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; }