Пример #1
0
void CPythonPlayerEventHandler::OnHit(UINT uSkill, CActorInstance& rkActorVictim, BOOL isSendPacket)
{
	DWORD dwVIDVictim=rkActorVictim.GetVirtualID();

	// Update Target
	CPythonPlayer::Instance().SetTarget(dwVIDVictim, FALSE);
	// Update Target

	if (isSendPacket)
	{
//#define ATTACK_TIME_LOG
#ifdef ATTACK_TIME_LOG
		static std::map<DWORD, float> s_prevTimed;
		float curTime = timeGetTime() / 1000.0f;
		bool isFirst = false;
		if (s_prevTimed.end() == s_prevTimed.find(dwVIDVictim))
		{
			s_prevTimed[dwVIDVictim] = curTime;
			isFirst = true;
		}
		float diffTime = curTime-s_prevTimed[dwVIDVictim];
		if (diffTime < 0.1f && !isFirst)
		{
			TraceError("ATTACK(SPEED_HACK): %.4f(%.4f) %d", curTime, diffTime, dwVIDVictim);
		}
		else
		{
			TraceError("ATTACK: %.4f(%.4f) %d", curTime, diffTime, dwVIDVictim);
		}
		
		s_prevTimed[dwVIDVictim] = curTime;
#endif
		CPythonNetworkStream& rkStream=CPythonNetworkStream::Instance();
		rkStream.SendAttackPacket(uSkill, dwVIDVictim);
	}

	if (!rkActorVictim.IsPushing())
		return;

	// 거대 몬스터 밀림 제외
	extern bool IS_HUGE_RACE(unsigned int vnum);
	if (IS_HUGE_RACE(rkActorVictim.GetRace()))
		return;


	CPythonCharacterManager::Instance().AdjustCollisionWithOtherObjects(&rkActorVictim);

	const TPixelPosition& kPPosLast=rkActorVictim.NEW_GetLastPixelPositionRef();

	SVictim kVictim;
	kVictim.m_dwVID=dwVIDVictim;
	kVictim.m_lPixelX=long(kPPosLast.x);
	kVictim.m_lPixelY=long(kPPosLast.y);

	rkActorVictim.TEMP_Push(kVictim.m_lPixelX, kVictim.m_lPixelY);

	m_kVctkVictim.push_back(kVictim);
}
Пример #2
0
void CActorInstance::__HitStone(CActorInstance& rVictim)
{
	if (rVictim.IsStun())
	{
		rVictim.Die();
	}
	else
	{
		rVictim.__Shake(100);
	}
}
Пример #3
0
bool CActorInstance::__CanPushDestActor(CActorInstance& rkActorDst)
{
	if (rkActorDst.IsBuilding())
		return false;

	if (rkActorDst.IsDoor())
		return false;

	if (rkActorDst.IsStone())
		return false;

	if (rkActorDst.IsNPC())
		return false;

	// 거대 몬스터 밀림 제외
	extern bool IS_HUGE_RACE(unsigned int vnum);
	if (IS_HUGE_RACE(rkActorDst.GetRace()))
		return false;

	if (rkActorDst.IsStun())
		return true;
	
	if (rkActorDst.__GetOwnerVID()!=GetVirtualID())
		return false;

	if (rkActorDst.__GetOwnerTime()>3.0f)
		return false;

	return true;
}
Пример #4
0
void CActorInstance::__PushCircle(CActorInstance & rVictim)
{
	const TPixelPosition& c_rkPPosAtk=NEW_GetAtkPixelPositionRef();

	D3DXVECTOR3 v3SrcPos(c_rkPPosAtk.x, -c_rkPPosAtk.y, c_rkPPosAtk.z);

	const D3DXVECTOR3& c_rv3SrcPos = v3SrcPos;
	const D3DXVECTOR3& c_rv3DstPos = rVictim.GetPosition();

	D3DXVECTOR3 v3Direction;
	v3Direction.x = c_rv3DstPos.x - c_rv3SrcPos.x;
	v3Direction.y = c_rv3DstPos.y - c_rv3SrcPos.y;
	v3Direction.z = 0.0f;
	D3DXVec3Normalize(&v3Direction, &v3Direction);

	rVictim.__SetFallingDirection(v3Direction.x, v3Direction.y);
}
Пример #5
0
void CActorInstance::__PushDirect(CActorInstance & rVictim)
{
	D3DXVECTOR3 v3Direction;
	v3Direction.x = cosf(D3DXToRadian(m_fcurRotation + 270.0f));
	v3Direction.y = sinf(D3DXToRadian(m_fcurRotation + 270.0f));
	v3Direction.z = 0.0f;

	rVictim.__SetFallingDirection(v3Direction.x, v3Direction.y);
}
Пример #6
0
void CActorInstance::__ProcessMotionAttackSuccess(DWORD dwMotionKey, CActorInstance & rVictim)
{
	CRaceMotionData * c_pMotionData;

	if (!m_pkCurRaceData->GetMotionDataPointer(dwMotionKey, &c_pMotionData))
		return;

	const D3DXVECTOR3& c_rv3VictimPos=rVictim.GetPositionVectorRef();
	__ProcessDataAttackSuccess(c_pMotionData->GetMotionAttackDataReference(), rVictim, c_rv3VictimPos);
}
Пример #7
0
void CActorInstance::__ProcessMotionEventAttackSuccess(DWORD dwMotionKey, BYTE byEventIndex, CActorInstance & rVictim)
{
	CRaceMotionData * pMotionData;

	if (!m_pkCurRaceData->GetMotionDataPointer(dwMotionKey, &pMotionData))
		return;

	if (byEventIndex >= pMotionData->GetMotionEventDataCount())
		return;

	const CRaceMotionData::TMotionAttackingEventData * pMotionEventData;
	if (!pMotionData->GetMotionAttackingEventDataPointer(byEventIndex, &pMotionEventData))
		return;

	const D3DXVECTOR3& c_rv3VictimPos=rVictim.GetPositionVectorRef();
	__ProcessDataAttackSuccess(pMotionEventData->AttackData, rVictim, c_rv3VictimPos);
}
Пример #8
0
void CActorInstance::__HitGreate(CActorInstance& rVictim)
{
	// DISABLE_KNOCKDOWN_ATTACK
	if (rVictim.IsKnockDown())
		return;
	if (rVictim.__IsStandUpMotion())
		return;
	// END_OF_DISABLE_KNOCKDOWN_ATTACK

	float fRotRad = D3DXToRadian(GetRotation());
	float fVictimRotRad = D3DXToRadian(rVictim.GetRotation());

	D3DXVECTOR2 v2Normal(sin(fRotRad), cos(fRotRad));
	D3DXVECTOR2 v2VictimNormal(sin(fVictimRotRad), cos(fVictimRotRad));

	D3DXVec2Normalize(&v2Normal, &v2Normal);
	D3DXVec2Normalize(&v2VictimNormal, &v2VictimNormal);

	float fScalar = D3DXVec2Dot(&v2Normal, &v2VictimNormal);

	rVictim.__Shake(100);

	if (rVictim.IsUsingSkill())
		return;

	if (rVictim.IsStun())
	{
		if (fScalar < 0.0f)
			rVictim.InterceptOnceMotion(CRaceMotionData::NAME_DAMAGE_FLYING);
		else
		{
			if (!rVictim.InterceptOnceMotion(CRaceMotionData::NAME_DAMAGE_FLYING_BACK))
				rVictim.InterceptOnceMotion(CRaceMotionData::NAME_DAMAGE_FLYING);
		}

		rVictim.m_isRealDead=true;
	}
	else
	{
		if (fScalar < 0.0f)
		{
			if (rVictim.InterceptOnceMotion(CRaceMotionData::NAME_DAMAGE_FLYING))
			{
				rVictim.PushOnceMotion(CRaceMotionData::NAME_STAND_UP);
				rVictim.PushLoopMotion(CRaceMotionData::NAME_WAIT);
			}
		}
		else
		{
			if (!rVictim.InterceptOnceMotion(CRaceMotionData::NAME_DAMAGE_FLYING_BACK))
			{
				if (rVictim.InterceptOnceMotion(CRaceMotionData::NAME_DAMAGE_FLYING))
				{
					rVictim.PushOnceMotion(CRaceMotionData::NAME_STAND_UP);
					rVictim.PushLoopMotion(CRaceMotionData::NAME_WAIT);
				}
			}
			else
			{
				rVictim.PushOnceMotion(CRaceMotionData::NAME_STAND_UP_BACK);
				rVictim.PushLoopMotion(CRaceMotionData::NAME_WAIT);
			}
		}
	}
}
Пример #9
0
void CActorInstance::__HitGood(CActorInstance& rVictim)
{
	if (rVictim.IsKnockDown())
		return;

	if (rVictim.IsStun())
	{
		rVictim.Die();
	}
	else
	{
		rVictim.__Shake(100);

		if (!rVictim.isLock())
		{
			float fRotRad = D3DXToRadian(GetRotation());
			float fVictimRotRad = D3DXToRadian(rVictim.GetRotation());

			D3DXVECTOR2 v2Normal(sin(fRotRad), cos(fRotRad));
			D3DXVECTOR2 v2VictimNormal(sin(fVictimRotRad), cos(fVictimRotRad));

			D3DXVec2Normalize(&v2Normal, &v2Normal);
			D3DXVec2Normalize(&v2VictimNormal, &v2VictimNormal);

			float fScalar = D3DXVec2Dot(&v2Normal, &v2VictimNormal);

			if (fScalar < 0.0f)
			{
				if (rVictim.InterceptOnceMotion(CRaceMotionData::NAME_DAMAGE))
					rVictim.PushLoopMotion(CRaceMotionData::NAME_WAIT);
			}
			else
			{
				if (rVictim.InterceptOnceMotion(CRaceMotionData::NAME_DAMAGE_BACK))
					rVictim.PushLoopMotion(CRaceMotionData::NAME_WAIT);
				else if (rVictim.InterceptOnceMotion(CRaceMotionData::NAME_DAMAGE))
					rVictim.PushLoopMotion(CRaceMotionData::NAME_WAIT);
			}
		}
	}
}
Пример #10
0
void CActorInstance::__ProcessDataAttackSuccess(const NRaceData::TAttackData & c_rAttackData, CActorInstance & rVictim, const D3DXVECTOR3 & c_rv3Position, UINT uiSkill, BOOL isSendPacket)
{
	if (NRaceData::HIT_TYPE_NONE == c_rAttackData.iHittingType)
		return;	

	InsertDelay(c_rAttackData.fStiffenTime);

	if (__CanPushDestActor(rVictim) && c_rAttackData.fExternalForce > 0.0f)
	{
		__PushCircle(rVictim);
		
		// VICTIM_COLLISION_TEST
		const D3DXVECTOR3& kVictimPos = rVictim.GetPosition();
		rVictim.m_PhysicsObject.IncreaseExternalForce(kVictimPos, c_rAttackData.fExternalForce); //*nForceRatio/100.0f);

		// VICTIM_COLLISION_TEST_END
	}

	// Invisible Time
	if (IS_PARTY_HUNTING_RACE(rVictim.GetRace()))
	{
		if (uiSkill) // 파티 사냥 몬스터라도 스킬이면 무적시간 적용
			rVictim.m_fInvisibleTime = CTimer::Instance().GetCurrentSecond() + c_rAttackData.fInvisibleTime;

		if (m_isMain) // #0000794: [M2KR] 폴리모프 - 밸런싱 문제 타인 공격에 의한 무적 타임은 고려하지 않고 자신 공격에 의한것만 체크한다
			rVictim.m_fInvisibleTime = CTimer::Instance().GetCurrentSecond() + c_rAttackData.fInvisibleTime;
	}
	else // 파티 사냥 몬스터가 아닐 경우만 적용
	{
		rVictim.m_fInvisibleTime = CTimer::Instance().GetCurrentSecond() + c_rAttackData.fInvisibleTime;
	}
		
	// Stiffen Time
	rVictim.InsertDelay(c_rAttackData.fStiffenTime);

	// Hit Effect
	D3DXVECTOR3 vec3Effect(rVictim.m_x, rVictim.m_y, rVictim.m_z);
	
	// #0000780: [M2KR] 수룡 타격구 문제
	extern bool IS_HUGE_RACE(unsigned int vnum);
	if (IS_HUGE_RACE(rVictim.GetRace()))
	{
		vec3Effect = c_rv3Position;
	}
	
	const D3DXVECTOR3 & v3Pos = GetPosition();

	float fHeight = D3DXToDegree(atan2(-vec3Effect.x + v3Pos.x,+vec3Effect.y - v3Pos.y));

	// 2004.08.03.myevan.빌딩이나 문의 경우 타격 효과가 보이지 않는다
	if (rVictim.IsBuilding()||rVictim.IsDoor())
	{
		D3DXVECTOR3 vec3Delta=vec3Effect-v3Pos;
		D3DXVec3Normalize(&vec3Delta, &vec3Delta);
		vec3Delta*=30.0f;

		CEffectManager& rkEftMgr=CEffectManager::Instance();
		if (m_dwBattleHitEffectID)
			rkEftMgr.CreateEffect(m_dwBattleHitEffectID, v3Pos+vec3Delta, D3DXVECTOR3(0.0f, 0.0f, 0.0f));
	}
	else
	{
		CEffectManager& rkEftMgr=CEffectManager::Instance();
		if (m_dwBattleHitEffectID)
			rkEftMgr.CreateEffect(m_dwBattleHitEffectID, vec3Effect, D3DXVECTOR3(0.0f, 0.0f, fHeight));
		if (m_dwBattleAttachEffectID)
			rVictim.AttachEffectByID(0, NULL, m_dwBattleAttachEffectID);
	}

	if (rVictim.IsBuilding())
	{
		// 2004.08.03.빌딩의 경우 흔들리면 이상하다
	}
	else if (rVictim.IsStone() || rVictim.IsDoor())
	{
		__HitStone(rVictim);
	}
	else
	{
		///////////
		// Motion
		if (NRaceData::HIT_TYPE_GOOD == c_rAttackData.iHittingType || rVictim.IsResistFallen())
		{
			__HitGood(rVictim);
		}
		else if (NRaceData::HIT_TYPE_GREAT == c_rAttackData.iHittingType)
		{
			__HitGreate(rVictim);
		}
		else
		{
			TraceError("ProcessSucceedingAttacking: Unknown AttackingData.iHittingType %d", c_rAttackData.iHittingType);
		}
	}

	__OnHit(uiSkill, rVictim, isSendPacket);
}