Beispiel #1
0
	FOR_LINKMAP( GetWorld(), vPos, pObj, nRange, CObj::linkPlayer, GetLayer() )
	{
		if( pObj->GetType() == OT_MOVER )				// 대상이 무버일때만.
		{
			CMover *pTarget = (CMover *)pObj;
			if( pTarget->IsLive() && pAttacker != pTarget )
			{
				if( pObj->IsRangeObj( vPos, 1.0f ) )
				{
#if __VER >= 9	// __SKILL_0706
					int n = 0;
					if( bPVP && pAttacker->IsPVPTarget( pTarget ) )
						n	= pTarget->m_pActMover->SendDamage( AF_FORCE, pAttacker->GetId(), nDamagePVP, FALSE );	
					else if( bPVP && (m_bControl || pAttacker->IsGuildCombatTarget( pTarget )
								/*아레나 추가*/	|| pAttacker->IsArenaTarget( pTarget ) 
						) )
						n	= pTarget->m_pActMover->SendDamage( AF_FORCE, pAttacker->GetId(), nDamage, FALSE );	
#else	// __SKILL_0706
					int n	= pTarget->m_pActMover->SendDamage( AF_FORCE, pAttacker->GetId(), nDamage, FALSE );	
#endif	// __SKILL_0706
					if( n > 0 )
					{
						m_nLife ++;		// 부딪힐때마다 카운트 올라감
						if( m_nLife >= (int)( m_pAddSkillProp->dwSkillLvl / 2 ) )
							DestroyWall();

						// 뒤로 밀리기 처리.
						FLOAT fPushAngle = pTarget->GetAngle() + 180.0f;
						FLOAT fPower = 0.825f;
						AngleToVectorXZ( &pTarget->m_pActMover->m_vDeltaE, fPushAngle, fPower );
						g_UserMng.AddPushPower( pTarget, pTarget->GetPos(), pTarget->GetAngle(), fPushAngle, fPower );
					}
				}
			}
		}
	}
Beispiel #2
0
void CCreateMonster::ProcessRemoveMonster()
{
	if( m_mapCreateMonsterInfo.empty() )
		return;

	DWORD dwTick = GetTickCount();

	for( MAPINFO::iterator it=m_mapCreateMonsterInfo.begin(); it!=m_mapCreateMonsterInfo.end(); it++ )
	{
		CREATE_MONSTER_INFO* pCreateMonsterInfo = &it->second;
		if( dwTick >= pCreateMonsterInfo->dwEndTick )
		{
			CMover* pMover = prj.GetMover( it->first );
			if( IsValidObj( pMover ) )
			{
				if( pMover->IsLive() && !pMover->IsDelete() )
				{
					pCreateMonsterInfo->chState = 'R';
					pMover->Delete();
				}
			}
		}
	}
}
Beispiel #3
0
// 싸이킥 월
void CCommonCtrl::_ProcessWall( void )
{
	if( m_nCount == 0 )
	{
	#ifdef __CLIENT		
		m_pSfxModel = new CSfxModel;
		m_pSfxModel2 = new CSfxModel;
		m_pSfxModel->SetSfx( "sfx_sklpsypsychicwall02" );
		m_pSfxModel2->SetSfx( "sfx_sklpsypsychicwall04" );
	#endif
	}

	D3DXVECTOR3	vPos = GetPos();

#ifndef __CLIENT
	CObj* pObj;
	BOOL bApply;
#endif //__CLIENT

	int nRange = 4;
	// 일반적으로 fDepth가 가장 길기때문에 검사 영역은 fDepth로 했다. 
	float fDepth = 3;
	
	if( fDepth <= 4.0f )		nRange = 4;
	else if( fDepth <= 8.0f )	nRange = 8;
	else if( fDepth <= 16.0f )	nRange = 16;
	else						nRange = 32;

#ifdef __WORLDSERVER
	CMover *pAttacker = prj.GetMover( m_idAttacker );
	
	if( IsInvalidObj( pAttacker ) )		// 일단 어태커가 사라지면 컨트롤도 사라지게 하자.
	{
		DestroyWall();
		return;
	}
	int nMin = m_pAddSkillProp->dwAbilityMin + (pAttacker->GetLevel() + (pAttacker->GetInt() / 10) * (int)m_pAddSkillProp->dwSkillLvl);
	int nMax = m_pAddSkillProp->dwAbilityMax + (pAttacker->GetLevel() + (pAttacker->GetInt() / 10) * (int)m_pAddSkillProp->dwSkillLvl);
	int nDamage = xRandom( nMin, nMax );
#if __VER >= 9	// __SKILL_0706
	int nMinPVP	= m_pAddSkillProp->dwAbilityMinPVP + ( pAttacker->GetLevel() + ( pAttacker->GetInt() / 10 ) * (int)m_pAddSkillProp->dwSkillLvl );
	int nMaxPVP		= m_pAddSkillProp->dwAbilityMaxPVP + ( pAttacker->GetLevel() + ( pAttacker->GetInt() / 10 ) * (int)m_pAddSkillProp->dwSkillLvl );
	int nDamagePVP	= xRandom( nMinPVP, nMaxPVP );
#endif	// __SKILL_0706

	int nHitPoint = 0;
	int nTargetHP = 0;
	
	FOR_LINKMAP( GetWorld(), vPos, pObj, nRange, CObj::linkDynamic, GetLayer() )
	{
		bApply = FALSE;
		if( pObj->GetType() == OT_MOVER )				// 대상이 무버일때만.
		{
			CMover *pTarget = (CMover *)pObj;
			if( pTarget->IsPeaceful() == FALSE )		// NPC가 아닌경우만 적용
				bApply = TRUE;
#if __VER >= 8 //	#ifdef	__JHMA_VER_8_5_1			 // 8.5차 경비병 범위스킬 공격효과 불가로 수정 World
			if( pAttacker->IsPlayer() && pAttacker->IsChaotic() == FALSE && pTarget->GetProp()->dwClass == RANK_GUARD )
				bApply = FALSE;
#endif //			#endif // __JHMA_VER_8_5_1			 // 8.5차 경비병 범위스킬 공격효과 불가로 수정 World	
			if( bApply )
			{
				if( IsValidObj( pTarget ) && pTarget->IsLive() )
				{
					if( pObj->IsRangeObj( vPos, 1.0f ) )
					{
						if( IsValidObj(pAttacker) )
						{
							nTargetHP = pTarget->GetHitPoint();
							nHitPoint = nTargetHP - nDamage;
							if( nHitPoint > 0 )
							{
								pTarget->m_nHitPoint = nHitPoint;
								g_UserMng.AddDamage( pTarget, pAttacker->GetId(), nDamage, AF_GENERIC );
							}
							else
							{
								pAttacker->SubExperience( pTarget );		// pTarget를 죽이고 난후의 m_pAttacker 경험치 처리.
								pTarget->DropItemByDied( pAttacker );				// 몬스터였다면 아이템 드랍.
								pAttacker->m_nAtkCnt = 0;					// 타겟을 죽였으면 공격자의 어택카운트 클리어
								pTarget->DoDie( pAttacker );				// pTarget 죽어라. 
								pTarget->m_nHitPoint = 0;
							}
						}
						m_nLife ++;		// 부딪힐때마다 카운트 올라감
						if( m_nLife >= (int)(m_pAddSkillProp->dwSkillLvl / 2) )
							DestroyWall();
						
						// 뒤로 밀리기 처리.
#if __VER >= 10	// __AI_0711
						if( pTarget->IsRank( RANK_MIDBOSS ) == FALSE )
#endif	// __AI_0711
						{
							FLOAT fPushAngle = pTarget->GetAngle() + 180.0f;
							FLOAT fPower = 0.825f;
							AngleToVectorXZ( &pTarget->m_pActMover->m_vDeltaE, fPushAngle, fPower );
							g_UserMng.AddPushPower( pTarget, pTarget->GetPos(), pTarget->GetAngle(), fPushAngle, fPower );
						}
					}
				}
			}
		}
	}