init
This commit is contained in:
744
src/GameLib/ActorInstanceCollisionDetection.cpp
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744
src/GameLib/ActorInstanceCollisionDetection.cpp
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#include "StdAfx.h"
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#include "../eterLib/GrpMath.h"
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#include "ActorInstance.h"
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void CActorInstance::__InitializeCollisionData()
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{
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m_canSkipCollision=false;
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}
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void CActorInstance::EnableSkipCollision()
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{
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m_canSkipCollision=true;
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}
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void CActorInstance::DisableSkipCollision()
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{
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m_canSkipCollision=false;
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}
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bool CActorInstance::CanSkipCollision()
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{
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return m_canSkipCollision;
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}
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void CActorInstance::UpdatePointInstance()
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{
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TCollisionPointInstanceListIterator itor;
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for (itor = m_DefendingPointInstanceList.begin(); itor != m_DefendingPointInstanceList.end(); ++itor)
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UpdatePointInstance(&(*itor));
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}
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void CActorInstance::UpdatePointInstance(TCollisionPointInstance * pPointInstance)
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{
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if (!pPointInstance)
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{
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assert(!"CActorInstance::UpdatePointInstance - pPointInstance is NULL"); // 레퍼런스로 교체하시오
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return;
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}
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D3DXMATRIX matBone;
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if (pPointInstance->isAttached)
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{
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if (pPointInstance->dwModelIndex>=m_LODControllerVector.size())
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{
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//Tracenf("CActorInstance::UpdatePointInstance - rInstance.dwModelIndex=%d >= m_LODControllerVector.size()=%d",
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// pPointInstance->dwModelIndex>m_LODControllerVector.size());
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return;
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}
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CGrannyLODController* pGrnLODController=m_LODControllerVector[pPointInstance->dwModelIndex];
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if (!pGrnLODController)
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{
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//Tracenf("CActorInstance::UpdatePointInstance - m_LODControllerVector[pPointInstance->dwModelIndex=%d] is NULL", pPointInstance->dwModelIndex);
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return;
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}
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CGrannyModelInstance * pModelInstance = pGrnLODController->GetModelInstance();
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if (!pModelInstance)
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{
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//Tracenf("CActorInstance::UpdatePointInstance - pGrnLODController->GetModelInstance() is NULL");
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return;
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}
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D3DXMATRIX * pmatBone = (D3DXMATRIX *)pModelInstance->GetBoneMatrixPointer(pPointInstance->dwBoneIndex);
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matBone = *(D3DXMATRIX *)pModelInstance->GetCompositeBoneMatrixPointer(pPointInstance->dwBoneIndex);
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matBone._41 = pmatBone->_41;
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matBone._42 = pmatBone->_42;
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matBone._43 = pmatBone->_43;
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matBone *= m_worldMatrix;
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}
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else
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{
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matBone = m_worldMatrix;
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}
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// Update Collsion Sphere
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CSphereCollisionInstanceVector::const_iterator sit = pPointInstance->c_pCollisionData->SphereDataVector.begin();
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CDynamicSphereInstanceVector::iterator dit=pPointInstance->SphereInstanceVector.begin();
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for (;sit!=pPointInstance->c_pCollisionData->SphereDataVector.end();++sit,++dit)
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{
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const TSphereData & c = sit->GetAttribute();//c_pCollisionData->SphereDataVector[j].GetAttribute();
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D3DXMATRIX matPoint;
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D3DXMatrixTranslation(&matPoint, c.v3Position.x, c.v3Position.y, c.v3Position.z);
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matPoint = matPoint * matBone;
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dit->v3LastPosition = dit->v3Position;
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dit->v3Position.x = matPoint._41;
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dit->v3Position.y = matPoint._42;
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dit->v3Position.z = matPoint._43;
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}
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}
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void CActorInstance::UpdateAdvancingPointInstance()
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{
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// 말을 탔을 경우 사람은 이동값을 가지고 있지 않기 때문에 말로 부터 얻어와야 한다 - [levites]
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D3DXVECTOR3 v3Movement = m_v3Movement;
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if (m_pkHorse)
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v3Movement = m_pkHorse->m_v3Movement;
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// 말은 업데이트 하지 않아도 된다 - [levites]
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if (m_pkHorse)
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m_pkHorse->UpdateAdvancingPointInstance();
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D3DXMATRIX matPoint;
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D3DXMATRIX matCenter;
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TCollisionPointInstanceListIterator itor = m_BodyPointInstanceList.begin();
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for (; itor != m_BodyPointInstanceList.end(); ++itor)
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{
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TCollisionPointInstance & rInstance = *itor;
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if (rInstance.isAttached)
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{
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if (rInstance.dwModelIndex>=m_LODControllerVector.size())
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{
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Tracenf("CActorInstance::UpdateAdvancingPointInstance - rInstance.dwModelIndex=%d >= m_LODControllerVector.size()=%d",
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rInstance.dwModelIndex, m_LODControllerVector.size());
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continue;
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}
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CGrannyLODController* pGrnLODController=m_LODControllerVector[rInstance.dwModelIndex];
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if (!pGrnLODController)
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{
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Tracenf("CActorInstance::UpdateAdvancingPointInstance - m_LODControllerVector[rInstance.dwModelIndex=%d] is NULL", rInstance.dwModelIndex);
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continue;
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}
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CGrannyModelInstance * pModelInstance = pGrnLODController->GetModelInstance();
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if (!pModelInstance)
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{
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//Tracenf("CActorInstance::UpdateAdvancingPointInstance - pGrnLODController->GetModelInstance() is NULL");
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continue;
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}
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matCenter = *(D3DXMATRIX *)pModelInstance->GetBoneMatrixPointer(rInstance.dwBoneIndex);
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matCenter *= m_worldMatrix;
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}
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else
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{
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matCenter = m_worldMatrix;
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}
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// Update Collision Sphere
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const NRaceData::TCollisionData * c_pCollisionData = rInstance.c_pCollisionData;
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if (c_pCollisionData)
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{
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for (DWORD j = 0; j < c_pCollisionData->SphereDataVector.size(); ++j)
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{
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const TSphereData & c = c_pCollisionData->SphereDataVector[j].GetAttribute();
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CDynamicSphereInstance & rSphereInstance = rInstance.SphereInstanceVector[j];
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D3DXMatrixTranslation(&matPoint, c.v3Position.x, c.v3Position.y, c.v3Position.z);
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matPoint = matPoint * matCenter;
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rSphereInstance.v3LastPosition.x = matPoint._41;
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rSphereInstance.v3LastPosition.y = matPoint._42;
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rSphereInstance.v3LastPosition.z = matPoint._43;
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rSphereInstance.v3Position = rSphereInstance.v3LastPosition;
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rSphereInstance.v3Position += v3Movement;
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}
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}
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}
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}
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bool CActorInstance::CheckCollisionDetection(const CDynamicSphereInstanceVector * c_pAttackingSphereVector, D3DXVECTOR3 * pv3Position)
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{
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if (!c_pAttackingSphereVector)
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{
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assert(!"CActorInstance::CheckCollisionDetection - c_pAttackingSphereVector is NULL"); // 레퍼런스로 교체하시오
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return false;
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}
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TCollisionPointInstanceListIterator itor;
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for (itor = m_DefendingPointInstanceList.begin(); itor != m_DefendingPointInstanceList.end(); ++itor)
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{
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const CDynamicSphereInstanceVector * c_pDefendingSphereVector = &(*itor).SphereInstanceVector;
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for (DWORD i = 0; i < c_pAttackingSphereVector->size(); ++i)
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for (DWORD j = 0; j < c_pDefendingSphereVector->size(); ++j)
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{
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const CDynamicSphereInstance & c_rAttackingSphere = c_pAttackingSphereVector->at(i);
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const CDynamicSphereInstance & c_rDefendingSphere = c_pDefendingSphereVector->at(j);
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if (DetectCollisionDynamicSphereVSDynamicSphere(c_rAttackingSphere, c_rDefendingSphere))
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{
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// FIXME : 두 원의 교점을 찾아내는 식으로 바꿔야 한다.
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*pv3Position = (c_rAttackingSphere.v3Position + c_rDefendingSphere.v3Position) / 2.0f;
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return true;
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}
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}
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}
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return false;
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}
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bool CActorInstance::CreateCollisionInstancePiece(DWORD dwAttachingModelIndex, const NRaceData::TAttachingData * c_pAttachingData, TCollisionPointInstance * pPointInstance)
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{
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if (!c_pAttachingData)
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{
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assert(!"CActorInstance::CreateCollisionInstancePiece - c_pAttachingData is NULL"); // 레퍼런스로 교체하시오
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return false;
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}
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if (!c_pAttachingData->pCollisionData)
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{
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assert(!"CActorInstance::CreateCollisionInstancePiece - c_pAttachingData->pCollisionData is NULL"); // 레퍼런스로 교체하시오
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return false;
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}
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if (!pPointInstance)
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{
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assert(!"CActorInstance::CreateCollisionInstancePiece - pPointInstance is NULL"); // 레퍼런스로 교체하시오
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return false;
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}
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pPointInstance->dwModelIndex = dwAttachingModelIndex;
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pPointInstance->isAttached = FALSE;
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pPointInstance->dwBoneIndex = 0;
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pPointInstance->c_pCollisionData = c_pAttachingData->pCollisionData;
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if (c_pAttachingData->isAttaching)
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{
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int iAttachingBoneIndex;
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CGrannyModelInstance * pModelInstance = m_LODControllerVector[dwAttachingModelIndex]->GetModelInstance();
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if (pModelInstance && pModelInstance->GetBoneIndexByName(c_pAttachingData->strAttachingBoneName.c_str(),
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&iAttachingBoneIndex))
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{
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pPointInstance->isAttached = TRUE;
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pPointInstance->dwBoneIndex = iAttachingBoneIndex;
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}
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else
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{
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//TraceError("CActorInstance::CreateCollisionInstancePiece: Cannot get matrix of bone %s ModelInstance 0x%p", c_pAttachingData->strAttachingBoneName.c_str(), pModelInstance);
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pPointInstance->isAttached = TRUE;
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pPointInstance->dwBoneIndex = 0;
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}
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}
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const CSphereCollisionInstanceVector & c_rSphereDataVector = c_pAttachingData->pCollisionData->SphereDataVector;
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pPointInstance->SphereInstanceVector.clear();
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pPointInstance->SphereInstanceVector.reserve(c_rSphereDataVector.size());
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CSphereCollisionInstanceVector::const_iterator it;
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CDynamicSphereInstance dsi;
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dsi.v3LastPosition = D3DXVECTOR3(0.0f,0.0f,0.0f);
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dsi.v3Position = D3DXVECTOR3(0.0f,0.0f,0.0f);
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for (it = c_rSphereDataVector.begin(); it!=c_rSphereDataVector.end(); ++it)
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{
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const TSphereData & c_rSphereData = it->GetAttribute();
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dsi.fRadius = c_rSphereData.fRadius;
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pPointInstance->SphereInstanceVector.push_back(dsi);
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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BOOL CActorInstance::__SplashAttackProcess(CActorInstance & rVictim)
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{
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D3DXVECTOR3 v3Distance(rVictim.m_x - m_x, rVictim.m_z - m_z, rVictim.m_z - m_z);
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float fDistance = D3DXVec3LengthSq(&v3Distance);
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if (fDistance >= 1000.0f*1000.0f)
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return FALSE;
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// Check Distance
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if (!__IsInSplashTime())
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return FALSE;
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const CRaceMotionData::TMotionAttackingEventData * c_pAttackingEvent = m_kSplashArea.c_pAttackingEvent;
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const NRaceData::TAttackData & c_rAttackData = c_pAttackingEvent->AttackData;
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THittedInstanceMap & rHittedInstanceMap = m_kSplashArea.HittedInstanceMap;
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// NOTE : 이미 때렸다면 때릴 수 없음
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if (rHittedInstanceMap.end() != rHittedInstanceMap.find(&rVictim))
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{
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return FALSE;
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}
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// NOTE : Snipe 모드이고..
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if (NRaceData::ATTACK_TYPE_SNIPE == c_rAttackData.iAttackType)
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{
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// Target 이 PC 라면..
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if (__IsFlyTargetPC())
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// 다른 객체는 때릴 수 없다
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if (!__IsSameFlyTarget(&rVictim))
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return FALSE;
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/*
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if (IsFlyTargetObject())
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{
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CActorInstance * pActorInstance = (CActorInstance *)m_kFlyTarget.GetFlyTarget();
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// NOTE : Target 이 PC 일때는 한명만 때릴 수 있다.
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if (pActorInstance->IsPC())
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if (&rVictim != pActorInstance)
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return FALSE;
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}
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*/
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}
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D3DXVECTOR3 v3HitPosition;
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if (rVictim.CheckCollisionDetection(&m_kSplashArea.SphereInstanceVector, &v3HitPosition))
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{
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rHittedInstanceMap.insert(std::make_pair(&rVictim, GetLocalTime()+c_rAttackData.fInvisibleTime));
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int iCurrentHitCount = rHittedInstanceMap.size();
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int iMaxHitCount = (0 == c_rAttackData.iHitLimitCount ? 16 : c_rAttackData.iHitLimitCount);
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//Tracef(" ------------------- Splash Hit : %d\n", iCurrentHitCount);
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if (iCurrentHitCount > iMaxHitCount)
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{
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//Tracef(" ------------------- OVER FLOW :: Splash Hit Count : %d\n", iCurrentHitCount);
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return FALSE;
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}
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NEW_SetAtkPixelPosition(NEW_GetCurPixelPositionRef());
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__ProcessDataAttackSuccess(c_rAttackData, rVictim, v3HitPosition, m_kSplashArea.uSkill, m_kSplashArea.isEnableHitProcess);
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return TRUE;
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}
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return FALSE;
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}
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BOOL CActorInstance::__NormalAttackProcess(CActorInstance & rVictim)
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{
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// Check Distance
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// NOTE - 일단 근접 체크만 하고 있음
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D3DXVECTOR3 v3Distance(rVictim.m_x - m_x, rVictim.m_z - m_z, rVictim.m_z - m_z);
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float fDistance = D3DXVec3LengthSq(&v3Distance);
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extern bool IS_HUGE_RACE(unsigned int vnum);
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if (IS_HUGE_RACE(rVictim.GetRace()))
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{
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if (fDistance >= 500.0f*500.0f)
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return FALSE;
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}
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else
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{
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if (fDistance >= 300.0f*300.0f)
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return FALSE;
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}
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if (!isValidAttacking())
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return FALSE;
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const float c_fAttackRadius = 20.0f;
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const NRaceData::TMotionAttackData * pad = m_pkCurRaceMotionData->GetMotionAttackDataPointer();
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const float motiontime = GetAttackingElapsedTime();
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NRaceData::THitDataContainer::const_iterator itorHitData = pad->HitDataContainer.begin();
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for (; itorHitData != pad->HitDataContainer.end(); ++itorHitData)
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{
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const NRaceData::THitData & c_rHitData = *itorHitData;
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// NOTE : 이미 맞았는지 체크
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THitDataMap::iterator itHitData = m_HitDataMap.find(&c_rHitData);
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if (itHitData != m_HitDataMap.end())
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{
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THittedInstanceMap & rHittedInstanceMap = itHitData->second;
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THittedInstanceMap::iterator itInstance;
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if ((itInstance=rHittedInstanceMap.find(&rVictim)) != rHittedInstanceMap.end())
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{
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if (pad->iMotionType==NRaceData::MOTION_TYPE_COMBO || itInstance->second > GetLocalTime())
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continue;
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}
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}
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NRaceData::THitTimePositionMap::const_iterator range_start, range_end;
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range_start = c_rHitData.mapHitPosition.lower_bound(motiontime-CTimer::Instance().GetElapsedSecond());
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range_end = c_rHitData.mapHitPosition.upper_bound(motiontime);
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float c = cosf(D3DXToRadian(GetRotation()));
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float s = sinf(D3DXToRadian(GetRotation()));
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for(;range_start!=range_end;++range_start)
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{
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const CDynamicSphereInstance& dsiSrc=range_start->second;
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CDynamicSphereInstance dsi;
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dsi = dsiSrc;
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dsi.fRadius = c_fAttackRadius;
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{
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D3DXVECTOR3 v3SrcDir=dsiSrc.v3Position-dsiSrc.v3LastPosition;
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v3SrcDir*=__GetReachScale();
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const D3DXVECTOR3& v3Src = dsiSrc.v3LastPosition+v3SrcDir;
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D3DXVECTOR3& v3Dst = dsi.v3Position;
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v3Dst.x = v3Src.x * c - v3Src.y * s;
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v3Dst.y = v3Src.x * s + v3Src.y * c;
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v3Dst += GetPosition();
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}
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{
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const D3DXVECTOR3& v3Src = dsiSrc.v3LastPosition;
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D3DXVECTOR3& v3Dst = dsi.v3LastPosition;
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v3Dst.x = v3Src.x * c - v3Src.y * s;
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v3Dst.y = v3Src.x * s + v3Src.y * c;
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v3Dst += GetPosition();
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}
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TCollisionPointInstanceList::iterator cpit;
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for(cpit = rVictim.m_DefendingPointInstanceList.begin(); cpit!=rVictim.m_DefendingPointInstanceList.end();++cpit)
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{
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int index = 0;
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const CDynamicSphereInstanceVector & c_DefendingSphereVector = cpit->SphereInstanceVector;
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CDynamicSphereInstanceVector::const_iterator dsit;
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for(dsit = c_DefendingSphereVector.begin(); dsit!= c_DefendingSphereVector.end();++dsit, ++index)
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{
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const CDynamicSphereInstance& sub = *dsit;
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||||
if (DetectCollisionDynamicZCylinderVSDynamicZCylinder(dsi, sub))
|
||||
{
|
||||
THitDataMap::iterator itHitData = m_HitDataMap.find(&c_rHitData);
|
||||
if (itHitData == m_HitDataMap.end())
|
||||
{
|
||||
THittedInstanceMap HittedInstanceMap;
|
||||
HittedInstanceMap.insert(std::make_pair(&rVictim, GetLocalTime()+pad->fInvisibleTime));
|
||||
//HittedInstanceMap.insert(std::make_pair(&rVictim, GetLocalTime()+HIT_COOL_TIME));
|
||||
m_HitDataMap.insert(std::make_pair(&c_rHitData, HittedInstanceMap));
|
||||
|
||||
//Tracef(" ----------- First Hit\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
itHitData->second.insert(std::make_pair(&rVictim, GetLocalTime()+pad->fInvisibleTime));
|
||||
//itHitData->second.insert(std::make_pair(&rVictim, GetLocalTime()+HIT_COOL_TIME));
|
||||
|
||||
//Tracef(" ----------- Next Hit : %d\n", itHitData->second.size());
|
||||
|
||||
int iCurrentHitCount = itHitData->second.size();
|
||||
// NOTE : 보통 공격은 16명이 한계
|
||||
if (NRaceData::MOTION_TYPE_COMBO == pad->iMotionType || NRaceData::MOTION_TYPE_NORMAL == pad->iMotionType)
|
||||
{
|
||||
if (iCurrentHitCount > 16)
|
||||
{
|
||||
//Tracef(" Type NORMAL :: Overflow - Can't process, skip\n");
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (iCurrentHitCount > pad->iHitLimitCount)
|
||||
{
|
||||
//Tracef(" Type SKILL :: Overflow - Can't process, skip\n");
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
D3DXVECTOR3 v3HitPosition = (GetPosition() + rVictim.GetPosition()) *0.5f;
|
||||
|
||||
// #0000780: [M2KR] 수룡 타격구 문제
|
||||
extern bool IS_HUGE_RACE(unsigned int vnum);
|
||||
if (IS_HUGE_RACE(rVictim.GetRace()))
|
||||
{
|
||||
v3HitPosition = (GetPosition() + sub.v3Position) * 0.5f;
|
||||
}
|
||||
|
||||
__ProcessDataAttackSuccess(*pad, rVictim, v3HitPosition, m_kCurMotNode.uSkill);
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
BOOL CActorInstance::AttackingProcess(CActorInstance & rVictim)
|
||||
{
|
||||
if (rVictim.__isInvisible())
|
||||
return FALSE;
|
||||
|
||||
if (__SplashAttackProcess(rVictim))
|
||||
return TRUE;
|
||||
|
||||
if (__NormalAttackProcess(rVictim))
|
||||
return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
BOOL CActorInstance::TestPhysicsBlendingCollision(CActorInstance & rVictim)
|
||||
{
|
||||
if (rVictim.IsDead())
|
||||
return FALSE;
|
||||
|
||||
TPixelPosition kPPosLast;
|
||||
GetBlendingPosition( &kPPosLast );
|
||||
|
||||
D3DXVECTOR3 v3Distance = D3DXVECTOR3(rVictim.m_x - kPPosLast.x, rVictim.m_y - kPPosLast.y, rVictim.m_z - kPPosLast.z);
|
||||
float fDistance = D3DXVec3LengthSq(&v3Distance);
|
||||
if (fDistance > 800.0f*800.0f)
|
||||
return FALSE;
|
||||
|
||||
// NOTE : 공격 중일때는 Defending Sphere로 Collision Check를 합니다.
|
||||
// NOTE : Wait로 블렌딩 되는 도중에 뚫고 들어가는 문제가 있어서.. - [levites]
|
||||
TCollisionPointInstanceList * pMainList;
|
||||
TCollisionPointInstanceList * pVictimList;
|
||||
if (isAttacking() || IsWaiting())
|
||||
{
|
||||
pMainList = &m_DefendingPointInstanceList;
|
||||
pVictimList = &rVictim.m_DefendingPointInstanceList;
|
||||
}
|
||||
else
|
||||
{
|
||||
pMainList = &m_BodyPointInstanceList;
|
||||
pVictimList = &rVictim.m_BodyPointInstanceList;
|
||||
}
|
||||
|
||||
TPixelPosition kPDelta;
|
||||
m_PhysicsObject.GetLastPosition(&kPDelta);
|
||||
|
||||
D3DXVECTOR3 prevLastPosition, prevPosition;
|
||||
const int nSubCheckCount = 50;
|
||||
|
||||
TCollisionPointInstanceListIterator itorMain = pMainList->begin();
|
||||
TCollisionPointInstanceListIterator itorVictim = pVictimList->begin();
|
||||
for (; itorMain != pMainList->end(); ++itorMain)
|
||||
{
|
||||
for (; itorVictim != pVictimList->end(); ++itorVictim)
|
||||
{
|
||||
CDynamicSphereInstanceVector & c_rMainSphereVector = (*itorMain).SphereInstanceVector;
|
||||
CDynamicSphereInstanceVector & c_rVictimSphereVector = (*itorVictim).SphereInstanceVector;
|
||||
|
||||
for (DWORD i = 0; i < c_rMainSphereVector.size(); ++i)
|
||||
{
|
||||
CDynamicSphereInstance & c_rMainSphere = c_rMainSphereVector[i];
|
||||
//adjust main sphere center
|
||||
prevLastPosition = c_rMainSphere.v3LastPosition;
|
||||
prevPosition = c_rMainSphere.v3Position;
|
||||
|
||||
c_rMainSphere.v3LastPosition = prevPosition;
|
||||
|
||||
for( int i = 1; i <= nSubCheckCount; ++ i )
|
||||
{
|
||||
c_rMainSphere.v3Position = prevPosition + (float)(i/(float)nSubCheckCount) * kPDelta;
|
||||
|
||||
for (DWORD j = 0; j < c_rVictimSphereVector.size(); ++j)
|
||||
{
|
||||
CDynamicSphereInstance & c_rVictimSphere = c_rVictimSphereVector[j];
|
||||
|
||||
if (DetectCollisionDynamicSphereVSDynamicSphere(c_rMainSphere, c_rVictimSphere))
|
||||
{
|
||||
BOOL bResult = GetVector3Distance(c_rMainSphere.v3Position, c_rVictimSphere.v3Position) <= GetVector3Distance(c_rMainSphere.v3LastPosition, c_rVictimSphere.v3Position);
|
||||
|
||||
c_rMainSphere.v3LastPosition = prevLastPosition;
|
||||
c_rMainSphere.v3Position = prevPosition;
|
||||
|
||||
return bResult;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//restore
|
||||
c_rMainSphere.v3LastPosition = prevLastPosition;
|
||||
c_rMainSphere.v3Position = prevPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
BOOL CActorInstance::TestActorCollision(CActorInstance & rVictim)
|
||||
{
|
||||
/*
|
||||
if (m_pkHorse)
|
||||
{
|
||||
if (m_pkHorse->TestActorCollision(rVictim))
|
||||
return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
*/
|
||||
|
||||
if (rVictim.IsDead())
|
||||
return FALSE;
|
||||
|
||||
// Check Distance
|
||||
// NOTE : 적당히 멀면 체크 안함
|
||||
// 프레임 스킵시나 대상 오브젝트의 크기가 클경우 문제가 생길 여지가 있음
|
||||
// 캐릭터가 자신의 Body Sphere Radius 보다 더 크게 이동했는지를 체크하고,
|
||||
// 만약 그렇지 않다면 거리로 체크해서 걸러준다.
|
||||
D3DXVECTOR3 v3Distance = D3DXVECTOR3(rVictim.m_x - m_x, rVictim.m_y - m_y, rVictim.m_z - m_z);
|
||||
float fDistance = D3DXVec3LengthSq(&v3Distance);
|
||||
if (fDistance > 800.0f*800.0f)
|
||||
return FALSE;
|
||||
|
||||
// NOTE : 공격 중일때는 Defending Sphere로 Collision Check를 합니다.
|
||||
// NOTE : Wait로 블렌딩 되는 도중에 뚫고 들어가는 문제가 있어서.. - [levites]
|
||||
TCollisionPointInstanceList * pMainList;
|
||||
TCollisionPointInstanceList * pVictimList;
|
||||
if (isAttacking() || IsWaiting())
|
||||
{
|
||||
pMainList = &m_DefendingPointInstanceList;
|
||||
pVictimList = &rVictim.m_DefendingPointInstanceList;
|
||||
}
|
||||
else
|
||||
{
|
||||
pMainList = &m_BodyPointInstanceList;
|
||||
pVictimList = &rVictim.m_BodyPointInstanceList;
|
||||
}
|
||||
|
||||
TCollisionPointInstanceListIterator itorMain = pMainList->begin();
|
||||
TCollisionPointInstanceListIterator itorVictim = pVictimList->begin();
|
||||
for (; itorMain != pMainList->end(); ++itorMain)
|
||||
for (; itorVictim != pVictimList->end(); ++itorVictim)
|
||||
{
|
||||
const CDynamicSphereInstanceVector & c_rMainSphereVector = (*itorMain).SphereInstanceVector;
|
||||
const CDynamicSphereInstanceVector & c_rVictimSphereVector = (*itorVictim).SphereInstanceVector;
|
||||
|
||||
for (DWORD i = 0; i < c_rMainSphereVector.size(); ++i)
|
||||
for (DWORD j = 0; j < c_rVictimSphereVector.size(); ++j)
|
||||
{
|
||||
const CDynamicSphereInstance & c_rMainSphere = c_rMainSphereVector[i];
|
||||
const CDynamicSphereInstance & c_rVictimSphere = c_rVictimSphereVector[j];
|
||||
|
||||
if (DetectCollisionDynamicSphereVSDynamicSphere(c_rMainSphere, c_rVictimSphere))
|
||||
{
|
||||
if (GetVector3Distance(c_rMainSphere.v3Position, c_rVictimSphere.v3Position) <=
|
||||
GetVector3Distance(c_rMainSphere.v3LastPosition, c_rVictimSphere.v3Position))
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
bool CActorInstance::AvoidObject(const CGraphicObjectInstance& c_rkBGObj)
|
||||
{
|
||||
#ifdef __MOVIE_MODE__
|
||||
if (IsMovieMode())
|
||||
return false;
|
||||
#endif
|
||||
|
||||
if (this==&c_rkBGObj)
|
||||
return false;
|
||||
|
||||
if (!__TestObjectCollision(&c_rkBGObj))
|
||||
return false;
|
||||
|
||||
__AdjustCollisionMovement(&c_rkBGObj);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CActorInstance::IsBlockObject(const CGraphicObjectInstance& c_rkBGObj)
|
||||
{
|
||||
if (this==&c_rkBGObj)
|
||||
return false;
|
||||
|
||||
if (!__TestObjectCollision(&c_rkBGObj))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void CActorInstance::BlockMovement()
|
||||
{
|
||||
if (m_pkHorse)
|
||||
{
|
||||
m_pkHorse->__InitializeMovement();
|
||||
return;
|
||||
}
|
||||
|
||||
__InitializeMovement();
|
||||
}
|
||||
|
||||
BOOL CActorInstance::__TestObjectCollision(const CGraphicObjectInstance * c_pObjectInstance)
|
||||
{
|
||||
if (m_pkHorse)
|
||||
{
|
||||
if (m_pkHorse->__TestObjectCollision(c_pObjectInstance))
|
||||
return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (m_canSkipCollision)
|
||||
return FALSE;
|
||||
|
||||
if (m_v3Movement.x == 0.0f && m_v3Movement.y == 0.0f && m_v3Movement.z == 0.0f)
|
||||
return FALSE;
|
||||
|
||||
TCollisionPointInstanceListIterator itorMain = m_BodyPointInstanceList.begin();
|
||||
for (; itorMain != m_BodyPointInstanceList.end(); ++itorMain)
|
||||
{
|
||||
const CDynamicSphereInstanceVector & c_rMainSphereVector = (*itorMain).SphereInstanceVector;
|
||||
for (DWORD i = 0; i < c_rMainSphereVector.size(); ++i)
|
||||
{
|
||||
const CDynamicSphereInstance & c_rMainSphere = c_rMainSphereVector[i];
|
||||
|
||||
if (c_pObjectInstance->MovementCollisionDynamicSphere(c_rMainSphere))
|
||||
{
|
||||
//const D3DXVECTOR3 & c_rv3Position = c_pObjectInstance->GetPosition();
|
||||
//if (GetVector3Distance(c_rMainSphere.v3Position, c_rv3Position) <
|
||||
// GetVector3Distance(c_rMainSphere.v3LastPosition, c_rv3Position))
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//return FALSE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
bool CActorInstance::TestCollisionWithDynamicSphere(const CDynamicSphereInstance & dsi)
|
||||
{
|
||||
TCollisionPointInstanceListIterator itorMain = m_BodyPointInstanceList.begin();
|
||||
for (; itorMain != m_BodyPointInstanceList.end(); ++itorMain)
|
||||
{
|
||||
const CDynamicSphereInstanceVector & c_rMainSphereVector = (*itorMain).SphereInstanceVector;
|
||||
for (DWORD i = 0; i < c_rMainSphereVector.size(); ++i)
|
||||
{
|
||||
const CDynamicSphereInstance & c_rMainSphere = c_rMainSphereVector[i];
|
||||
|
||||
if (DetectCollisionDynamicSphereVSDynamicSphere(c_rMainSphere, dsi))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
Reference in New Issue
Block a user