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(); } }
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; }
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; }
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 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(); }
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; }