예제 #1
0
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();

	}

}
예제 #2
0
파일: zbot.cpp 프로젝트: sebhd/zod
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);
	}
}
예제 #3
0
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);
}
예제 #5
0
void ZObjectManager::Update(float fDelta)
{
	for (iterator itor = begin(); itor != end(); ++itor)
	{
		ZObject* pObject = (*itor).second;
		pObject->UpdateModules(fDelta);
		pObject->Update(fDelta);
	}
}
예제 #6
0
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;
}
예제 #7
0
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;
}
예제 #9
0
파일: zbot.cpp 프로젝트: sebhd/zod
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);
		}
}
예제 #10
0
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;
}
예제 #11
0
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;
}
예제 #12
0
파일: zbot.cpp 프로젝트: sebhd/zod
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);
		}
	}
}
예제 #13
0
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));
	}
}
예제 #14
0
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);
}
예제 #15
0
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);
		}
	}
}
예제 #16
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;
}
예제 #17
0
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;
}
예제 #18
0
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);
	}
}
예제 #19
0
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;
}
예제 #20
0
파일: zcore.cpp 프로젝트: Nitaym/zodengine
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;
}
예제 #21
0
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();
}