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C++ Zone::broadcastSkillPacket方法代码示例

本文整理汇总了C++中Zone::broadcastSkillPacket方法的典型用法代码示例。如果您正苦于以下问题:C++ Zone::broadcastSkillPacket方法的具体用法?C++ Zone::broadcastSkillPacket怎么用?C++ Zone::broadcastSkillPacket使用的例子?那么恭喜您, 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Zone的用法示例。


在下文中一共展示了Zone::broadcastSkillPacket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


//.........这里部分代码省略.........
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);

			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setRange(Range);
			_GCSkillToTileOK4.setDuration(output.Duration);

			_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(Range);
			_GCSkillToTileOK5.setDuration(output.Duration);

			_GCSkillToTileOK6.setOrgXY(myX, myY);
			_GCSkillToTileOK6.setSkillType(SkillType);
			_GCSkillToTileOK6.setX(X);
			_GCSkillToTileOK6.setY(Y);
			_GCSkillToTileOK6.setDuration(output.Duration);
			_GCSkillToTileOK6.setRange(Range);
			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, SANCTUARY_SIGHT);

			// EXP UP!
			SkillDomainType_t DomainType = pSkillInfo->getDomainType();
			SkillGrade Grade = g_pSkillInfoManager->getGradeByDomainLevel(pSlayer->getSkillDomainLevel(DomainType));
			Exp_t ExpUp = 10* (Grade + 1);

			shareAttrExp(pSlayer, ExpUp, 1, 1, 8, _GCSkillToTileOK1);
			increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1);
			increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToTileOK1);



			for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)
			{
				Creature* pTargetCreature = *itr;
				if (canSee(pTargetCreature, pSlayer)) pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				else pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK6);
			}

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pSlayer);

			list<Creature*> watcherList = pZone->getWatcherList(myX, myY, pSlayer);

			// watcherList에서 cList에 속하지 않고, caster(pSlayer)를 볼 수 없는 경우는
			// OK4를 보내고.. cList에 추가한다.
			for(list<Creature*>::const_iterator itr = watcherList.begin(); itr != watcherList.end(); itr++)
			{
				bool bBelong = false;
				for(list<Creature*>::const_iterator tItr = cList.begin(); tItr != cList.end(); tItr++)
					if (*itr == *tItr)
						bBelong = true;

				Creature* pWatcher = (*itr);
				if (bBelong == false && canSee(pWatcher, pSlayer) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (!pWatcher->isPC())
					{
						//cout << "Sanctuary : 왓처 리스트가 PC가 아닙니다." << endl;
						GCSkillFailed1 _GCSkillFailed1;
						_GCSkillFailed1.setSkillType(getSkillType());
						pSlayer->getPlayer()->sendPacket(&_GCSkillFailed1);

						//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
						return;
					}
					pWatcher->getPlayer()->sendPacket(&_GCSkillToTileOK4);
					cList.push_back(*itr);
				}
			}
					
			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList, false);

						
			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			
			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

			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:101,代码来源:Sanctuary.cpp

示例2: execute


//.........这里部分代码省略.........
		ZoneCoord_t targetY = pTargetCreature->getY();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && bSatisfyRequire )
		{
            decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);

			bool bCanSeeCaster = canSee(pTargetCreature, pOusters);
			if (bCanSeeCaster) 
			{
				setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);
			}
			else
			{
				setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK6);
			}

			if (pTargetCreature->isDead())
			{
				int exp = computeCreatureExp(pTargetCreature, 100, pOusters);
				shareOustersExp(pOusters, exp, _GCSkillToObjectOK1);
			}

			increaseAlignment(pOusters, pTargetCreature, _GCSkillToObjectOK1);

			_GCSkillToObjectOK1.setSkillType(param.SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);
			_GCSkillToObjectOK1.setGrade(param.Grade);
		
			_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK2.setSkillType(param.SkillType);
			_GCSkillToObjectOK2.setDuration(0);
			_GCSkillToObjectOK2.setGrade(param.Grade);
			
			_GCSkillToObjectOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK3.setSkillType(param.SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);
			_GCSkillToObjectOK3.setGrade(param.Grade);
		
			_GCSkillToObjectOK4.setSkillType(param.SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK4.setGrade(param.Grade);

			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(param.SkillType);
			_GCSkillToObjectOK5.setGrade(param.Grade);
			
			_GCSkillToObjectOK6.setXY(X, Y);
			_GCSkillToObjectOK6.setSkillType(param.SkillType);
			_GCSkillToObjectOK6.setDuration(0);
			_GCSkillToObjectOK6.setGrade(param.Grade);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);
		
			Player* pTargetPlayer = NULL;
			if (pTargetCreature->isPC()) 
			{
				pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			} 
			else 
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pOusters);
			}

			list<Creature*> cList;
			cList.push_back(pOusters);
			cList.push_back(pTargetCreature);

			cList = pZone->broadcastSkillPacket(X, Y, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(X, Y,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pOustersSkillSlot->setRunTime(param.Delay);

			result.bSuccess = true;
		}
		else 
		{
			executeSkillFailNormal(pOusters, param.SkillType, pTargetCreature, param.Grade);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, param.SkillType, param.Grade);
	}


	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:SimpleMissileSkill.cpp

示例3: execute


//.........这里部分代码省略.........
				if (!rect.ptInRect(tileX, tileY)) continue;

				Tile& tile = pZone->getTile(tileX, tileY);
				Creature * pTargetCreature = NULL;
				if(tile.hasCreature(Creature::MOVE_MODE_WALKING)) pTargetCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);

				if(pTargetCreature != NULL)
				{
					if(pTargetCreature->isPC())
					{
						bool bHitRoll    = HitRoll::isSuccessMagic(pSlayer, pSkillInfo, pSkillSlot);
						bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_INVISIBILITY);

						if(bHitRoll && bEffected ) {
							// 주위에 GCAddXXX를 보내고, effect manager에서 effect를 삭제하고, GCRemoveEffect를 보낸다.
							addVisibleCreature(pZone, pTargetCreature, true);

							_GCSkillToTileOK2.setObjectID(pSlayer->getObjectID());
							_GCSkillToTileOK2.setSkillType(SkillType);
							_GCSkillToTileOK2.setX(X);
							_GCSkillToTileOK2.setY(Y);
							_GCSkillToTileOK2.setRange(dir);
							_GCSkillToTileOK2.setDuration(0);

							Player * pTargetPlayer = pTargetCreature->getPlayer();
							Assert(pTargetPlayer != NULL);
							pTargetPlayer->sendPacket(&_GCSkillToTileOK2);

							cList.push_back(pTargetCreature);

							bHit = true;
						}

					}
				} // if(pTargetCreature!= NULL)
			}

			decreaseMana(pSlayer, RequiredMP, _GCSkillToTileOK1);

			SkillDomainType_t DomainType = pSkillInfo->getDomainType();
			// EXP UP!
			Exp_t Point = pSkillInfo->getPoint();

			if(bHit ) {
				shareAttrExp(pSlayer, Point, 1, 1, 8, _GCSkillToTileOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1);
				increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToTileOK1);
				
			}
			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setRange(dir);
			_GCSkillToTileOK1.setDuration(0);
		
			_GCSkillToTileOK3.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);

			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(0);
			_GCSkillToTileOK4.setRange(dir);
		
			_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(dir);
			_GCSkillToTileOK5.setDuration(0);
	
			// Send Packet
			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pSlayer);

			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);

			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			pZone->broadcastPacket(X , Y ,  &_GCSkillToTileOK4 , cList);

			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:101,代码来源:Visible.cpp

示例4: execute


//.........这里部分代码省略.........
			{
				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)
			{
				pEffectSeduction->setDeadline(0);
				pTargetCreature->removeFlag(Effect::EFFECT_CLASS_SEDUCTION);
				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_SEDUCTION);
			}
			// by sigi. 2002.12.3
//			if (bHallucination)
//			{
//				pEffectHallucination->setDeadline(0);
//				pTargetCreature->removeFlag(Effect::EFFECT_CLASS_HALLUCINATION);
//				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_HALLUCINATION);
//			}
			if (bDeath)
			{
				pEffectDeath->setDeadline(0);
				pTargetCreature->removeFlag(Effect::EFFECT_CLASS_DEATH);
				gcRemoveEffect.addEffectList(Effect::EFFECT_CLASS_DEATH);
			}

			// 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 만들어 보낸다.
			ZoneCoord_t myX     = pSlayer->getX();
			ZoneCoord_t myY     = pSlayer->getY();
			ZoneCoord_t targetX = pTargetCreature->getX();
			ZoneCoord_t targetY = pTargetCreature->getY();

			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);

			_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration (0);

			_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);

			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);

			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration (0);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
			}

			pZone->broadcastPacket(targetX, targetY, &gcRemoveEffect);

			list< Creature*> cList;
			cList.push_back(pSlayer);
			cList.push_back(pTargetCreature);

			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5 , cList);

			pZone->broadcastPacket(myX, myY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);
		}
	} 
	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:101,代码来源:RemoveCurse.cpp

示例5: execute


//.........这里部分代码省略.........
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setRange(Dir);

			_GCSkillToTileOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(Dir);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, BLOODY_WALL_SIGHT);

			_GCSkillToTileOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);

			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setRange(Dir);
			_GCSkillToTileOK4.setDuration(output.Duration);

			_GCSkillToTileOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(Dir);
			_GCSkillToTileOK5.setDuration(output.Duration);

			_GCSkillToTileOK6.setOrgXY(myX, myY);
			_GCSkillToTileOK6.setSkillType(SkillType);
			_GCSkillToTileOK6.setX(X);
			_GCSkillToTileOK6.setY(Y);
			_GCSkillToTileOK6.setDuration(output.Duration);
			_GCSkillToTileOK6.setRange(Dir);
			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, BLOODY_WALL_SIGHT);

			for(list<Creature*>::const_iterator itr = cList.begin(); itr != cList.end(); itr++)
			{
				Creature* pTargetCreature = *itr;
				if (canSee(pTargetCreature, pVampire)) pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				else pTargetCreature->getPlayer()->sendPacket(&_GCSkillToTileOK6);
			}

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			cList.push_back(pVampire);

			list<Creature*> watcherList = pZone->getWatcherList(myX, myY, pVampire);

			// watcherList에서 cList에 속하지 않고, caster(pVampire)를 볼 수 없는 경우는
			// OK4를 보내고.. cList에 추가한다.
			for(list<Creature*>::const_iterator itr = watcherList.begin(); itr != watcherList.end(); itr++)
			{
				bool bBelong = false;
				for(list<Creature*>::const_iterator tItr = cList.begin(); tItr != cList.end(); tItr++)
					if (*itr == *tItr)
						bBelong = true;

				Creature* pWatcher = (*itr);
				if (bBelong == false && canSee(pWatcher, pVampire) == false)
				{
					//Assert(pWatcher->isPC());	// 당연 PC다.. Zone::getWatcherList는 PC만 return한다
					if (!pWatcher->isPC())
					{
						//cout << "BloodyWall : 왓처 리스트가 PC가 아닙니다." << endl;
						GCSkillFailed1 _GCSkillFailed1;
						_GCSkillFailed1.setSkillType(getSkillType());
						pVampire->getPlayer()->sendPacket(&_GCSkillFailed1);

						//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
						return;
					}
					pWatcher->getPlayer()->sendPacket(&_GCSkillToTileOK4);
					cList.push_back(*itr);
				}
			}
					
			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList, false);
			
			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			
			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

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

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

	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:BloodyWall.cpp

示例6: execute


//.........这里部分代码省略.........
		SkillInput input(pOusters, pSkillSlot);
		SkillOutput output;
		computeOutput(input, output);

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP() + pSkillSlot->getExpLevel()/2;
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll	 = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pSkillSlot);
		bool bEffected   = pTargetCreature->isFlag(Effect::EFFECT_CLASS_GROUND_BLESS);
		bool bSatisfyRequire = pOusters->satisfySkillRequire(pSkillInfo);

		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();
		ZoneCoord_t myX     = pOusters->getX();
		ZoneCoord_t myY     = pOusters->getY();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && !bEffected && bSatisfyRequire)
		{
			decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);

        	bool bCanSeeCaster = canSee(pTargetCreature, pOusters);

			// 이펙트 오브젝트를 생성해 붙인다.
			EffectGroundBless* pEffect = new EffectGroundBless(pTargetCreature);
			pEffect->setDeadline(output.Duration);
			pEffect->setBonus(output.Damage);
			pTargetCreature->addEffect(pEffect);
			pTargetCreature->setFlag(Effect::EFFECT_CLASS_GROUND_BLESS);

			Ousters* pTargetOusters = dynamic_cast<Ousters*>(pTargetCreature);
			if (pTargetOusters != NULL ) pTargetOusters->initAllStatAndSend();
							
			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(output.Duration);
		
			_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(output.Duration);
		
			_GCSkillToObjectOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY (targetX, targetY);
			
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK4.setDuration(output.Duration);
			
			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration(output.Duration);
			
			_GCSkillToObjectOK6.setXY(myX, myY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(output.Duration);

			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pOusters);
			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);

			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);
			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			Player* pTargetPlayer = pTargetCreature->getPlayer();

			if (pTargetPlayer != NULL )
			{
				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			}

			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(TargetObjectID);
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_GROUND_BLESS);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);
			
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

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

	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:GroundBless.cpp

示例7: execute


//.........这里部分代码省略.........
				pTargetSlayer->initAllStat();
				pTargetSlayer->addModifyInfo(prev, _GCSkillToObjectOK2);
			} 
			else if (pTargetCreature->isVampire()) 
			{
				Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature);
				VAMPIRE_RECORD prev;
				pTargetVampire->getVampireRecord(prev);
				pTargetVampire->initAllStat();
				pTargetVampire->addModifyInfo(prev, _GCSkillToObjectOK2);
			} 
			else if (pTargetCreature->isMonster())
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->initAllStat();
			}
			else Assert(false);
*/
			// 이펙트가 붙었다는 것을 브로드캐스팅해준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pTargetCreature->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_PARALYZE);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);

			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(output.Duration);
			
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(output.Duration);
											
			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);
															
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);

			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setDuration(output.Duration);

			_GCSkillToObjectOK6.setXY(vampX, vampY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(output.Duration);

			if (bCanSeeCaster) // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			}
			else // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
			}

			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC())
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);

				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			}
			else
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->addEnemy(pVampire);
			}

			list<Creature*> cList;
			cList.push_back(pVampire);
			cList.push_back(pTargetCreature);

			cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList);

			pZone->broadcastPacket(vampX, vampY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

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

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

	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:Paralyze.cpp

示例8: execute


//.........这里部分代码省略.........
		ZoneCoord_t vampY   = pMonster->getY();
		ZoneCoord_t targetX = pEnemy->getX();
		ZoneCoord_t targetY = pEnemy->getY();

		if (bRangeCheck && bHitRoll && !bEffected)
		{
			bool bCanSeeCaster = canSee(pEnemy, pMonster);

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

			Damage_t Damage = computeMagicDamage(pEnemy, output.Damage, SkillType);

			// 이펙트 오브젝트를 생성해서 붙인다.
			EffectDarkBluePoison* pEffectDarkBluePoison = new EffectDarkBluePoison(pEnemy);
			pEffectDarkBluePoison->setDamage(Damage);
			pEffectDarkBluePoison->setLevel(pSkillInfo->getLevel()/2);
			pEffectDarkBluePoison->setDeadline(output.Duration);
			pEffectDarkBluePoison->setTick(output.Tick);
			pEffectDarkBluePoison->setNextTime(0);
			pEnemy->addEffect(pEffectDarkBluePoison);
			pEnemy->setFlag(Effect::EFFECT_CLASS_DARKBLUE_POISON);

			// 이펙트가 붙었으니, 붙었다고 브로드캐스팅해준다.
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(pEnemy->getObjectID());
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_DARKBLUE_POISON);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);

			if (bCanSeeCaster)
			{
				decreaseDurability(pMonster, pEnemy, pSkillInfo, NULL, &_GCSkillToObjectOK2);
			}
			else
			{
				decreaseDurability(pMonster, pEnemy, pSkillInfo, NULL, &_GCSkillToObjectOK6);
			}

			_GCSkillToObjectOK2.setObjectID(pMonster->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(output.Duration);
											
			_GCSkillToObjectOK3.setObjectID(pMonster->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);
															
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(pEnemy->getObjectID());

			_GCSkillToObjectOK5.setObjectID(pMonster->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(pEnemy->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setDuration(output.Duration);

			_GCSkillToObjectOK6.setXY(vampX, vampY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(output.Duration);

			if (pEnemy->isPC())
			{
				Player* pTargetPlayer = pEnemy->getPlayer();
				if (pTargetPlayer == NULL)
				{
					//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
					return;
				}
				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			}
			else
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pEnemy);
				pTargetMonster->addEnemy(pMonster);
			}

			list<Creature*> cList;
			cList.push_back(pMonster);
			cList.push_back(pEnemy);

			cList = pZone->broadcastSkillPacket(vampX, vampY, targetX, targetY, &_GCSkillToObjectOK5, cList);

			pZone->broadcastPacket(vampX, vampY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);
		} 
		else
		{
			executeSkillFailNormal(pMonster, getSkillType(), pEnemy);
		}
	} 
	catch(Throwable & t) 
	{
		executeSkillFailException(pMonster, getSkillType());
	}

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

	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:DarkBluePoison.cpp

示例9: execute


//.........这里部分代码省略.........
					else if(pTargetCreature->isMonster())
					{
						if(pTempEffect->affectCreature(pTargetCreature, false) == true)
						{
							//cout << "EnergyDrop to Monster Success" << endl;
							bHit = true;

							if (maxEnemyLevel < pTargetCreature->getLevel() ) maxEnemyLevel = pTargetCreature->getLevel();
							EnemyNum++;

							Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
							pMonster->addEnemy(pSlayer);

							// 마지막 때린 애가 슬레이어라고 설정한다. by sigi. 2002.6.21
							pMonster->setLastHitCreatureClass(Creature::CREATURE_CLASS_SLAYER);
						}
						else
						{
							//cout << "EnergyDrop to Monster Falis" << endl;
						}

					}
				} // if(pTargetCreature!= NULL)
			}

			if(bHit)
			{
				//cout << "Skill Succesfully Attacked(" << output.Damage << ")" << endl;
				shareAttrExp(pSlayer, output.Damage, 1, 1, 8, _GCSkillToTileOK1);
				increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToTileOK1, maxEnemyLevel, EnemyNum);
				increaseSkillExp(pSlayer, DomainType, pSkillSlot, pSkillInfo, _GCSkillToTileOK1);
			}

			// 기술을 사용한 사람들에게
			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setRange(Range);
		
			// 기술을 쓴 사람만 볼 수 있는 사람들에게
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);
			//_GCSkillToTileOK3.setDuration(output.Duration);
			//_GCSkillToTileOK3.setRange(Range);

			// 기술을 당한 사람만 볼 수 있는 사람들에게
			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(output.Duration);
			_GCSkillToTileOK4.setRange(Range);

			//기술을 쓴 사람과 당한 사람을 모두 볼 수 있는 사람들에게
			_GCSkillToTileOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setRange(Range);
	
			// 기술을 사용한 사람에게 packet 전달
			pPlayer->sendPacket(&_GCSkillToTileOK1);

			// 기술을 쓸 사람과 당한 사람을 모두 볼 수 있는 사람들에게 broadcasing
			// broadcasting후 5번OK를 받은 사람을 기록한다.
			// 여기에 기록된 사람은 차후 broadcasting에서 제외된다.
			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);
			
			// 기술을 쓴 사람을 볼 수 있는 사람들에게 broadcasting
			pZone->broadcastPacket(myX, myY, &_GCSkillToTileOK3, cList);

			// 기술을 당한 사람을 볼 수 있는 사람들에게 broadcasting
			pZone->broadcastPacket(X, Y, &_GCSkillToTileOK4, cList);

			// 기술 delay setting
			pSkillSlot->setRunTime(output.Delay);

		}
		else
		{
			executeSkillFailNormal(pSlayer, getSkillType(), NULL);
		}

		SAFE_DELETE(pEffect);
		SAFE_DELETE(pEffect2);
	}
	catch(Throwable& t)
	{
		SAFE_DELETE(pEffect);
		SAFE_DELETE(pEffect2);
		executeSkillFailException(pSlayer, getSkillType());
	}

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

	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:EnergyDrop.cpp

示例10: execute


//.........这里部分代码省略.........
			{
				Slayer* pSlayer = dynamic_cast<Slayer*>(pTargetCreature);
				pSlayer->setHP(0);
			}
			else if (pTargetCreature->isVampire() )
			{
				Vampire* pTargetVampire = dynamic_cast<Vampire*>(pTargetCreature);
				pTargetVampire->setHP(0);
			}
			else if (pTargetCreature->isOusters() )
			{
				Ousters* pOusters = dynamic_cast<Ousters*>(pTargetCreature);
				pOusters->setHP(0);
			}
			else if (pTargetCreature->isMonster() )
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				HP_t decreaseHP = pMonster->getHP();
				pMonster->setHP(0);

				increaseFame(pVampire, decreaseHP);
				_GCSkillToObjectOK1.addLongData(MODIFY_FAME, pVampire->getFame());
			}
			else Assert(false);

			affectKillCount(pVampire, pTargetCreature);

			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
		
			_GCSkillToObjectOK2.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
		
			_GCSkillToObjectOK3.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY (targetX, targetY);
			
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			
			_GCSkillToObjectOK5.setObjectID(pVampire->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			
			_GCSkillToObjectOK6.setXY(myX, myY);
			_GCSkillToObjectOK6.setSkillType(SkillType);

			if (bCanSeeCaster) // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
			}
			else // 10은 땜빵 수치다.
			{
				computeAlignmentChange(pTargetCreature, 10, pVampire, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
			}
								
			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pVampire);
			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);

			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);
			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);

			// Send Packet
			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				if (pTargetPlayer == NULL)
				{
					//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " end " << endl;
					return;
				}

				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			}
			else if (pTargetCreature->isMonster())
			{
				Monster* pTargetMonster = dynamic_cast<Monster*>(pTargetCreature);
				pTargetMonster->addEnemy(pVampire);
			}
		} 
		else 
		{
			executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pVampire, getSkillType());
	}

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

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

示例11: execute


//.........这里部分代码省略.........
				
				// 같은 이펙트가 이미 존재한다면 삭제한다.
				Effect* pOldEffect = tile.getEffect(Effect::EFFECT_CLASS_PROMINENCE);
				if (pOldEffect != NULL)
				{
					ObjectID_t effectID = pOldEffect->getObjectID();
					pZone->deleteEffect(effectID);
				}

				checkMine(pZone, oX, oY);
				
				// 이펙트 오브젝트를 생성한다.
				EffectProminence* pEffect = new EffectProminence(pZone, oX, oY);
				pEffect->setUserObjectID(pOusters->getObjectID());
				pEffect->setDeadline(output.Duration);
				pEffect->setNextTime(0);
				pEffect->setTick(output.Tick);

				pEffect->setDamage(output.Damage);
				pEffect->setLevel(pOustersSkillSlot->getExpLevel());

				if (Grade > 0 )
				{
					if (Grade == 1 ) pEffect->setSendEffectClass(Effect::EFFECT_CLASS_PROMINENCE_2);
					else pEffect->setSendEffectClass(Effect::EFFECT_CLASS_PROMINENCE_3);
				}

				// 타일에 붙은 이펙트는 OID를 받아야 한다.
				ObjectRegistry & objectregister = pZone->getObjectRegistry();
				objectregister.registerObject(pEffect);
			
				// 존 및 타일에다가 이펙트를 추가한다.
				pZone->addEffect(pEffect);	
				tile.addEffect(pEffect);

				GCAddEffectToTile gcAddEffect;
				gcAddEffect.setXY(oX, oY);
				gcAddEffect.setEffectID(pEffect->getSendEffectClass());
				gcAddEffect.setObjectID(pEffect->getObjectID());
				gcAddEffect.setDuration(output.Duration);

				pZone->broadcastPacket(oX, oY, &gcAddEffect, pOusters);
			}

			ZoneCoord_t myX = pOusters->getX();
			ZoneCoord_t myY = pOusters->getY();

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setGrade(Grade);
		
			_GCSkillToTileOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);
			_GCSkillToTileOK3.setGrade(Grade);
			
			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setDuration(output.Duration);
			_GCSkillToTileOK4.setGrade(Grade);
		
			_GCSkillToTileOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setGrade(Grade);

			pPlayer->sendPacket(&_GCSkillToTileOK1);
		
			list<Creature*> cList;
			cList.push_back(pOusters);

			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList);

			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);
			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

			pOustersSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), NULL, Grade);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType(), Grade);
		//cout << t.toString() << endl;
	}

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

	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:Prominence.cpp

示例12: execute


//.........这里部分代码省略.........
					knockbackCreature(pZone, pTargetCreature, pSlayer->getX(), pSlayer->getY());
				}

				if (!pTargetCreature->isSlayer())
				{
					if (bIncreaseDomainExp )
					{
						shareAttrExp(pSlayer, Damage, 8, 1, 1, _GCSkillToObjectOK1);
						increaseDomainExp(pSlayer, DomainType, pSkillInfo->getPoint(), _GCSkillToObjectOK1, pTargetCreature->getLevel());
						increaseSkillExp(pSlayer, DomainType,  pSkillSlot, pSkillInfo, _GCSkillToObjectOK1);
					}
					increaseAlignment(pSlayer, pTargetCreature, _GCSkillToObjectOK1);
				}

/*				if (!pTargetCreature->isFlag(Effect::EFFECT_CLASS_DECREASE_HP ) )
				{
					EffectDecreaseHP* pEffect = new EffectDecreaseHP(pTargetCreature);
					pEffect->setPoint(BasicDamage + output.Damage);
					pEffect->setUserObjectID(pSlayer->getObjectID());
					pEffect->setDeadline(10);

					pTargetCreature->setFlag(Effect::EFFECT_CLASS_DECREASE_HP);
					pTargetCreature->addEffect(pEffect);
				}*/

				EffectBlazeWalk* pEffect = new EffectBlazeWalk(pTargetCreature);
				pEffect->setPoint(BasicDamage + output.Damage);
				pEffect->setUserObjectID(pSlayer->getObjectID());
				pEffect->setAttackNum(1);
				pEffect->setNextTime(10);
				pEffect->setSkillType(SKILL_BLITZ_SLIDING);
				pTargetCreature->setFlag(Effect::EFFECT_CLASS_BLAZE_WALK);
				pTargetCreature->addEffect(pEffect);

				// 패킷을 준비하고 보낸다.
				_GCSkillToObjectOK1.setSkillType(SkillType);
				_GCSkillToObjectOK1.setCEffectID(CEffectID);
				_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
				_GCSkillToObjectOK1.setDuration(0);

				_GCSkillToObjectOK2.setObjectID(pSlayer->getObjectID());
				_GCSkillToObjectOK2.setSkillType(SkillType);
				_GCSkillToObjectOK2.setDuration(0);

				_GCSkillToObjectOK3.setObjectID(pSlayer->getObjectID());
				_GCSkillToObjectOK3.setSkillType(getSkillType());
				_GCSkillToObjectOK3.setTargetXY(pTargetCreature->getX(), pTargetCreature->getY());
			
				_GCSkillToObjectOK4.setSkillType(getSkillType());
				_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);

				_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
				_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
				_GCSkillToObjectOK5.setSkillType(getSkillType());
				_GCSkillToObjectOK5.setDuration(0);
				
				pPlayer->sendPacket(&_GCSkillToObjectOK1);

				if (pTargetCreature->isPC()) 
				{
					Player* pTargetPlayer = pTargetCreature->getPlayer();
					Assert(pTargetPlayer != NULL);
					pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				} 
				else 
				{
					Monster * pMonster = dynamic_cast<Monster*>(pTargetCreature);
					pMonster->addEnemy(pSlayer);
				}

				list<Creature*> cList;
				cList.push_back(pSlayer);
				cList.push_back(pTargetCreature);

				cList = pZone->broadcastSkillPacket(pSlayer->getX(), pSlayer->getY(), pTargetCreature->getX(), pTargetCreature->getY(), &_GCSkillToObjectOK5, cList);
				
				pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(),  &_GCSkillToObjectOK3 , cList);
				pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(),  &_GCSkillToObjectOK4 , cList);

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

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

	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:BlitzSliding.cpp

示例13: execute


//.........这里部分代码省略.........
			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);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK4.setDuration(0);
			
			_GCSkillToObjectOK5.setObjectID(pSlayer->getObjectID());
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setTargetObjectID (TargetObjectID);
			_GCSkillToObjectOK5.setDuration(0);

			list<Creature *> cList;
			cList.push_back(pTargetCreature);
			cList.push_back(pSlayer);
			cList = pZone->broadcastSkillPacket(myX, myY, targetX, targetY, &_GCSkillToObjectOK5, cList);
			pZone->broadcastPacket(myX, myY, &_GCSkillToObjectOK3, cList);
			pZone->broadcastPacket(targetX, targetY, &_GCSkillToObjectOK4, cList);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);

			if (pTargetCreature->isPC()) 
			{
				Player* pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
			} 
			else 
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pSlayer);
			}
		
			GCAddEffect gcAddEffect;
			gcAddEffect.setObjectID(TargetObjectID);
			gcAddEffect.setEffectID(Effect::EFFECT_CLASS_FLARE);
			gcAddEffect.setDuration(output.Duration);
			pZone->broadcastPacket(targetX, targetY, &gcAddEffect);
			
			pSkillSlot->setRunTime(output.Delay);
		} 
		else 
		{
			executeSkillFailNormal(pSlayer, getSkillType(), pTargetCreature);
		}
	} 
	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:101,代码来源:Flare.cpp

示例14: execute


//.........这里部分代码省略.........
					
					Creature* pTargetCreature = NULL;
					if (rTile.hasCreature(Creature::MOVE_MODE_WALKING))
						pTargetCreature = rTile.getCreature(Creature::MOVE_MODE_WALKING);

					GCDeleteEffectFromTile gcDeleteEffectFromTile;
					gcDeleteEffectFromTile.setXY(ox, oy);
					gcDeleteEffectFromTile.setObjectID(pEffect->getObjectID());
					gcDeleteEffectFromTile.setEffectID(Effect::EFFECT_CLASS_DARKNESS);
					pZone->broadcastPacket(ox, oy, &gcDeleteEffectFromTile);

					if (pTargetCreature != NULL && pTargetCreature->isPC() && pTargetCreature->getObjectID() != pOusters->getObjectID() )
						cList.push_back(pTargetCreature);
				}
			}

			_GCSkillToTileOK1.setSkillType(SkillType);
			_GCSkillToTileOK1.setCEffectID(CEffectID);
			_GCSkillToTileOK1.setX(X);
			_GCSkillToTileOK1.setY(Y);
			_GCSkillToTileOK1.setDuration(output.Duration);
			_GCSkillToTileOK1.setRange(0);
			_GCSkillToTileOK1.setGrade(Grade);

			_GCSkillToTileOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK2.setSkillType(SkillType);
			_GCSkillToTileOK2.setX(X);
			_GCSkillToTileOK2.setY(Y);
			_GCSkillToTileOK2.setDuration(output.Duration);
			_GCSkillToTileOK2.setRange(0);
			//_GCSkillToTileOK2.addShortData(MODIFY_VISION, ICE_FIELD_SIGHT);
			_GCSkillToTileOK2.setGrade(Grade);

			_GCSkillToTileOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK3.setSkillType(SkillType);
			_GCSkillToTileOK3.setX(X);
			_GCSkillToTileOK3.setY(Y);
			_GCSkillToTileOK3.setGrade(Grade);

			_GCSkillToTileOK4.setSkillType(SkillType);
			_GCSkillToTileOK4.setX(X);
			_GCSkillToTileOK4.setY(Y);
			_GCSkillToTileOK4.setRange(0);
			_GCSkillToTileOK4.setDuration(output.Duration);
			_GCSkillToTileOK4.setGrade(Grade);

			_GCSkillToTileOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToTileOK5.setSkillType(SkillType);
			_GCSkillToTileOK5.setX(X);
			_GCSkillToTileOK5.setY(Y);
			_GCSkillToTileOK5.setRange(0);
			_GCSkillToTileOK5.setDuration(output.Duration);
			_GCSkillToTileOK5.setGrade(Grade);

			_GCSkillToTileOK6.setOrgXY(myX, myY);
			_GCSkillToTileOK6.setSkillType(SkillType);
			_GCSkillToTileOK6.setX(X);
			_GCSkillToTileOK6.setY(Y);
			_GCSkillToTileOK6.setDuration(output.Duration);
			_GCSkillToTileOK6.setRange(0);
			//_GCSkillToTileOK6.addShortData(MODIFY_VISION, ICE_FIELD_SIGHT);
			_GCSkillToTileOK6.setGrade(Grade);

			pPlayer->sendPacket(&_GCSkillToTileOK1);

			list<Creature*>::iterator itr = cList.begin();
			list<Creature*>::iterator endItr = cList.end();

			for (; itr != endItr ; ++itr )
			{
				if ((*itr)->isPC() )
				{
					(*itr)->getPlayer()->sendPacket(&_GCSkillToTileOK2);
				}
			}

			cList.push_back(pOusters);

			cList = pZone->broadcastSkillPacket(myX, myY, X, Y, &_GCSkillToTileOK5, cList, false);
			
			pZone->broadcastPacket(myX, myY,  &_GCSkillToTileOK3 , cList);

			pZone->broadcastPacket(X, Y,  &_GCSkillToTileOK4 , cList);

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

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

	__END_CATCH
}
开发者ID:jun199004,项目名称:server,代码行数:101,代码来源:RefusalEther.cpp

示例15: execute


//.........这里部分代码省略.........

			EffectMagnumSpear* pEffect = new EffectMagnumSpear(pTargetCreature);
			pEffect->setDamage(computeOustersMagicDamage(pOusters, pTargetCreature, Damage, SKILL_MAGNUM_SPEAR ));

			int spearNum = 2;

			if (pOustersSkillSlot->getExpLevel() <= 15 )
				spearNum = 2;
			else if (pOustersSkillSlot->getExpLevel() < 30 )
				spearNum = 4;
			else if (pOustersSkillSlot->getExpLevel() == 30 )
				spearNum = 6;

			int Grade = spearNum/2 - 1;

			if (pMastery != NULL ) 
			{
				spearNum = 1;
				Grade = 4;
				output.Delay = 20;
			}

			pEffect->setTimes(spearNum);
			pEffect->setTick(5);
			pEffect->setNextTime(5);
			pEffect->setCasterOID(pOusters->getObjectID());

			pTargetCreature->addEffect(pEffect);
			pTargetCreature->setFlag(pEffect->getEffectClass());

			_GCSkillToObjectOK1.setSkillType(SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);
			_GCSkillToObjectOK1.setGrade(Grade);
		
			_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK2.setSkillType(SkillType);
			_GCSkillToObjectOK2.setDuration(0);
			_GCSkillToObjectOK2.setGrade(Grade);
			
			_GCSkillToObjectOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK3.setSkillType(SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);
			_GCSkillToObjectOK3.setGrade(Grade);
		
			_GCSkillToObjectOK4.setSkillType(SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK4.setGrade(Grade);

			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(SkillType);
			_GCSkillToObjectOK5.setGrade(Grade);
			
			_GCSkillToObjectOK6.setXY(oustX, oustY);
			_GCSkillToObjectOK6.setSkillType(SkillType);
			_GCSkillToObjectOK6.setDuration(0);
			_GCSkillToObjectOK6.setGrade(Grade);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);
		
			Player* pTargetPlayer = NULL;
			if (pTargetCreature->isPC()) 
			{
				pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			} 
			else 
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pOusters);
			}

			list<Creature*> cList;
			cList.push_back(pOusters);
			cList.push_back(pTargetCreature);

			cList = pZone->broadcastSkillPacket(oustX, oustY, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(oustX, oustY,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pOustersSkillSlot->setRunTime(output.Delay);

		}
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

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


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