void GTKWindow::DockCheck(void) { if (!m_bIsDockWindow) return; gdk_threads_enter(); Pos dock = GetFocusPos(); gdk_threads_leave(); if (dock.x == -1 && dock.y == -1) return; if (dock.x <= 0) dock.x = 1; if (dock.y <= 0) dock.y = 1; dock.x += m_oDockPos.x; dock.y += m_oDockPos.y; if (dock.x != lastDockPos.x || dock.y != lastDockPos.y) { if (dock.x > 0 && dock.y > 0) { gdk_threads_enter(); gdk_window_move(mainWindow->window, dock.x, dock.y); gdk_window_raise(mainWindow->window); gdk_threads_leave(); lastDockPos.x = dock.x; lastDockPos.y = dock.y; } } }
bool Player::Action_in(Game_Manager* gm_) { if(GetFocus()>0) //¹Ýµ¿ÀÌ ÁÙ¾îµë { UpDownFocus(-main_weapon->GetFocusCalm()); if(GetFocus()<0) SetFocus(0); } { //¿©±â¼ ¿¡ÀÓÀ» ¸ÂÃá°÷À̳ª ±ÙÁ¢ÇÑ ÀûÀÇ Åõ¸íÀ» ŽÁöÇÑ´Ù. for(list<Unit*>::iterator it = gm_->unit_list.begin();it != gm_->unit_list.end();it++) { if(!(*it)->isPlayer()) { if(distan_coord(GetPos(),(*it)->GetPos()) < 30.0f) //±ÙÁ¢Å½Áö : 30 (³ªÁß¿¡ º¯¼ö·Î °íħ. ´É·ÂÀ» À§Çؼ) { (*it)->Insight(gm_, this, true); } if(distan_coord(GetFocusPos(),(*it)->GetPos()) < 20.0f ) //¿¡ÀÓÀ¸·Î ÀûÀ» ŽÁöÇÏ´Â ¹üÀ§ : 20. (³ªÁß¿¡ º¯¼ö·Î °íħ. ´É·ÂÀ» À§Çؼ) { (*it)->Insight(gm_, this, false); } } } } for(list<Item*>::iterator it = gm_->item_list.begin();it != gm_->item_list.end();it++) //¾ÆÀÌÅÛÀ» Áݴ´Ù. { if((*it)->isValid() && (*it)->GetItemType() == IT_INSTANT) { if(collution((*it)->GetPos(), 10.0f)) { (*it)->Effect(gm_, this); (*it)->Erase(); } } } if(main_weapon) //ÇöÀç ÁÖ¾ÆÀÌÅÛÀÌ ÀÖ´Ù. main_weapon->Passive(gm_, this, (main_weapon == current_weapon));//¹ßÈֵǴ Æнúê È¿°ú if(sub_weapon[0])//ÇöÀç º¸Á¶¾ÆÀÌÅÛÀÌ ÀÖ´Ù. sub_weapon[0]->Passive(gm_, this, (sub_weapon[0] == current_weapon));//¹ßÈֵǴ Æнúê È¿°ú if(sub_weapon[1])//ÇöÀç º¸Á¶¾ÆÀÌÅÛÀÌ ÀÖ´Ù. sub_weapon[1]->Passive(gm_, this, (sub_weapon[1] == current_weapon));//¹ßÈֵǴ Æнúê È¿°ú if(melee_weapon) //ÇöÀç ±ÙÁ¢¾ÆÀÌÅÛÀÌ ÀÖ´Ù. melee_weapon->Passive(gm_, this, (melee_weapon == current_weapon));//¹ßÈֵǴ Æнúê È¿°ú for(vector<Ability*>::iterator it = abil_list.begin() ; it != abil_list.end() ; it++) //´É·ÂÀÌ »ç¿ëµÈ´Ù. { (*it)->Action(gm_, this); } if(temp_invisible_turn) { temp_invisible_turn--; if(temp_invisible_turn) SetInvisible(255); else SetInvisible(0); } //»óű׸®±â for(list<state_name>::iterator it = state_list.begin();it != state_list.end();) { if(it->turn>0) { it->turn--; it++; } else { list<state_name>::iterator temp = it; it++; state_list.erase(temp); } } if(speed_delay) speed_delay--; if(stamina_delay) //½ºÅ׹̳ª°¡ ȸº¹ÇÏÁö¾Ê´Â µô·¹ÀÌ stamina_delay--; else //½ºÅ׹̳ªÀÇ ÀÚ¿¬È¸º¹ { stamina+=1.0f; if(stamina > max_stamina) stamina = max_stamina; if(remain_ability && !ability_select) { Ability::GetAbility(this, select_ability_num); StartAbility(); } } CommonAction(gm_); //À¯´Ö °øÅëÀÇ Çൿµé return !isLive(); }