void CNpc::NpcInOut(BYTE Type, float fx, float fz, float fy) { int send_index = 0; char buff[1024]; memset( buff, 0x00, 1024 ); C3DMap *pMap = m_pMain->GetZoneByID(getZoneID()); if (pMap == NULL) return; m_pMap = pMap; if( Type == NPC_OUT ) { pMap->RegionNpcRemove( m_sRegion_X, m_sRegion_Z, m_sNid ); } else { pMap->RegionNpcAdd( m_sRegion_X, m_sRegion_Z, m_sNid ); m_fCurX = fx; m_fCurZ = fz; m_fCurY = fy; } SetByte( buff, WIZ_NPC_INOUT, send_index ); SetByte( buff, Type, send_index ); SetShort( buff, m_sNid, send_index ); if( Type == NPC_OUT ) { m_pMain->Send_Region(buff, send_index, GetMap(), m_sRegion_X, m_sRegion_Z); return; } GetNpcInfo(buff, send_index); m_pMain->Send_Region(buff, send_index, GetMap(), m_sRegion_X, m_sRegion_Z); }
void CNpc::RegisterRegion() { int iRegX = 0, iRegZ = 0, old_region_x = 0, old_region_z = 0; iRegX = (int)(m_fCurX / VIEW_DISTANCE); iRegZ = (int)(m_fCurZ / VIEW_DISTANCE); if (m_sRegion_X != iRegX || m_sRegion_Z != iRegZ) { C3DMap* pMap = GetMap(); if (pMap == NULL) return; old_region_x = m_sRegion_X; old_region_z = m_sRegion_Z; pMap->RegionNpcRemove(m_sRegion_X, m_sRegion_Z, m_sNid); m_sRegion_X = iRegX; m_sRegion_Z = iRegZ; pMap->RegionNpcAdd(m_sRegion_X, m_sRegion_Z, m_sNid); RemoveRegion( old_region_x - m_sRegion_X, old_region_z - m_sRegion_Z ); // delete npc 는 계산 방향이 진행방향의 반대... InsertRegion( m_sRegion_X - old_region_x, m_sRegion_Z - old_region_z ); // add npc 는 계산 방향이 진행방향... } }