Files
Client/Server/RylServerProject/RylGameLibrary/Creature/Siege/SiegeObjectBehavior.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

745 lines
21 KiB
C++

#include "stdafx.h"
#include "SiegeObject.h"
#include <Utility/Registry/RegFunctions.h>
#include <Utility/Math/Math.h>
#include <Skill/Spell/Spell.h>
#include <Skill/SkillMgr.h>
#include <Network/Dispatch/DBAgent/DBAgentDispatch.h>
#include <Network/Dispatch/DBAgent/DBAgentRequest.h>
#include <Network/Dispatch/GameClient/SendCharCastle.h>
#include <Creature/CreatureManager.h>
#include <Map/FieldMap/CellManager.h>
#include <Creature/Monster/Monster.h>
#include <Creature/Monster/PatternMonster.h>
#include <Castle/Castle.h>
#include <Castle/CastleMgr.h>
void CSiegeObject::NormalBehavior(unsigned long dwTick)
{
if ( !IsEmblem() && !IsGuard() )
{
return;
}
if (false == Castle::CCastleMgr::GetInstance().IsSiegeTime())
{
return;
}
// 선공 몹 처리
if (NULL == m_lpTarget && true == m_MonsterInfo.m_bFirstAttack)
{
SearchPlayer();
}
}
void CSiegeObject::AttackBehavior(unsigned long dwTick)
{
PERFORMANCE_CHECK(FunctionTimingCheck)
if ( !IsEmblem() && !IsGuard() )
{
return;
}
if (false == Castle::CCastleMgr::GetInstance().IsSiegeTime())
{
CancelTarget();
return;
}
// 마법 캐스팅 중일때는.. 아무런 다른 행동을 해서는 안된다.
if (true == m_bCasting)
{
CastingAttackAction();
return;
}
m_lpTarget = m_Threat.GetTarget();
if (NULL == m_lpTarget ||
(m_lpTarget && true == m_lpTarget->GetEnchantInfo().GetFlag(Skill::SpellID::Hide)))
{
CancelTarget();
return;
}
const float fDY = fabs(m_lpTarget->GetCurrentPos().m_fPointY - GetCurrentPos().m_fPointY);
const float fDX = m_lpTarget->GetCurrentPos().m_fPointX - GetCurrentPos().m_fPointX;
const float fDZ = m_lpTarget->GetCurrentPos().m_fPointZ - GetCurrentPos().m_fPointZ;
const float fDistance = sqrtf((fDX * fDX) + (fDZ * fDZ));
if (IsEmblem() && fDY > Siege::EMBLEM_ATTACK_HEIGHT_ERROR)
{
CancelTarget();
return;
}
if (((fDistance > m_wSearchRange) && false == m_bLongRangeAttacked) || (0 == m_lpTarget->GetStatus().m_nNowHP))
{
CancelTarget();
return;
}
const float fAttackRange = m_MonsterInfo.m_wAttackRange / 100.0f;
if (fDistance > fAttackRange && 0 >= m_lCurrentFrame)
{
// 공격 범위 밖이다.
if (true == SkillAttack()) // 스킬 공격을 사용하는가 체크
{
SkillAttackAction();
}
/* else
{
m_MotionInfo.m_wAction = MonsterInfo::Z3D_CA_WALK; // 일단 걷기로 세팅
GetMotion(m_MotionInfo.m_wAction, m_MotionInfo); // 걷기 모션 정보를 얻어온다.
// 몬스터가 이동 공격을 할만한 거리인가 체크
if (fDistance < fAttackRange + m_MotionInfo.m_fVelocity)
{
// 걸어가면서 공격한다.
WalkAttackAction(fDistance - fAttackRange + 0.1f);
}
else
{
// 달려간다
RunAction(fDistance, m_lpTarget->GetCurrentPos().m_fPointX, m_lpTarget->GetCurrentPos().m_fPointZ);
// 내 활동구역을 벗어나따. 돌아가자~!
if (true == m_MonsterInfo.m_bReturnPosition && true == IsReturn())
{
m_wSearchRange = OutsideSearchRange;
CancelTarget();
}
}
}
*/
if (false == m_bAttacking)
{
m_lCurrentFrame = m_MotionInfo.m_dwFrame;
}
}
else
{
// 공격 범위 안이다.
if (false == m_bAttacking)
{
if (true == SkillAttack()) // 스킬 공격을 사용하는가 체크
{
SkillAttackAction();
}
/* else
{
AttackAction();
}
*/
}
}
}
bool CSiegeObject::SkillAttack()
{
unsigned char cSkillLockCount = m_cUpgradeStep + 1;
unsigned char cSkillLevel = CSkillMonster::USE_SKILL_LEVEL;
// MON_TODO : 5단계 마법(LockCount : 4)은 아직 사용할수 없다.
if (cSkillLockCount >= CSkillMgr::MAX_SKILL_LOCKCOUNT - 1)
{
cSkillLockCount = CSkillMgr::MAX_SKILL_LOCKCOUNT - 2;
}
enum { FIRST_PATTERN=0, SECOND_PATTERN=1, MAX_PATTERN = 2 };
int nSelectPattern = FIRST_PATTERN;
CAggresiveCreature* ppAggresiveCreature[AtNode::MAX_DEFENDER_NUM] = {0, };
AtType attackType;
attackType.m_cSkillLockCount = cSkillLockCount;
attackType.m_cSkillLevel = cSkillLevel;
char nSkillPattern = 0;
while (nSelectPattern < MAX_PATTERN)
{
switch (nSelectPattern)
{
case FIRST_PATTERN:
{
// 조건 대상 행동
// A B A : 스킬 사용 가능 MP 잔여량 있음 / 대상이 스킬 사용 가능 범위에 있을 때
// : 자신에게 가장 위협적인 적에게
// : 공격 스킬열에 해당하는 스킬 사용
// 스킬이 없다면.. 다음 패턴으로..
if (0 == m_MonsterInfo.m_wSkillID[SkillPattern::ATTACK_SKILL])
{
++nSelectPattern;
continue;
}
nSkillPattern = SkillPattern::ATTACK_SKILL;
attackType.m_wType = m_MonsterInfo.m_wSkillID[SkillPattern::ATTACK_SKILL];
ppAggresiveCreature[0] = m_lpTarget;
}
break;
case SECOND_PATTERN:
{
// 조건 대상 행동
// A B D : 스킬 사용 가능 MP 잔여량 있음 / 대상이 스킬 사용 가능 범위에 있을 때
// : 자신에게 가장 위협적인 적에게
// : 범위 스킬열에 해당하는 스킬 사용
// 스킬이 없다면.. 다음 패턴으로..
if (0 == m_MonsterInfo.m_wSkillID[SkillPattern::EXTENT_SKILL])
{
++nSelectPattern;
continue;
}
nSkillPattern = SkillPattern::EXTENT_SKILL;
attackType.m_wType = m_MonsterInfo.m_wSkillID[SkillPattern::EXTENT_SKILL];
ppAggresiveCreature[0] = m_lpTarget;
}
break;
default:
{
ERRLOG1(g_Log, "CID:0x%08x 없는 패턴이 넘어왔습니다.", m_dwCID);
return false;
}
}
// 스킬 사용 (캐스팅 타입인 경우에는 사용할수 있는지만 체크하게 된다.)
if (true == UseSkill(attackType, ppAggresiveCreature, nSkillPattern))
{
return true;
}
else
{
++nSelectPattern;
}
}
return false;
}
void CSiegeObject::UpdateObjectInfo(unsigned char cHPType, unsigned short wRepairHP)
{
unsigned short wPrevMaxHP = m_CreatureStatus.m_StatusInfo.m_nMaxHP;
unsigned short wNowHP = m_CreatureStatus.m_nNowHP;
int nKID = Siege::GetKID(m_wObjectType, m_cState, m_cUpgradeType, m_cUpgradeStep);
const CMonsterMgr::MonsterProtoType* lpProtoType = CMonsterMgr::GetInstance().GetMonsterProtoType(nKID);
if (lpProtoType)
{
m_CreatureStatus = lpProtoType->m_CreatureStatus;
m_MonsterInfo = lpProtoType->m_MonsterInfo;
m_CreatureStatus.m_StatusInfo.CalculateSubStatus();
}
switch (cHPType)
{
case Siege::NOW_HP:
m_CreatureStatus.m_nNowHP = wNowHP;
break;
case Siege::UPGRADE_HP:
m_CreatureStatus.m_nNowHP = wNowHP + m_CreatureStatus.m_StatusInfo.m_nMaxHP - wPrevMaxHP;
SendHPUpdateToDBAgent();
break;
case Siege::REPAIR_HP:
m_CreatureStatus.m_nNowHP = wNowHP + wRepairHP;
SendHPUpdateToDBAgent(true);
break;
case Siege::FULL_HP:
m_CreatureStatus.m_nNowHP = m_CreatureStatus.m_StatusInfo.m_nMaxHP;
SendHPUpdateToDBAgent(true);
break;
}
}
void CSiegeObject::UpgradeByEmblem(unsigned char cUpgradeType, unsigned char cUpgradeStep)
{
int nKID = Siege::GetKID(Siege::EMBLEM, Siege::COMPLETE, cUpgradeType, cUpgradeStep);
const CMonsterMgr::MonsterProtoType* lpProtoType = CMonsterMgr::GetInstance().GetMonsterProtoType(nKID);
if (lpProtoType)
{
// 업그레이드 속도 향상
m_MonsterInfo.m_cUpgradeSpeed -= static_cast<unsigned char>(m_MonsterInfo.m_cUpgradeSpeed
* lpProtoType->m_MonsterInfo.m_fUpgradeSpeedUp);
// 개발 속도 향상
m_MonsterInfo.m_cDevelopSpeed -= static_cast<unsigned char>(m_MonsterInfo.m_cDevelopSpeed
* lpProtoType->m_MonsterInfo.m_fDevelopSpeedUp);
// 방어력 향상
m_CreatureStatus.m_StatusInfo.m_wArmor += static_cast<short>(m_CreatureStatus.m_StatusInfo.m_wArmor
* lpProtoType->m_MonsterInfo.m_fDefenseUp);
m_CreatureStatus.m_StatusInfo.m_wMagicResist += static_cast<short>(m_CreatureStatus.m_StatusInfo.m_wMagicResist
* lpProtoType->m_MonsterInfo.m_fDefenseUp);
// HP 향상
unsigned short wAddHP = static_cast<unsigned short>(m_CreatureStatus.m_StatusInfo.m_nMaxHP
* lpProtoType->m_MonsterInfo.m_fHPUp);
m_CreatureStatus.m_StatusInfo.m_nMaxHP += wAddHP;
m_CreatureStatus.m_nNowHP += wAddHP;
// 공격력 향상
m_CreatureStatus.m_StatusInfo.m_wMinDamage += static_cast<short>(m_CreatureStatus.m_StatusInfo.m_wMinDamage
* lpProtoType->m_MonsterInfo.m_fOffenseUp);
m_CreatureStatus.m_StatusInfo.m_wMaxDamage += static_cast<short>(m_CreatureStatus.m_StatusInfo.m_wMaxDamage
* lpProtoType->m_MonsterInfo.m_fOffenseUp);
m_CreatureStatus.m_StatusInfo.m_wMagicPower += static_cast<short>(m_CreatureStatus.m_StatusInfo.m_wMagicPower
* lpProtoType->m_MonsterInfo.m_fOffenseUp);
// 생성 비용 절감
m_MonsterInfo.m_dwDevelopGold -= static_cast<unsigned long>(m_MonsterInfo.m_dwDevelopGold
* lpProtoType->m_MonsterInfo.m_fDevelopGoldDown);
// 업그레이드 비용 절감
m_MonsterInfo.m_dwUpgradeGold -= static_cast<unsigned long>(m_MonsterInfo.m_dwUpgradeGold
* lpProtoType->m_MonsterInfo.m_fUpgradeGoldDown);
}
}
void CSiegeObject::DegradeByEmblem(unsigned char cUpgradeType, unsigned char cUpgradeStep)
{
int nKID = Siege::GetKID(Siege::EMBLEM, Siege::COMPLETE, cUpgradeType, cUpgradeStep);
const CMonsterMgr::MonsterProtoType* lpProtoTypeEmblem = CMonsterMgr::GetInstance().GetMonsterProtoType(nKID);
nKID = GetKID();
const CMonsterMgr::MonsterProtoType* lpProtoType = CMonsterMgr::GetInstance().GetMonsterProtoType(nKID);
if (lpProtoType && lpProtoTypeEmblem)
{
unsigned short wNowHP = m_CreatureStatus.m_nNowHP -
static_cast<unsigned short>(m_CreatureStatus.m_nNowHP * lpProtoTypeEmblem->m_MonsterInfo.m_fHPUp);
m_CreatureStatus = lpProtoType->m_CreatureStatus;
m_MonsterInfo = lpProtoType->m_MonsterInfo;
m_CreatureStatus.m_nNowHP = wNowHP;
}
}
unsigned short CSiegeObject::GetDefaultNowHP()
{
Castle::CCastle* lpCastle = Castle::CCastleMgr::GetInstance().GetCastle( GetCastleID() );
CSiegeObject* lpEmblem = lpCastle->GetCastleEmblem();
if (lpCastle && lpEmblem)
{
int nKID = lpEmblem->GetKID();
const CMonsterMgr::MonsterProtoType* lpProtoTypeEmblem = CMonsterMgr::GetInstance().GetMonsterProtoType(nKID);
if (lpProtoTypeEmblem)
{
return m_CreatureStatus.m_nNowHP - static_cast<unsigned short>(m_CreatureStatus.m_nNowHP * lpProtoTypeEmblem->m_MonsterInfo.m_fHPUp);
}
}
return m_CreatureStatus.m_nNowHP;
}
void CSiegeObject::SetACTByObjectType()
{
switch (m_wObjectType)
{
case Siege::EMBLEM: m_cAttackableCreatureType = Creature::ACT_EMBLEM; break;
case Siege::GATE: m_cAttackableCreatureType = Creature::ACT_GATE; break;
case Siege::BACKDOOR: m_cAttackableCreatureType = Creature::ACT_NONE; break;
case Siege::CAMP: m_cAttackableCreatureType = Creature::ACT_CAMP; break;
case Siege::CASTLE_ARMS_NPC: m_cAttackableCreatureType = Creature::ACT_NONE; break;
case Siege::GUARD: m_cAttackableCreatureType = Creature::ACT_GUARD; break;
case Siege::SHORT_RANGE_CASTLE_ARMS: m_cAttackableCreatureType = Creature::ACT_SHORT_RANGE_CASTLE_ARMS; break;
case Siege::LONG_RANGE_CASTLE_ARMS: m_cAttackableCreatureType = Creature::ACT_LONG_RANGE_CASTLE_ARMS; break;
case Siege::SHORT_RANGE_SIEGE_ARMS: m_cAttackableCreatureType = Creature::ACT_SHORT_RANGE_SIEGE_ARMS; break;
case Siege::LONG_RANGE_SIEGE_ARMS: m_cAttackableCreatureType = Creature::ACT_LONG_RANGE_SIEGE_ARMS; break;
case Siege::AIRSHIP: m_cAttackableCreatureType = Creature::ACT_AIRSHIP; break;
}
}
void CSiegeObject::SearchPlayer()
{
switch (m_wObjectType)
{
case Siege::GUARD:
SearchAirShip();
break;
case Siege::EMBLEM:
SearchEnemyPlayer();
break;
}
}
void CSiegeObject::SearchAirShip()
{
// TODO : 해상도 조절을 통해 float 계산을 없애보자.
if (NULL == m_CellPos.m_lpCell)
{
ERRLOG1(g_Log, "CID:0X%08 공성 오브젝트가 셀 범위 밖에 있습니다.", m_dwCID);
return;
}
CCell* pCell = NULL;
CSiegeObject* pTempTarget = NULL;
CSiegeObject* pCurrentTarget = NULL;
// const float fSquareSearchRange = (float)(m_wSearchRange * m_wSearchRange);
const float fSquareSearchRange = (float)(45 * 45);
for (int nCellCount = 0; nCellCount < CCell::CONNECT_NUM; ++nCellCount)
{
pCell = m_CellPos.m_lpCell->GetConnectCell(nCellCount);
if (NULL == pCell || false == pCell->IsSiegeObject())
{
continue;
}
pTempTarget = pCell->GetFirstAirShip();
while (NULL != pTempTarget)
{
if (pTempTarget->GetStatus().m_nNowHP > 0 && CCreature::ENEMY == IsEnemy(pTempTarget))
{
if (false == pTempTarget->GetEnchantInfo().GetFlag(Skill::SpellID::Stealth) &&
false == pTempTarget->GetEnchantInfo().GetFlag(Skill::SpellID::Invincible) &&
false == pTempTarget->GetEnchantInfo().GetFlag(Skill::SpellID::Hide))
{
const float fDX = pTempTarget->GetCurrentPos().m_fPointX - GetCurrentPos().m_fPointX;
const float fDZ = pTempTarget->GetCurrentPos().m_fPointZ - GetCurrentPos().m_fPointZ;
const float fDistance = (fDX * fDX) + (fDZ * fDZ);
if (fDistance < fSquareSearchRange)
{
pCurrentTarget = pTempTarget;
break;
}
}
}
pTempTarget = pCell->GetNextAirShip();
}
}
if (NULL != pCurrentTarget)
{
m_Threat.AddToThreatList(pCurrentTarget, 1);
m_nCurrentState = CFSM::GetInstance().StateTransition(m_nCurrentState, INPUT_ID_SEEN_PLAYER);
}
}
void CSiegeObject::SearchEnemyPlayer()
{
// TODO : 해상도 조절을 통해 float 계산을 없애보자.
if (NULL == m_CellPos.m_lpCell)
{
ERRLOG1(g_Log, "CID:0X%08 공성 오브젝트가 셀 범위 밖에 있습니다.", m_dwCID);
return;
}
CCell* pCell = NULL;
CCharacter* pTempTarget = NULL;
CCharacter* pCurrentTarget = NULL;
// const float fSquareSearchRange = (float)(m_wSearchRange * m_wSearchRange);
const float fSquareSearchRange = (float)(32 * 32);
for (int nCellCount = 0; nCellCount < CCell::CONNECT_NUM; ++nCellCount)
{
pCell = m_CellPos.m_lpCell->GetConnectCell(nCellCount);
if (NULL == pCell || false == pCell->IsCharacter())
{
continue;
}
pTempTarget = pCell->GetFirstCharacter();
while (NULL != pTempTarget)
{
const float fDistY = fabs(pTempTarget->GetCurrentPos().m_fPointY - GetCurrentPos().m_fPointY);
if (fDistY <= Siege::EMBLEM_ATTACK_HEIGHT_ERROR &&
pTempTarget->GetStatus().m_nNowHP > 0 &&
CCreature::ENEMY == IsEnemy(pTempTarget))
{
if (false == pTempTarget->GetEnchantInfo().GetFlag(Skill::SpellID::Stealth) &&
false == pTempTarget->GetEnchantInfo().GetFlag(Skill::SpellID::Invincible) &&
false == pTempTarget->GetEnchantInfo().GetFlag(Skill::SpellID::Hide))
{
const float fDX = pTempTarget->GetCurrentPos().m_fPointX - GetCurrentPos().m_fPointX;
const float fDZ = pTempTarget->GetCurrentPos().m_fPointZ - GetCurrentPos().m_fPointZ;
const float fDistance = (fDX * fDX) + (fDZ * fDZ);
if (fDistance < fSquareSearchRange)
{
pCurrentTarget = pTempTarget;
break;
}
}
}
pTempTarget = pCell->GetNextCharacter();
}
}
if (NULL != pCurrentTarget)
{
m_Threat.AddToThreatList(pCurrentTarget, 1);
m_nCurrentState = CFSM::GetInstance().StateTransition(m_nCurrentState, INPUT_ID_SEEN_PLAYER);
}
}
void CSiegeObject::MoveTo(const Position& NewPosition)
{
CAggresiveCreature::MoveTo(NewPosition, false);
for (int i=1; i<Siege::AIRSHIP_LIMIT_NUM; ++i)
{
if (0 != m_dwRideCID[i])
{
CCharacter* lpRideCharacter = CCreatureManager::GetInstance().GetCharacter(m_dwRideCID[i]);
if (lpRideCharacter)
{
lpRideCharacter->MoveTo(NewPosition, false);
}
}
}
}
bool CSiegeObject::Dead(CAggresiveCreature* pOffencer)
{
switch (m_wObjectType)
{
case Siege::CAMP: return CampDead(pOffencer);
case Siege::EMBLEM: return EmblemDead(pOffencer);
case Siege::GATE: return GateDead(pOffencer);
case Siege::GUARD: return GuardDead(pOffencer);
case Siege::SHORT_RANGE_CASTLE_ARMS:
case Siege::LONG_RANGE_CASTLE_ARMS:
return CastleArmsDead(pOffencer);
case Siege::AIRSHIP:
case Siege::SHORT_RANGE_SIEGE_ARMS:
case Siege::LONG_RANGE_SIEGE_ARMS:
return SiegeArmsDead(pOffencer);
default: break;
}
return false;
}
bool CSiegeObject::CampDead(CAggresiveCreature* pOffencer)
{
if (STATE_ID_DIE == m_nCurrentState) { return false; }
m_CreatureStatus.m_nNowHP = 0;
m_dwLastBehaviorTick = m_dwLastTime = CPulse::GetInstance().GetLastTick();
m_lCurrentFrame = FPS;
m_bAttacking = false;
m_bCasting = false;
m_nCurrentState = CFSM::GetInstance().StateTransition(m_nCurrentState, INPUT_ID_ZERO_HP);
// 크리쳐 매니져에서 삭제 (해당 셀에서도 삭제한다.)
CCreatureManager::GetInstance().DeleteCreature(m_dwCID);
// 중계 서버로 패킷 전송
GET_SINGLE_DISPATCH(lpDBAgentDispatch, CDBAgentDispatch, CDBAgentDispatch::GetDispatchTable());
if (lpDBAgentDispatch)
{
if ( pOffencer )
{
return GameClientSendPacket::SendCharCampCmdToDBAgent(lpDBAgentDispatch->GetSendStream(), pOffencer->GetCID(), GetCampID(),
pOffencer->GetGID(), 0, PktCampCmd::CAMP_DESTROY, PktBase::NO_SERVER_ERR);
}
else
{
return GameClientSendPacket::SendCharCampCmdToDBAgent(lpDBAgentDispatch->GetSendStream(), 0, GetCampID(),
0, 0, PktCampCmd::CAMP_DESTROY, PktBase::NO_SERVER_ERR);
}
}
return false;
}
bool CSiegeObject::EmblemDead(CAggresiveCreature* pOffencer)
{
if (NULL == pOffencer) return false;
if (STATE_ID_DIE == m_nCurrentState) return false;
m_CreatureStatus.m_nNowHP = 0;
m_dwLastBehaviorTick = m_dwLastTime = CPulse::GetInstance().GetLastTick();
m_lCurrentFrame = FPS;
m_bAttacking = false;
m_bCasting = false;
m_nCurrentState = CFSM::GetInstance().StateTransition(m_nCurrentState, INPUT_ID_ZERO_HP);
// 중계 서버로 패킷 전송
GET_SINGLE_DISPATCH(lpDBAgentDispatch, CDBAgentDispatch, CDBAgentDispatch::GetDispatchTable());
if (lpDBAgentDispatch)
{
m_dwEnemyGID = reinterpret_cast<CCharacter*>(pOffencer)->GetGID();
return GameClientSendPacket::SendCharCastleCmdToDBAgent(lpDBAgentDispatch->GetSendStream(), GetCastleID(), m_dwCID,
m_dwEnemyGID, 0, PktCastleCmd::CASTLE_UPDATE_EMBLEM, PktBase::NO_SERVER_ERR);
}
return false;
}
bool CSiegeObject::GateDead(CAggresiveCreature* pOffencer)
{
if (NULL == pOffencer) return false;
if (STATE_ID_DIE == m_nCurrentState) return false;
m_CreatureStatus.m_nNowHP = 0;
m_dwLastBehaviorTick = m_dwLastTime = CPulse::GetInstance().GetLastTick();
m_lCurrentFrame = FPS;
m_bAttacking = false;
m_bCasting = false;
m_nCurrentState = CFSM::GetInstance().StateTransition(m_nCurrentState, INPUT_ID_ZERO_HP);
// 중계 서버로 패킷 전송
GET_SINGLE_DISPATCH(lpDBAgentDispatch, CDBAgentDispatch, CDBAgentDispatch::GetDispatchTable());
if (lpDBAgentDispatch)
{
return GameClientSendPacket::SendCharCastleCmdToDBAgent(lpDBAgentDispatch->GetSendStream(), GetCastleID(), m_dwCID,
0, 0, PktCastleCmd::CASTLE_DESTROY_GATE, PktBase::NO_SERVER_ERR);
}
return false;
}
bool CSiegeObject::GuardDead(CAggresiveCreature* pOffencer)
{
if (NULL == pOffencer) return false;
if (STATE_ID_DIE == m_nCurrentState) return false;
m_wObjectType = Siege::CASTLE_ARMS_NPC;
m_CreatureStatus.m_nNowHP = 0;
m_dwLastBehaviorTick = m_dwLastTime = CPulse::GetInstance().GetLastTick();
m_lCurrentFrame = FPS;
m_bAttacking = false;
m_bCasting = false;
SetACTByObjectType();
m_nCurrentState = CFSM::GetInstance().StateTransition(m_nCurrentState, INPUT_ID_ZERO_HP);
// 중계 서버로 패킷 전송
GET_SINGLE_DISPATCH(lpDBAgentDispatch, CDBAgentDispatch, CDBAgentDispatch::GetDispatchTable());
if (lpDBAgentDispatch)
{
return GameClientSendPacket::SendCharCastleCmdToDBAgent(lpDBAgentDispatch->GetSendStream(), GetCastleID(), m_dwCID,
PktCastleCmd::DESTROY, 0, PktCastleCmd::CASTLE_DESTROY_ARMS,
PktBase::NO_SERVER_ERR);
}
return false;
}
bool CSiegeObject::CastleArmsDead(CAggresiveCreature* pOffencer)
{
if (NULL == pOffencer) return false;
if (STATE_ID_DIE == m_nCurrentState) return false;
if ( !IsCastleArms() || IsGuard() ) return false;
m_wObjectType = Siege::CASTLE_ARMS_NPC;
m_CreatureStatus.m_nNowHP = 0;
m_dwLastBehaviorTick = m_dwLastTime = CPulse::GetInstance().GetLastTick();
m_lCurrentFrame = FPS;
m_bAttacking = false;
m_bCasting = false;
SetACTByObjectType();
// 타고 있던 캐릭터는 죽는다.
for (int i=0; i<Siege::AIRSHIP_LIMIT_NUM; ++i)
{
CCharacter* lpRideChar = CCreatureManager::GetInstance().GetCharacter(m_dwRideCID[i]);
if (lpRideChar)
{
m_dwRideCID[i] = 0;
lpRideChar->GetOff();
lpRideChar->Kill(pOffencer);
}
}
// 중계 서버로 패킷 전송
GET_SINGLE_DISPATCH(lpDBAgentDispatch, CDBAgentDispatch, CDBAgentDispatch::GetDispatchTable());
if (lpDBAgentDispatch)
{
return GameClientSendPacket::SendCharCastleCmdToDBAgent(lpDBAgentDispatch->GetSendStream(), GetCastleID(), m_dwCID,
PktCastleCmd::DESTROY, 0, PktCastleCmd::CASTLE_DESTROY_ARMS,
PktBase::NO_SERVER_ERR);
}
return false;
}
bool CSiegeObject::SiegeArmsDead(CAggresiveCreature* pOffencer)
{
if (NULL == pOffencer) return false;
if (STATE_ID_DIE == m_nCurrentState) return false;
if ( !IsSiegeArms() ) return false;
m_CreatureStatus.m_nNowHP = 0;
m_dwLastBehaviorTick = m_dwLastTime = CPulse::GetInstance().GetLastTick();
m_lCurrentFrame = FPS;
m_bAttacking = false;
m_bCasting = false;
// 타고 있던 캐릭터는 죽는다.
for (int i=0; i<Siege::AIRSHIP_LIMIT_NUM; ++i)
{
CCharacter* lpRideChar = CCreatureManager::GetInstance().GetCharacter(m_dwRideCID[i]);
if (lpRideChar)
{
lpRideChar->GetOff();
lpRideChar->Kill(pOffencer);
}
m_dwRideCID[i] = 0;
}
// 크리쳐 매니져에서 삭제 (해당 셀에서도 삭제한다.)
CCreatureManager::GetInstance().DeleteCreature(m_dwCID);
// 중계 서버로 패킷 전송
GET_SINGLE_DISPATCH(lpDBAgentDispatch, CDBAgentDispatch, CDBAgentDispatch::GetDispatchTable());
if (lpDBAgentDispatch)
{
return GameClientSendPacket::SendCharSiegeArmsCmdToDBAgent(lpDBAgentDispatch->GetSendStream(), 0, m_dwCID,
0, PktSiegeArmsCmd::SIEGE_DESTROY_ARMS,
PktSiegeArmsCmd::NO_SERVER_ERR);
}
return false;
}