forked from metin2/client
Solution refactoring and restructuring, removed Boost dependency, removed unused tools
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111
src/GameLib/FlyingInstance.h
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111
src/GameLib/FlyingInstance.h
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#pragma once
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#include "FlyTarget.h"
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#include "ActorInstanceInterface.h"
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class CFlyingData;
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class CFlyTrace;
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class IFlyEventHandler;
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class CActorInstance;
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class CFlyingInstance
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{
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public:
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// 2004. 3. 26. myevan. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>̹<EFBFBD><CCB9><EFBFBD> <20>ʿ<EFBFBD>. <20><><EFBFBD>ӿ<EFBFBD><D3BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´ٸ<C2B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ӹ<D3B9> <20><><EFBFBD>鵵<EFBFBD><E9B5B5> <20><><EFBFBD><EFBFBD>
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void Clear(); // Destroy<6F><79> <20><><EFBFBD><EFBFBD>
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void SetDataPointer(CFlyingData * pData, const D3DXVECTOR3 & v3StartPosition);
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void SetFlyTarget(const CFlyTarget & cr_Target); // Shot at Target
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public:
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friend class CSceneFly;
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struct TAttachEffectInstance
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{
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int iAttachIndex;
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DWORD dwEffectInstanceIndex;
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CFlyTrace * pFlyTrace;
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};
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CFlyingInstance();
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virtual ~CFlyingInstance();
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void Destroy();
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void Create(CFlyingData* pData, const D3DXVECTOR3& c_rv3StartPos, const CFlyTarget & c_rkTarget, bool canAttack);
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bool Update();
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void Render();
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bool IsAlive() { return m_bAlive; }
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const D3DXVECTOR3 & GetPosition() { return m_v3Position; }
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void AdjustDirectionForHoming(const D3DXVECTOR3 & v3TargetPosition);
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typedef std::vector<TAttachEffectInstance> TAttachEffectInstanceVector;
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void BuildAttachInstance();
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void UpdateAttachInstance();
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void RenderAttachInstance();
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void ClearAttachInstance();
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void SetEventHandler(IFlyEventHandler * pHandler) { m_pHandler = pHandler; }
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void ClearEventHandler() { m_pHandler = 0; }
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void SetPierceCount(int iCount) { m_iPierceCount = iCount; }
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void SetOwner(IActorInstance * pOwner) { m_pOwner = pOwner; }
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void SetSkillIndex(DWORD dwIndex) { m_dwSkillIndex = dwIndex; }
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// FIXME : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20>ֽ<EFBFBD><D6BD>ϴ<EFBFBD>. <20>ӽ÷<D3BD> <20><><EFBFBD><EFBFBD>.. - [levites]
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void __Explode(bool bBomb=true);
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void __Bomb();
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DWORD ID;
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protected:
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void __Initialize();
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void __SetDataPointer(CFlyingData * pData, const D3DXVECTOR3 & v3StartPosition);
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void __SetTargetDirection(const CFlyTarget& c_rkTarget);
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void __SetTargetNormalizedDirection(const D3DXVECTOR3 & v3NormalizedDirection ); // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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protected:
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CFlyingData * m_pData;
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D3DXQUATERNION m_qRot;
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float m_fStartTime;
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bool m_bAlive;
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bool m_canAttack;
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int m_iPierceCount;
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DWORD m_dwSkillIndex;
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D3DXVECTOR3 m_v3Position;
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D3DXVECTOR3 m_v3Velocity;
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D3DXVECTOR3 m_v3LocalVelocity;
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D3DXVECTOR3 m_v3Accel;
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float m_fRemainRange;
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CFlyTarget m_FlyTarget;
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D3DXQUATERNION m_qAttachRotation;
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TAttachEffectInstanceVector m_vecAttachEffectInstance;
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IFlyEventHandler * m_pHandler;
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IActorInstance * m_pOwner;
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BOOL m_bTargetHitted;
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std::set<IActorInstance *> m_HittedObjectSet;
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public:
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static CFlyingInstance * New() { return ms_kPool.Alloc(); }
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static void Delete(CFlyingInstance * pInstance) { pInstance->Destroy(); ms_kPool.Free(pInstance); }
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static void DestroySystem() { ms_kPool.Destroy(); }
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static CDynamicPool<CFlyingInstance> ms_kPool;
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};
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