Example #1
0
bool CGameSocket::SetUid(float x, float z, int id, int speed)
{
	int x1 = (int)x / TILE_SIZE;
	int z1 = (int)z / TILE_SIZE;
	int nRX = (int)x / VIEW_DIST;
	int nRZ = (int)z / VIEW_DIST;

	CUser* pUser = g_pMain->GetUserPtr(id);
	if(pUser == nullptr) 
	{
		TRACE("#### User등록 실패 sid = %d ####\n", id);
		return false;
	}

	MAP* pMap = pUser->GetMap();
	if (pMap == nullptr)
	{
		TRACE("#### User not in valid zone, sid = %d ####\n", id);
		return false;
	}
	
	if(x1 < 0 || z1 < 0 || x1 >= pMap->GetMapSize() || z1 >= pMap->GetMapSize())
	{
		TRACE("#### GameSocket ,, SetUid Fail : [nid=%d, name=%s], x1=%d, z1=%d #####\n", id, pUser->GetName().c_str(), x1, z1);
		return false;
	}
	if(nRX > pMap->GetXRegionMax() || nRZ > pMap->GetZRegionMax())
	{
		TRACE("#### GameSocket , SetUid Fail : [nid=%d, name=%s], nRX=%d, nRZ=%d #####\n", id, pUser->GetName().c_str(), nRX, nRZ);
		return false;
	}

	// if(pMap->m_pMap[x1][z1].m_sEvent == 0) return false;

	if (pUser != nullptr)
	{
		if (pUser->m_bLive == AI_USER_DEAD || pUser->m_sHP <= 0)
			return false;
		
		///// attack ~ 
		if( speed != 0 )	{
			pUser->m_curx = pUser->m_fWill_x;
			pUser->m_curz = pUser->m_fWill_z;
			pUser->m_fWill_x = x;
			pUser->m_fWill_z = z;
		}
		else	{
			pUser->m_curx = pUser->m_fWill_x = x;
			pUser->m_curz = pUser->m_fWill_z = z;
		}
		/////~ attack 

		if(pUser->m_sRegionX != nRX || pUser->m_sRegionZ != nRZ)
		{
			pMap->RegionUserRemove(pUser->m_sRegionX, pUser->m_sRegionZ, id);
			pUser->m_sRegionX = nRX;		pUser->m_sRegionZ = nRZ;
			pMap->RegionUserAdd(pUser->m_sRegionX, pUser->m_sRegionZ, id);
		}
	}

	// dungeon work
	int room = pMap->IsRoomCheck( x, z );

	return true;
}
BOOL CGameSocket::SetUid(float x, float z, int id, int speed)
{
	int x1 = (int)x / TILE_SIZE;
	int z1 = (int)z / TILE_SIZE;
	int nRX = (int)x / VIEW_DIST;
	int nRZ = (int)z / VIEW_DIST;

	CUser* pUser = m_pMain->GetUserPtr(id);
	if(pUser == NULL) 
	{
		TRACE("#### User등록 실패 sid = %d ####\n", id);
		return FALSE;
	}

	MAP* pMap = pUser->GetMap();
	if (pMap == NULL)
	{
		TRACE("#### User not in valid zone, sid = %d ####\n", id);
		return FALSE;
	}
	
	if(x1 < 0 || z1 < 0 || x1 > pMap->m_sizeMap.cx || z1 > pMap->m_sizeMap.cy)
	{
		TRACE("#### GameSocket ,, SetUid Fail : [nid=%d, name=%s], x1=%d, z1=%d #####\n", id, pUser->m_strUserID, x1, z1);
		return FALSE;
	}
	if(nRX > pMap->GetXRegionMax() || nRZ > pMap->GetZRegionMax())
	{
		TRACE("#### GameSocket , SetUid Fail : [nid=%d, name=%s], nRX=%d, nRZ=%d #####\n", id, pUser->m_strUserID, nRX, nRZ);
		return FALSE;
	}
	// map 이동이 불가능이면 User등록 실패..
	// if(pMap->m_pMap[x1][z1].m_sEvent == 0) return FALSE;

	if(pUser != NULL)
	{
		if(pUser->m_bLive == USER_DEAD || pUser->m_sHP <= 0)
		{
			if(pUser->m_sHP > 0)
			{
				pUser->m_bLive = USER_LIVE;
				TRACE("##### CGameSocket-SetUid Fail : User가 Heal된 경우.. [id=%s, bLive=%d, hp=%d] ######\n", pUser->m_strUserID, pUser->m_bLive, pUser->m_sHP);
			}
			else
			{
				TRACE("##### CGameSocket-SetUid Fail : UserDead  [id=%s, bLive=%d, hp=%d] ######\n", pUser->m_strUserID, pUser->m_bLive, pUser->m_sHP);
				//Send_UserError(id);
				return FALSE;
			}
		}
		
		///// attack ~ 
		if( speed != 0 )	{
			pUser->m_curx = pUser->m_fWill_x;
			pUser->m_curz = pUser->m_fWill_z;
			pUser->m_fWill_x = x;
			pUser->m_fWill_z = z;
		}
		else	{
			pUser->m_curx = pUser->m_fWill_x = x;
			pUser->m_curz = pUser->m_fWill_z = z;
		}
		/////~ attack 

		//TRACE("GameSocket : SetUid()--> uid = %d, x=%f, z=%f \n", id, x, z);
		if(pUser->m_sRegionX != nRX || pUser->m_sRegionZ != nRZ)
		{
			//TRACE("*** SetUid()-> User(%s, %d)를 Region에 삭제,, zone=%d, index=%d, region_x=%d, y=%d\n", pUser->m_strUserID, pUser->m_iUserId, pUser->m_curZone, pUser->m_sZoneIndex, pUser->m_sRegionX, pUser->m_sRegionZ);
			pMap->RegionUserRemove(pUser->m_sRegionX, pUser->m_sRegionZ, id);
			pUser->m_sRegionX = nRX;		pUser->m_sRegionZ = nRZ;
			pMap->RegionUserAdd(pUser->m_sRegionX, pUser->m_sRegionZ, id);
			//TRACE("*** SetUid()-> User(%s, %d)를 Region에 등록,, zone=%d, index=%d, region_x=%d, y=%d\n", pUser->m_strUserID, pUser->m_iUserId, pUser->m_curZone, pUser->m_sZoneIndex, nRX, nRZ);
		}
	}

	// dungeon work
	// if( pUser->m_curZone == 던젼 ) 
	int room = pMap->IsRoomCheck( x, z );

	return TRUE;
}