void CWndPartyQuick::OnDraw( C2DRender* p2DRender ) { // 파티 정보 출력 //Static control int nMax = g_Party.m_nSizeofMember; int i; CRect rect; SetActiveMember(nMax); for(i=0; i<nMax; i++) { LPWNDCTRL lpWndCtrl = GetWndCtrl( StaticID[i] ); rect = lpWndCtrl->rect; CMover* pObjMember = prj.GetUserByID( g_Party.m_aMember[i].m_uPlayerId ); CString strMember; if(m_pFocusMember == pObjMember) p2DRender->RenderFillRect( rect, 0x60ffff00 ); // 상태에 따라 색 변경 DWORD dwColor = 0xff000000; u_long nLeadMember = g_Party.m_aMember[i].m_uPlayerId; if( IsValidObj(pObjMember) ) { if( pObjMember->GetHitPoint() == 0 ) dwColor = 0xffff0000; // 죽은놈 else if( ((FLOAT)pObjMember->GetHitPoint()) / ((FLOAT)pObjMember->GetMaxHitPoint()) <.1f ) dwColor = 0xffffff00; // HP 10% 이하인놈 if(g_Party.IsLeader(nLeadMember)) //Leader Color Set { dwColor = 0xff1fb72d; //굵게 해야함... #if __VER >= 10 // __LEGEND if(pObjMember->IsMaster()) strMember.Format( prj.GetText( TID_GAME_QUICK_MARK_MASTER ), pObjMember->GetLevel(), pObjMember->GetName() ); else if(pObjMember->IsHero()) #if __VER >= 15 // __HERO129_VER15 // 15차 히어로 레벨확장 strMember.Format( prj.GetText( TID_GAME_QUICK_MARK_HERO ), pObjMember->GetLevel(), pObjMember->GetName() ); #else // 15차 히어로 레벨확장 strMember.Format( prj.GetText( TID_GAME_QUICK_MARK_HERO_BEFORE ), pObjMember->GetName() ); #endif // 15차 히어로 레벨확장 else strMember.Format( "%d. %s", pObjMember->GetLevel(), pObjMember->GetName() ); #else //__LEGEND strMember.Format( "%d. %s", pObjMember->GetLevel(), pObjMember->GetName() ); #endif //__LEGEND } else { #if __VER >= 10 // __LEGEND if(pObjMember->IsMaster())
// 싸이킥 월 void CCommonCtrl::_ProcessWall( void ) { if( m_nCount == 0 ) { #ifdef __CLIENT m_pSfxModel = new CSfxModel; m_pSfxModel2 = new CSfxModel; m_pSfxModel->SetSfx( "sfx_sklpsypsychicwall02" ); m_pSfxModel2->SetSfx( "sfx_sklpsypsychicwall04" ); #endif } D3DXVECTOR3 vPos = GetPos(); #ifndef __CLIENT CObj* pObj; BOOL bApply; #endif //__CLIENT int nRange = 4; // 일반적으로 fDepth가 가장 길기때문에 검사 영역은 fDepth로 했다. float fDepth = 3; if( fDepth <= 4.0f ) nRange = 4; else if( fDepth <= 8.0f ) nRange = 8; else if( fDepth <= 16.0f ) nRange = 16; else nRange = 32; #ifdef __WORLDSERVER CMover *pAttacker = prj.GetMover( m_idAttacker ); if( IsInvalidObj( pAttacker ) ) // 일단 어태커가 사라지면 컨트롤도 사라지게 하자. { DestroyWall(); return; } int nMin = m_pAddSkillProp->dwAbilityMin + (pAttacker->GetLevel() + (pAttacker->GetInt() / 10) * (int)m_pAddSkillProp->dwSkillLvl); int nMax = m_pAddSkillProp->dwAbilityMax + (pAttacker->GetLevel() + (pAttacker->GetInt() / 10) * (int)m_pAddSkillProp->dwSkillLvl); int nDamage = xRandom( nMin, nMax ); #if __VER >= 9 // __SKILL_0706 int nMinPVP = m_pAddSkillProp->dwAbilityMinPVP + ( pAttacker->GetLevel() + ( pAttacker->GetInt() / 10 ) * (int)m_pAddSkillProp->dwSkillLvl ); int nMaxPVP = m_pAddSkillProp->dwAbilityMaxPVP + ( pAttacker->GetLevel() + ( pAttacker->GetInt() / 10 ) * (int)m_pAddSkillProp->dwSkillLvl ); int nDamagePVP = xRandom( nMinPVP, nMaxPVP ); #endif // __SKILL_0706 int nHitPoint = 0; int nTargetHP = 0; FOR_LINKMAP( GetWorld(), vPos, pObj, nRange, CObj::linkDynamic, GetLayer() ) { bApply = FALSE; if( pObj->GetType() == OT_MOVER ) // 대상이 무버일때만. { CMover *pTarget = (CMover *)pObj; if( pTarget->IsPeaceful() == FALSE ) // NPC가 아닌경우만 적용 bApply = TRUE; #if __VER >= 8 // #ifdef __JHMA_VER_8_5_1 // 8.5차 경비병 범위스킬 공격효과 불가로 수정 World if( pAttacker->IsPlayer() && pAttacker->IsChaotic() == FALSE && pTarget->GetProp()->dwClass == RANK_GUARD ) bApply = FALSE; #endif // #endif // __JHMA_VER_8_5_1 // 8.5차 경비병 범위스킬 공격효과 불가로 수정 World if( bApply ) { if( IsValidObj( pTarget ) && pTarget->IsLive() ) { if( pObj->IsRangeObj( vPos, 1.0f ) ) { if( IsValidObj(pAttacker) ) { nTargetHP = pTarget->GetHitPoint(); nHitPoint = nTargetHP - nDamage; if( nHitPoint > 0 ) { pTarget->m_nHitPoint = nHitPoint; g_UserMng.AddDamage( pTarget, pAttacker->GetId(), nDamage, AF_GENERIC ); } else { pAttacker->SubExperience( pTarget ); // pTarget를 죽이고 난후의 m_pAttacker 경험치 처리. pTarget->DropItemByDied( pAttacker ); // 몬스터였다면 아이템 드랍. pAttacker->m_nAtkCnt = 0; // 타겟을 죽였으면 공격자의 어택카운트 클리어 pTarget->DoDie( pAttacker ); // pTarget 죽어라. pTarget->m_nHitPoint = 0; } } m_nLife ++; // 부딪힐때마다 카운트 올라감 if( m_nLife >= (int)(m_pAddSkillProp->dwSkillLvl / 2) ) DestroyWall(); // 뒤로 밀리기 처리. #if __VER >= 10 // __AI_0711 if( pTarget->IsRank( RANK_MIDBOSS ) == FALSE ) #endif // __AI_0711 { FLOAT fPushAngle = pTarget->GetAngle() + 180.0f; FLOAT fPower = 0.825f; AngleToVectorXZ( &pTarget->m_pActMover->m_vDeltaE, fPushAngle, fPower ); g_UserMng.AddPushPower( pTarget, pTarget->GetPos(), pTarget->GetAngle(), fPushAngle, fPower ); } } } } } }
void CWndPartyCtrl::OnDraw( C2DRender* p2DRender ) { if( NULL == g_pPlayer ) return; CPoint pt( 3, 3 ); // pt.y -= ( m_nFontHeight + 3 ) * m_wndScrollBar.GetScrollPos(); #if __VER < 11 // __CSC_VER11_4 CWndMessenger* pWndMessenger = (CWndMessenger*)GetWndBase( APP_MESSENGER_ ); #endif //__CSC_VER11_4 CWndWorld* pWndWorld = (CWndWorld*)g_WndMng.GetWndBase( APP_WORLD ); int nMax = g_Party.m_nSizeofMember; // 눈에 보이는 갯수가 페이지라인수 보다 크면 보이는 갯수를 페이지라인수로 조정 if( nMax - m_wndScrollBar.GetScrollPos() > m_wndScrollBar.GetScrollPage() ) nMax = m_wndScrollBar.GetScrollPage() + m_wndScrollBar.GetScrollPos(); if( nMax < m_wndScrollBar.GetScrollPos() ) nMax = 0; TEXTUREVERTEX2* pVertex = new TEXTUREVERTEX2[ 6 * 2 * nMax ]; TEXTUREVERTEX2* pVertices = pVertex; for( int i = m_wndScrollBar.GetScrollPos(); i < nMax; i++ ) { CMover* pObjMember = prj.GetUserByID( g_Party.m_aMember[i].m_uPlayerId ); CString strMember; #if __VER >= 11 // __SYS_PLAYER_DATA PlayerData* pPlayerData = CPlayerDataCenter::GetInstance()->GetPlayerData( g_Party.m_aMember[i].m_uPlayerId ); int nJob = pPlayerData->data.nJob; int nSex = pPlayerData->data.nSex; #else // __SYS_PLAYER_DATA int nJob = g_Party.m_aMember[ i ].m_nJob; int nSex = g_Party.m_aMember[ i ].m_nSex; #endif // __SYS_PLAYER_DATA // 상태에 따라 색 변경 DWORD dwColor = 0xff000000; if( IsValidObj(pObjMember) ) { if( pObjMember->GetHitPoint() == 0 ) dwColor = 0xffff0000; // 죽은놈 else if( ((FLOAT)pObjMember->GetHitPoint()) / ((FLOAT)pObjMember->GetMaxHitPoint()) < 0.1f ) dwColor = 0xffffff00; // HP 10% 이하인 놈 strMember.Format( "%d %s", pObjMember->GetLevel(), pObjMember->GetName() ); } else { dwColor = 0xff878787; // 디폴트는 주위에 없는 놈 if( g_Party.m_aMember[ i ].m_bRemove ) dwColor = 0xff000000; // 서버에 없는 놈 #if __VER >= 11 // __SYS_PLAYER_DATA strMember.Format( "?? %s", pPlayerData->szPlayer ); #else // __SYS_PLAYER_DATA strMember.Format( "?? %s", g_Party.m_aMember[ i ].m_szName ); #endif // __SYS_PLAYER_DATA } if( i == m_nCurSelect ) dwColor = 0xff6060ff; int x = 0, nWidth = m_rectClient.Width() - 10;// - 1; CRect rect( x, pt.y, x + nWidth, pt.y + m_nFontHeight ); rect.SetRect( x + 20, pt.y + 18, x + nWidth - 10, pt.y + 30 ); nWidth = pObjMember ? pObjMember->GetHitPointPercent( rect.Width() ) : 0; CRect rectTemp = rect; rectTemp.right = rectTemp.left + nWidth; if( rect.right < rectTemp.right ) rectTemp.right = rect.right; m_pTheme->RenderGauge( p2DRender, &rect, 0xffffffff, m_pVBGauge, &m_texGauEmptyNormal ); m_pTheme->RenderGauge( p2DRender, &rectTemp, 0x64ff0000, m_pVBGauge, &m_texGauFillNormal ); rect.SetRect( x + 3, pt.y, x + 3 + 32, pt.y + 6 + 32 ); p2DRender->TextOut( x + 20, pt.y + 3, strMember, dwColor ); if( MAX_EXPERT <= nJob ) { #if __VER >= 10 // __LEGEND if( MAX_PROFESSIONAL <= nJob && nJob < MAX_MASTER ) pWndWorld->m_texMsgIcon.MakeVertex( p2DRender, CPoint( 2, pt.y ), ( 70 + nJob - 16 ) + ( 8 * nSex ), &pVertices, 0xffffffff ); else if( MAX_MASTER <= nJob ) pWndWorld->m_texMsgIcon.MakeVertex( p2DRender, CPoint( 2, pt.y ), ( 70 + nJob - 24 ) + ( 8 * nSex ), &pVertices, 0xffffffff ); else #endif //__LEGEND pWndWorld->m_texMsgIcon.MakeVertex( p2DRender, CPoint( 2, pt.y ), ( 70 + nJob - 6 ) + ( 8 * nSex ), &pVertices, 0xffffffff ); } else { pWndWorld->m_texMsgIcon.MakeVertex( p2DRender, CPoint( 2, pt.y ), 12 + nJob + ( 6 * nSex ), &pVertices, 0xffffffff ); } pt.y += m_nFontHeight + 3; } pWndWorld->m_texMsgIcon.Render( m_pApp->m_pd3dDevice, pVertex, ( (int) pVertices - (int) pVertex ) / sizeof( TEXTUREVERTEX2 ) ); safe_delete_array( pVertex ); }