void ZSurvival::UpdateNavMeshWeight(float fDelta) { // NavMesh 가중치 업데이트 if ((ZGetGame()->GetTime() - m_fLastWeightTime) >= 1.0f) { #ifdef _DEBUG unsigned long int nLastTime = timeGetTime(); #endif RNavigationMesh* pNavMesh = ZGetGame()->GetWorld()->GetBsp()->GetNavigationMesh(); if (pNavMesh != NULL) { pNavMesh->ClearAllNodeWeight(); ZNPCObjectMap* pNPCObjectMap = ZGetObjectManager()->GetNPCObjectMap(); for(ZNPCObjectMap::iterator i = pNPCObjectMap->begin();i!=pNPCObjectMap->end();i++) { ZObject* pNPCObject = i->second; RNavigationNode* pNode = pNavMesh->FindClosestNode(pNPCObject->GetPosition()); if (pNode) { float fWeight = pNode->GetWeight() + 1.0f; pNode->SetWeight(fWeight); } } } m_fLastWeightTime = ZGetGame()->GetTime(); } }
void ZBot::destroy_object_event(char *data, int size, int dummy) { destroy_object_packet *pi = (destroy_object_packet*) data; //good packet? if (size < sizeof(destroy_object_packet)) { return; } ZObject *obj = GetObjectFromID(pi->ref_id); if (!obj) { return; } //good packet (double check)? if (size != sizeof(destroy_object_packet) + (sizeof(fire_missile_info) * pi->fire_missile_amount)) { return; } obj->SetHealth(0, zmap); //obj->DoDeathEffect(); for (int i = 0; i < pi->fire_missile_amount; i++) { fire_missile_info missile_info; memcpy((char*) &missile_info, data + sizeof(destroy_object_packet) + (sizeof(fire_missile_info) * i), sizeof(fire_missile_info)); //obj->FireTurrentMissile(missile_info.missile_x, missile_info.missile_y, missile_info.missile_offset_time); } //delete it? if (pi->destroy_object) { ZObject::RemoveObjectFromList(obj, object_list); DeleteObjectCleanUp(obj); } }
ZObject* ZObjectManager::Pick(ZObject* pMyObject,rvector& pos,rvector& dir, RPickInfo* pInfo) { ZObject* pPickObject = NULL; float best_dist = 10000.f; RPickInfo PickInfo; memset(&PickInfo,0,sizeof(RPickInfo)); ZObject* pObject; for (iterator itor = begin(); itor != end(); ++itor) { pObject = (*itor).second; if(pObject != pMyObject) { if(pObject->Pick(pos, dir, &PickInfo)) { if(PickInfo.t < best_dist) { pPickObject = pObject; *pInfo = PickInfo; best_dist = PickInfo.t; } } } } return pPickObject; }
// 초기화 할때 저항치를 계산해 둔다 void ZModule_Resistance::InitStatus() { m_nFR = 0; m_nCR = 0; m_nPR = 0; m_nLR = 0; // 캐릭터가 아니라면 적절한방법으로 구해놓는다 ZObject *pThisObj = MStaticCast(ZObject,m_pContainer); ZCharacterItem *pItems = pThisObj->GetItems(); for(int i=0;i<MMCIP_END;i++) { ZItem *pItem = pItems->GetItem((CCMatchCharItemParts)i); if(pItem) { CCMatchItemDesc *pDesc = pItem->GetDesc(); if(pDesc) { m_nFR += pDesc->m_nFR.Ref(); m_nCR += pDesc->m_nCR.Ref(); m_nLR += pDesc->m_nLR.Ref(); m_nPR += pDesc->m_nPR.Ref(); } } } m_nFR = max(min(m_nFR,100),0); m_nCR = max(min(m_nCR,100),0); m_nPR = max(min(m_nPR,100),0); m_nLR = max(min(m_nLR,100),0); }
void ZObjectManager::Update(float fDelta) { for (iterator itor = begin(); itor != end(); ++itor) { ZObject* pObject = (*itor).second; pObject->UpdateModules(fDelta); pObject->Update(fDelta); } }
bool ZSurvival::OnPeerNPCAttackRange(MCommand* pCommand) { MUID uidOwner; pCommand->GetParameter(&uidOwner, 0, MPT_UID); MCommandParameter* pParam = pCommand->GetParameter(1); if(pParam->GetType()!=MPT_BLOB) return false; // 문제가 있다 ZPACKEDSHOTINFO *pinfo =(ZPACKEDSHOTINFO*)pParam->GetPointer(); rvector pos = rvector(pinfo->posx,pinfo->posy,pinfo->posz); rvector to = rvector(pinfo->tox,pinfo->toy,pinfo->toz); // rocket 테스트로 넣어봤다. ZObject* pOwner = ZGetGame()->m_ObjectManager.GetObject(uidOwner); MMatchItemDesc* pDesc = NULL; if(pOwner==NULL) return false; // 보통 치트키를 쓸경우... if( pOwner->GetItems() ) if( pOwner->GetItems()->GetSelectedWeapon() ) pDesc = pOwner->GetItems()->GetSelectedWeapon()->GetDesc(); if (pDesc) { if (pDesc->m_nWeaponType.Ref() == MWT_ROCKET) { rvector dir = to - pos; Normalize(dir); ZGetGame()->m_WeaponManager.AddRocket(pos,dir,pOwner); ZApplication::GetSoundEngine()->PlaySEFire(pDesc, pos.x, pos.y, pos.z, false); return true; } else if (pDesc->m_nWeaponType.Ref() == MWT_SKILL) { rvector dir = to - pos; Normalize(dir); ZSkill skill; skill.Init(pDesc->m_nGadgetID.Ref(), pOwner); ZApplication::GetSoundEngine()->PlaySEFire(pDesc, pos.x, pos.y, pos.z, false); ZGetGame()->m_WeaponManager.AddMagic(&skill, pos, dir, pOwner); return true; } } else return false; ZGetGame()->OnPeerShot_Range((MMatchCharItemParts)pinfo->sel_type,uidOwner,ZGetGame()->GetTime(),pos,to); return true; }
bool ZEffectIcon::Draw(unsigned long int nTime) { ZObject* pObj = ZGetObjectManager()->GetObject(m_uid); if(pObj) { m_Pos = pObj->GetVisualMesh()->GetHeadPosition()+rvector(0,0,60); return ZEffectAniMesh::Draw(nTime); } return false; }
bool ZModule_PoisonDamage::Update(float fElapsed) { ZObject* pObj = MDynamicCast(ZObject, m_pContainer); if (!pObj) _ASSERT(0); else { // ������ ���� DAMAGE_DELAY if(ZGetGame()->GetTime()>m_fNextDamageTime) { m_fNextDamageTime+=DAMAGE_DELAY; // ������ �ް� �ִ� ����Ʈ ������ ������ ���������� ���� ���¿����� ���δ�.. if(pObj->IsDie()) { if( pObj->m_pVMesh->GetVisibility() < 0.5f ) {//����Ʈ�� Life Ÿ�ӵ� �����ϱ�... m_bOnDamage = false; return false; } } else //�����������.. { // ������� ������Ʈ�� ���⼭ �����Ϸ��������� ����� ������ �ȵ� �ϴ� �ּ�ó���Ѵ� // 5 * (1.f-fPR) �̺κж����� zitem.xml���� damage="1"�κκ��� damage="6"�� �ϴ� ���� //float fPR = 0; //float fDamage = 5 * (1.f-fPR) + (float)m_nDamage; pObj->OnDamaged(m_pOwner, pObj->GetPosition(), ZD_LIGHTNING, MWT_NONE, m_fDamage, 1); /*ZModule_HPAP *pModule = (ZModule_HPAP*)m_pContainer->GetModule(ZMID_HPAP); if(pModule) { pModule->OnDamage(m_pOwner,m_fDamage,1); // pObj->OnScream(); }*/ } } if(ZGetGame()->GetTime()>m_fNextEffectTime) { if(!pObj->IsDie()) { int nEffectLevel = GetEffectLevel()+1; m_fNextEffectTime+=EFFECT_DELAY * nEffectLevel; ZGetEffectManager()->AddEnchantPoison2( pObj ); } } } if(m_fNextDamageTime-m_fBeginTime>m_fDuration) { m_bOnDamage = false; return false; } return true; }
void ZBot::CollectOurUnits_3(vector<ZObject*> &units_list, vector<ZObject*> &targeted_list) { for (vector<ZObject*>::iterator o = ols.mobile_olist.begin(); o != ols.mobile_olist.end(); o++) if ((*o)->GetOwner() == our_team) { unsigned char ot, oid; (*o)->GetObjectID(ot, oid); //minions can't be given waypoints if (ot == ROBOT_OBJECT && (*o)->IsMinion()) continue; //already got a target? if ((*o)->GetWayPointList().size()) { int ref_id; ZObject *tobj; ref_id = (*o)->GetWayPointList().begin()->ref_id; tobj = this->GetObjectFromID(ref_id); //if we have a target skip this unit //unless it is going to a flag we own if (tobj) { unsigned char tot, toid; tobj->GetObjectID(tot, toid); if (tot == MAP_ITEM_OBJECT && toid == FLAG_ITEM) { if (tobj->GetOwner() != our_team) { targeted_list.push_back(tobj); continue; } } else { //do not flag a repair station as "targeted" //(and therefor to be possibly ignored) if (!(tot == BUILDING_OBJECT && toid == REPAIR)) targeted_list.push_back(tobj); continue; } } //if this is a dodge wp then let the unit be if ((*o)->GetWayPointList().begin()->mode == DODGE_WP) continue; } units_list.push_back(*o); } }
bool ZEffectPartsTypePos::Draw(unsigned long int nTime) { ZObject* pObj = ZGetObjectManager()->GetObject(m_uid); if(pObj) { if(pObj->m_pVMesh) { if(pObj->IsDie()) return false; m_Pos = pObj->m_pVMesh->GetBipTypePosition(m_type); // m_DirOrg = pObj->m_Direction; return ZEffectAniMesh::Draw(nTime); } } return false; }
ZObject* ZObjectManager::Pick( rvector& pos, float Radius ) { ZObject* pPickObject = NULL; ZObject* pObject = NULL; float best_dist = Radius; for( iterator iter = begin(); iter != end(); ++iter ) { pObject = iter->second; auto vec = pObject->GetPosition() - pos; if (Magnitude(vec) < best_dist) { pPickObject = pObject; } } return pPickObject; }
void ZBot::add_new_object_event(char *data, int size, int dummy) { ZObject *obj = ProcessNewObject(data, size); if (!obj) return; //add to short flag list? unsigned char ot, oid; obj->GetObjectID(ot, oid); if (ot == MAP_ITEM_OBJECT) { if (oid == FLAG_ITEM || oid == GRENADES_ITEM) flag_object_list.push_back(obj); else { //we don't care about the rest of the map object garbage ols.DeleteObject(obj); } } }
void ZServer::replace_building_event(ZServer *p, char *data, int size, int player) { start_building_packet *pi = (start_building_packet*) data; ZObject *obj; //good packet? if (size != sizeof(start_building_packet)) return; obj = p->GetObjectFromID(pi->ref_id, p->object_list); if (!obj) return; //is this a building that can build? if (!obj->ProducesUnits()) return; //unsigned char ot, oid; //obj->GetObjectID(ot, oid); //if(ot != BUILDING_OBJECT) return; //if(!(oid == FORT_FRONT || oid == FORT_BACK || oid == ROBOT_FACTORY || oid == VEHICLE_FACTORY)) return; //is the team business kosher? if (obj->GetOwner() == NULL_TEAM) return; if (p->player_info[player].team != obj->GetOwner()) return; //logged in? //if(p->psettings.require_login && !p->player_info[player].logged_in) if (p->LoginCheckDenied(player)) { p->SendNews(player, "start production error: login required, please type /help", 0, 0, 0); return; } //ignored? if (p->player_info[player].ignored) { p->SendNews(player, "start production error: player currently ignored", 0, 0, 0); return; } // Cancel current production: obj->StopBuildingProduction(); //ok it is a building that can build so lets set its new production if (obj->SetBuildingProduction(pi->ot, pi->oid)) { //now let us tell everyone the building's new state p->RelayBuildingState(obj); //tell the person who did it computer_msg_packet send_data; send_data.ref_id = obj->GetRefID(); send_data.sound = COMP_STARTING_MANUFACTURE_SND; p->server_socket.SendMessage(player, COMP_MSG, (char*) &send_data, sizeof(computer_msg_packet)); } }
void ZServer::cancel_building_queue_event(ZServer *p, char *data, int size, int player) { cancel_building_queue_packet *pi = (cancel_building_queue_packet*) data; ZObject *obj; //good packet? if (size != sizeof(cancel_building_queue_packet)) return; obj = p->GetObjectFromID(pi->ref_id, p->object_list); if (!obj) return; //is the team business kosher? if (obj->GetOwner() == NULL_TEAM) return; if (p->player_info[player].team != obj->GetOwner()) return; //produces units? if (!obj->ProducesUnits()) return; //logged in? if (p->LoginCheckDenied(player)) { p->SendNews(player, "cancel queue error: login required, please type /help", 0, 0, 0); return; } //ignored? if (p->player_info[player].ignored) { p->SendNews(player, "cancel queue error: player currently ignored", 0, 0, 0); return; } if (obj->CancelBuildingQueue(pi->list_i, pi->ot, pi->oid)) p->RelayObjectBuildingQueue(obj); }
void ZObjectManager::Draw() { m_nRenderedCnt = 0; m_nOnDrawCnt = 0; ZObject* pMyCharacter = (ZObject*)g_pGame->m_pMyCharacter; for (iterator itor = begin(); itor != end(); ++itor) { ZObject* pObject = (*itor).second; if (pObject == NULL) continue; if (pObject == pMyCharacter) continue; DrawObject(pObject); } if( pMyCharacter ) { RVisualMesh* pVMesh = pMyCharacter->GetVisualMesh(); if(pVMesh) { if(pVMesh->GetVisibility() != 1.f) { pVMesh->SetSpRenderMode(1); DrawObject( pMyCharacter ); pVMesh->SetSpRenderMode(2); } pMyCharacter->m_bRendered = DrawObject( pMyCharacter ); pVMesh->SetSpRenderMode(0); } } }
ZObject* ZObjectManager::Pick(int x,int y,RPickInfo* pInfo) { ZObject* pPickObject = NULL; float best_dist = 10000.f; RPickInfo PickInfo; ZObject* pObject; for (iterator itor = begin(); itor != end(); ) { pObject = (*itor).second; if(pObject->Pick(x,y,&PickInfo)) { if(PickInfo.t < best_dist) { pPickObject = pObject; *pInfo = PickInfo; best_dist = PickInfo.t; } } ++itor; } return pPickObject; }
bool ZEffectDash::Draw(unsigned long int nTime) { ZObject *pTarget = ZGetGame()->m_ObjectManager.GetObject(m_uid); if(pTarget) { ZObserver *pObserver = ZGetGameInterface()->GetCombatInterface()->GetObserver(); if(pObserver->IsVisible()) { rvector pos,dir; pTarget->GetHistory(&pos,&dir,ZGetGame()->GetTime()-pObserver->GetDelay()); m_Pos = pos; } else m_Pos = pTarget->GetPosition(); return ZEffectAniMesh::Draw(nTime); } /* if(m_pObj) { m_Pos = m_pObj->GetPosition(); } return ZEffectSlash::Draw(nTime); */ return false; }
void ZServer::add_building_queue_event(ZServer *p, char *data, int size, int player) { add_building_queue_packet *pi = (add_building_queue_packet*) data; ZObject *obj; //good packet? if (size != sizeof(add_building_queue_packet)) return; obj = p->GetObjectFromID(pi->ref_id, p->object_list); if (!obj) return; //printf("add queue %d %d\n", pi->ot, pi->oid); //is the team business kosher? if (obj->GetOwner() == NULL_TEAM) return; if (p->player_info[player].team != obj->GetOwner()) return; //produces units? if (!obj->ProducesUnits()) return; //logged in? if (p->LoginCheckDenied(player)) { p->SendNews(player, "add queue error: login required, please type /help", 0, 0, 0); return; } //ignored? if (p->player_info[player].ignored) { p->SendNews(player, "add queue error: player currently ignored", 0, 0, 0); return; } //are we starting production or adding to the queue? unsigned char bot, boid; if (obj->GetBuildUnit(bot, boid) && bot == (unsigned char) -1 && boid == (unsigned char) -1) { if (obj->SetBuildingProduction(pi->ot, pi->oid)) p->RelayBuildingState(obj); } else { if (obj->AddBuildingQueue(pi->ot, pi->oid)) p->RelayObjectBuildingQueue(obj); } }
bool ZBrain::GetUseableSkill( int *pnSkill, MUID *puidTarget, rvector *pTargetPosition) { // Get skill module ZModule_Skills *pmod = (ZModule_Skills *)m_pBody->GetModule(ZMID_SKILLS); if ( !pmod) return false; // Set value if ( puidTarget) (*puidTarget) = MUID(0,0); if (pTargetPosition) (*pTargetPosition) = rvector(0.0f,0.0f,0.0f); // Check skills for ( int i = 0; i < pmod->GetSkillCount(); i++) { ZSkill *pSkill = pmod->GetSkill( i); // Check cool time if ( !pSkill->IsReady()) continue; // Get skill description ZSkillDesc *pDesc = pmod->GetSkill( i)->GetDesc(); // 스킬의 적용 대상이 아군인 경우... if ( pDesc->IsAlliedTarget()) { // 효과가 있는 대상중 가까이 있는 걸 찾는다. float fDist = DIST_OUT; ZObject *pAlliedTarget = NULL; for ( ZObjectManager::iterator itor = ZGetObjectManager()->begin(); itor != ZGetObjectManager()->end(); ++itor) { ZObject *pObject = itor->second; // 죽은 놈은 넘어간다 if ( pObject->IsDie()) continue; // 적이면 넘어간다 if ( ZGetGame()->CanAttack(m_pBody,pObject)) continue; // 자기 자신이면 넘어간다 if ( pObject == m_pBody) continue; // Get distance float dist = MagnitudeSq( pObject->GetPosition() - m_pBody->GetPosition()); if ( pSkill->IsUsable( pObject) && ( dist < fDist)) { fDist = dist; pAlliedTarget = pObject; } } // 만약 대상이 없으면 자기 자신한테라도 스킬을 건다. if ( ( pAlliedTarget == NULL) && ( pSkill->IsUsable( m_pBody))) pAlliedTarget = m_pBody; if (pAlliedTarget) { if ( pnSkill) *pnSkill = i; if ( puidTarget) *puidTarget = pAlliedTarget->GetUID(); if ( pTargetPosition) *pTargetPosition = pAlliedTarget->GetCenterPos(); return true; } } // 스킬의 적용 대상이 적군인 경우... else { ZObject* pTarget = GetTarget(); if ( pTarget == NULL) continue; // Check useable if ( !pSkill->IsUsable( pTarget)) continue; // Get pick info ZPICKINFO pickinfo; memset( &pickinfo, 0, sizeof( ZPICKINFO)); // Check picking rvector pos, tarpos, dir; // 적과 나의 몸통 실린더에서 가슴 정도의 높이 지점끼리 피킹 쏴본다.. pos = m_pBody->GetPosition() + rvector( 0, 0, m_pBody->GetCollHeight()*0.5f*0.8f); // 가슴께로 낮춰주려고 *0.8 tarpos = pTarget->GetPosition() + rvector( 0, 0, pTarget->GetCollHeight()*0.5f*0.8f); dir = tarpos - pos; Normalize( dir); const DWORD dwPickPassFlag = RM_FLAG_ADDITIVE | RM_FLAG_HIDE | RM_FLAG_PASSROCKET | RM_FLAG_PASSBULLET; if ( ZGetGame()->Pick( m_pBody, pos, dir, &pickinfo, dwPickPassFlag)) { if ( pickinfo.pObject) { if ( pnSkill) *pnSkill = i; if ( puidTarget) *puidTarget = pTarget->GetUID(); if ( pTargetPosition) *pTargetPosition = pTarget->GetCenterPos(); return true; } } } } return false; }
bool ZCore::CheckWaypoint(ZObject *obj, waypoint *wp) { unsigned char ot, oid; unsigned char aot, aoid; ZObject *aobj; obj->GetObjectID(ot, oid); //just set this to false if //the unit can not attack if(!obj->CanAttack()) wp->attack_to = false; switch(wp->mode) { case MOVE_WP: //can move? if(!obj->CanMove()) return false; break; case FORCE_MOVE_WP: //can move? if(!obj->CanMove()) return false; //clients are not allowed to set forcemove waypoints wp->mode = MOVE_WP; break; case DODGE_WP: //can move? if(!obj->CanMove()) return false; //clients are not allowed to set dodge waypoints wp->mode = MOVE_WP; case AGRO_WP: //clients are not allowed to set agro waypoints wp->mode = ATTACK_WP; break; case ATTACK_WP: //attacking an object that can only be attacked by explosions? aobj = GetObjectFromID(wp->ref_id, object_list); if(!aobj) return false; if(!obj->CanAttackObject(aobj)) return false; //if(!obj->HasExplosives() && aobj->AttackedOnlyByExplosives()) return false; //if(!obj->CanAttack()) return false; break; case ENTER_WP: //can move? if(!obj->CanMove()) return false; //entering ok? if(ot != ROBOT_OBJECT) return false; //target exist? aobj = GetObjectFromID(wp->ref_id, object_list); if(!aobj) return false; //can the target be entered? if(!aobj->CanBeEntered()) return false; break; case CRANE_REPAIR_WP: //can move? if(!obj->CanMove()) return false; //it a crane? if(!(ot == VEHICLE_OBJECT && oid == CRANE)) return false; //target exist? aobj = GetObjectFromID(wp->ref_id, object_list); if(!aobj) return false; //can it repair that target? if(!aobj->CanBeRepairedByCrane(obj->GetOwner())) return false; break; case UNIT_REPAIR_WP: //can move? if(!obj->CanMove()) return false; //can it be repaired? if(!obj->CanBeRepaired()) return false; //target exist? aobj = GetObjectFromID(wp->ref_id, object_list); if(!aobj) return false; //can the target repair it? if(!aobj->CanRepairUnit(obj->GetOwner())) return false; break; case ENTER_FORT_WP: //can move? if(!obj->CanMove()) return false; //target exist? aobj = GetObjectFromID(wp->ref_id, object_list); if(!aobj) return false; //can we enter it? if(!aobj->CanEnterFort(obj->GetOwner())) return false; break; case PICKUP_GRENADES_WP: //can move? if(!obj->CanMove()) return false; //can pickup grenades? if(!obj->CanPickupGrenades()) return false; //target exist? aobj = GetObjectFromID(wp->ref_id, object_list); if(!aobj) return false; //is it grenades? aobj->GetObjectID(aot, aoid); if(!(aot == MAP_ITEM_OBJECT && aoid == GRENADES_ITEM)) return false; break; } //bad mode? if(wp->mode < 0 || wp->mode >= MAX_WAYPOINT_MODES) return false; //should be good return true; }
void ZBrain::ProcessBuildPath( float fDelta) { // Update timer if ( !m_PathFindingTimer.Update( fDelta)) return; // Check status ZTASK_ID nTaskID = m_pBody->m_TaskManager.GetCurrTaskID(); if ( (nTaskID == ZTID_ATTACK_MELEE) || (nTaskID == ZTID_ATTACK_RANGE) || (nTaskID == ZTID_ROTATE_TO_DIR) || (nTaskID == ZTID_SKILL)) return; // 맵에 끼었다면 벗어난다 // 워프해서 끼임을 탈출하는 건 서바이벌일때만으로 제한한다 (워프는 눈에 크게 띄고 조악한 해결법이다. 기존 퀘스트에서 없던 몹워프가 일어나 유저 불만이 있음) if (ZGetGameTypeManager()->IsSurvivalOnly( ZGetGame()->GetMatch()->GetMatchType())) { if (EscapeFromStuckIn(m_WayPointList)) return; } // Get target ZObject* pTarget = GetTarget(); if ( !pTarget) { m_pBody->m_TaskManager.Clear(); m_pBody->Stop(); return; } // 원거리 공격이거나 우호적이면 넘 가까이 다가가지 않고 바라만 본다. if ( ( m_Behavior.GetOffenseType() == ZOFFENSETYPE_RANGE) || m_Behavior.IsFriendly()) { // 거리를 구한다. float dist = MagnitudeSq( pTarget->GetPosition() - m_pBody->GetPosition()); bool bStop = false; // Friendly type if ( m_Behavior.IsFriendly()) { if ( dist < m_fDistForcedIn) bStop = true; } // Else type else { // 직선 거리를 본다. if ( ( dist > DIST_FORCEDIN) && (dist < m_fDistIn)) { // 직선 거리는 가까운데 높이가 많이 차이가 나는지 본다. dist = pTarget->GetPosition().z - m_pBody->GetPosition().z; // 높이가 넘 많이 차이 안나면 정지 if ( (dist > -DIST_HEIGHT) && (dist < DIST_HEIGHT)) bStop = true; } } // Stop if ( bStop) { // 볼 수 있는 위치여야지 정지가 가능하다. 만약 안보인다면 뛰어가서 근접공격을 하도록 한다 if ( m_pBody->CanSee( pTarget) && m_pBody->CanAttackRange( pTarget)) { m_pBody->Stop(); m_pBody->m_TaskManager.Clear(); return; } } } // Make path RNavigationMesh* pNavMesh = ZGetGame()->GetWorld()->GetBsp()->GetNavigationMesh(); if ( pNavMesh == NULL) return; // Make navigation path rvector tarpos = pTarget->GetPosition(); if ( !pNavMesh->BuildNavigationPath( m_pBody->GetPosition(), tarpos)) return; m_WayPointList.clear(); for ( list<rvector>::iterator itor = pNavMesh->GetWaypointList().begin(); itor != pNavMesh->GetWaypointList().end(); ++itor) m_WayPointList.push_back( (*itor)); AdjustWayPointWithBound(m_WayPointList, pNavMesh); PushWayPointsToTask(); }