo::getConsumeMP方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。