server/game/src/char_state.cpp

1231 lines
30 KiB
C++

#include "stdafx.h"
#include "config.h"
#include "utils.h"
#include "vector.h"
#include "char.h"
#include "battle.h"
#include "char_manager.h"
#include "packet.h"
#include "motion.h"
#include "party.h"
#include "affect.h"
#include "buffer_manager.h"
#include "questmanager.h"
#include "p2p.h"
#include "item_manager.h"
#include "mob_manager.h"
#include "exchange.h"
#include "sectree_manager.h"
#include "xmas_event.h"
#include "guild_manager.h"
#include "war_map.h"
#include "locale_service.h"
#include "BlueDragon.h"
#include <common/VnumHelper.h>
BOOL g_test_server;
extern LPCHARACTER FindVictim(LPCHARACTER pkChr, int iMaxDistance);
namespace
{
class FuncFindChrForFlag
{
public:
FuncFindChrForFlag(LPCHARACTER pkChr) :
m_pkChr(pkChr), m_pkChrFind(NULL), m_iMinDistance(INT_MAX)
{
}
void operator () (LPENTITY ent)
{
if (!ent->IsType(ENTITY_CHARACTER))
return;
if (ent->IsObserverMode())
return;
LPCHARACTER pkChr = (LPCHARACTER) ent;
if (!pkChr->IsPC())
return;
if (!pkChr->GetGuild())
return;
if (pkChr->IsDead())
return;
int iDist = DISTANCE_APPROX(pkChr->GetX()-m_pkChr->GetX(), pkChr->GetY()-m_pkChr->GetY());
if (iDist <= 500 && m_iMinDistance > iDist &&
!pkChr->IsAffectFlag(AFF_WAR_FLAG1) &&
!pkChr->IsAffectFlag(AFF_WAR_FLAG2) &&
!pkChr->IsAffectFlag(AFF_WAR_FLAG3))
{
// 우리편 깃발일 경우
if ((DWORD) m_pkChr->GetPoint(POINT_STAT) == pkChr->GetGuild()->GetID())
{
CWarMap * pMap = pkChr->GetWarMap();
BYTE idx;
if (!pMap || !pMap->GetTeamIndex(pkChr->GetGuild()->GetID(), idx))
return;
// 우리편 기지에 깃발이 없을 때만 깃발을 뽑는다. 안그러면 기지에 있는 깃발을
// 가만히 두고 싶은데도 뽑힐수가 있으므로..
if (!pMap->IsFlagOnBase(idx))
{
m_pkChrFind = pkChr;
m_iMinDistance = iDist;
}
}
else
{
// 상대편 깃발인 경우 무조건 뽑는다.
m_pkChrFind = pkChr;
m_iMinDistance = iDist;
}
}
}
LPCHARACTER m_pkChr;
LPCHARACTER m_pkChrFind;
int m_iMinDistance;
};
class FuncFindChrForFlagBase
{
public:
FuncFindChrForFlagBase(LPCHARACTER pkChr) : m_pkChr(pkChr)
{
}
void operator () (LPENTITY ent)
{
if (!ent->IsType(ENTITY_CHARACTER))
return;
if (ent->IsObserverMode())
return;
LPCHARACTER pkChr = (LPCHARACTER) ent;
if (!pkChr->IsPC())
return;
CGuild * pkGuild = pkChr->GetGuild();
if (!pkGuild)
return;
int iDist = DISTANCE_APPROX(pkChr->GetX()-m_pkChr->GetX(), pkChr->GetY()-m_pkChr->GetY());
if (iDist <= 500 &&
(pkChr->IsAffectFlag(AFF_WAR_FLAG1) ||
pkChr->IsAffectFlag(AFF_WAR_FLAG2) ||
pkChr->IsAffectFlag(AFF_WAR_FLAG3)))
{
CAffect * pkAff = pkChr->FindAffect(AFFECT_WAR_FLAG);
sys_log(0, "FlagBase %s dist %d aff %p flag gid %d chr gid %u",
pkChr->GetName(), iDist, pkAff, m_pkChr->GetPoint(POINT_STAT),
pkChr->GetGuild()->GetID());
if (pkAff)
{
if ((DWORD) m_pkChr->GetPoint(POINT_STAT) == pkGuild->GetID() &&
m_pkChr->GetPoint(POINT_STAT) != pkAff->lApplyValue)
{
CWarMap * pMap = pkChr->GetWarMap();
BYTE idx;
if (!pMap || !pMap->GetTeamIndex(pkGuild->GetID(), idx))
return;
//if (pMap->IsFlagOnBase(idx))
{
BYTE idx_opp = idx == 0 ? 1 : 0;
SendGuildWarScore(m_pkChr->GetPoint(POINT_STAT), pkAff->lApplyValue, 1);
//SendGuildWarScore(pkAff->lApplyValue, m_pkChr->GetPoint(POINT_STAT), -1);
pMap->ResetFlag();
//pMap->AddFlag(idx_opp);
//pkChr->RemoveAffect(AFFECT_WAR_FLAG);
char buf[256];
snprintf(buf, sizeof(buf), LC_TEXT("%s 길드가 %s 길드의 깃발을 빼앗았습니다!"), pMap->GetGuild(idx)->GetName(), pMap->GetGuild(idx_opp)->GetName());
pMap->Notice(buf);
}
}
}
}
}
LPCHARACTER m_pkChr;
};
class FuncFindGuardVictim
{
public:
FuncFindGuardVictim(LPCHARACTER pkChr, int iMaxDistance) :
m_pkChr(pkChr),
m_iMinDistance(INT_MAX),
m_iMaxDistance(iMaxDistance),
m_lx(pkChr->GetX()),
m_ly(pkChr->GetY()),
m_pkChrVictim(NULL)
{
};
void operator () (LPENTITY ent)
{
if (!ent->IsType(ENTITY_CHARACTER))
return;
LPCHARACTER pkChr = (LPCHARACTER) ent;
// 일단 PC 공격안함
if (pkChr->IsPC())
return;
if (pkChr->IsNPC() && !pkChr->IsMonster())
return;
if (pkChr->IsDead())
return;
if (pkChr->IsAffectFlag(AFF_EUNHYUNG) ||
pkChr->IsAffectFlag(AFF_INVISIBILITY) ||
pkChr->IsAffectFlag(AFF_REVIVE_INVISIBLE))
return;
// 왜구는 패스
if (pkChr->GetRaceNum() == 5001)
return;
int iDistance = DISTANCE_APPROX(m_lx - pkChr->GetX(), m_ly - pkChr->GetY());
if (iDistance < m_iMinDistance && iDistance <= m_iMaxDistance)
{
m_pkChrVictim = pkChr;
m_iMinDistance = iDistance;
}
}
LPCHARACTER GetVictim()
{
return (m_pkChrVictim);
}
private:
LPCHARACTER m_pkChr;
int m_iMinDistance;
int m_iMaxDistance;
int m_lx;
int m_ly;
LPCHARACTER m_pkChrVictim;
};
}
bool CHARACTER::IsAggressive() const
{
return IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_AGGRESSIVE);
}
void CHARACTER::SetAggressive()
{
SET_BIT(m_pointsInstant.dwAIFlag, AIFLAG_AGGRESSIVE);
}
bool CHARACTER::IsCoward() const
{
return IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_COWARD);
}
void CHARACTER::SetCoward()
{
SET_BIT(m_pointsInstant.dwAIFlag, AIFLAG_COWARD);
}
bool CHARACTER::IsBerserker() const
{
return IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_BERSERK);
}
bool CHARACTER::IsStoneSkinner() const
{
return IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_STONESKIN);
}
bool CHARACTER::IsGodSpeeder() const
{
return IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_GODSPEED);
}
bool CHARACTER::IsDeathBlower() const
{
return IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_DEATHBLOW);
}
bool CHARACTER::IsReviver() const
{
return IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_REVIVE);
}
void CHARACTER::CowardEscape()
{
int iDist[4] = {500, 1000, 3000, 5000};
for (int iDistIdx = 2; iDistIdx >= 0; --iDistIdx)
for (int iTryCount = 0; iTryCount < 8; ++iTryCount)
{
SetRotation(number(0, 359)); // 방향은 랜덤으로 설정
float fx, fy;
float fDist = number(iDist[iDistIdx], iDist[iDistIdx+1]);
GetDeltaByDegree(GetRotation(), fDist, &fx, &fy);
bool bIsWayBlocked = false;
for (int j = 1; j <= 100; ++j)
{
if (!SECTREE_MANAGER::instance().IsMovablePosition(GetMapIndex(), GetX() + (int) fx*j/100, GetY() + (int) fy*j/100))
{
bIsWayBlocked = true;
break;
}
}
if (bIsWayBlocked)
continue;
m_dwStateDuration = PASSES_PER_SEC(1);
int iDestX = GetX() + (int) fx;
int iDestY = GetY() + (int) fy;
if (Goto(iDestX, iDestY))
SendMovePacket(FUNC_WAIT, 0, 0, 0, 0);
sys_log(0, "WAEGU move to %d %d (far)", iDestX, iDestY);
return;
}
}
void CHARACTER::SetNoAttackShinsu()
{
SET_BIT(m_pointsInstant.dwAIFlag, AIFLAG_NOATTACKSHINSU);
}
bool CHARACTER::IsNoAttackShinsu() const
{
return IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_NOATTACKSHINSU);
}
void CHARACTER::SetNoAttackChunjo()
{
SET_BIT(m_pointsInstant.dwAIFlag, AIFLAG_NOATTACKCHUNJO);
}
bool CHARACTER::IsNoAttackChunjo() const
{
return IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_NOATTACKCHUNJO);
}
void CHARACTER::SetNoAttackJinno()
{
SET_BIT(m_pointsInstant.dwAIFlag, AIFLAG_NOATTACKJINNO);
}
bool CHARACTER::IsNoAttackJinno() const
{
return IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_NOATTACKJINNO);
}
void CHARACTER::SetAttackMob()
{
SET_BIT(m_pointsInstant.dwAIFlag, AIFLAG_ATTACKMOB);
}
bool CHARACTER::IsAttackMob() const
{
return IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_ATTACKMOB);
}
// STATE_IDLE_REFACTORING
void CHARACTER::StateIdle()
{
if (IsStone())
{
__StateIdle_Stone();
return;
}
else if (IsWarp() || IsGoto())
{
// 워프는 이벤트로 처리
m_dwStateDuration = 60 * passes_per_sec;
return;
}
if (IsPC())
return;
// NPC 처리
if (!IsMonster())
{
__StateIdle_NPC();
return;
}
__StateIdle_Monster();
}
void CHARACTER::__StateIdle_Stone()
{
m_dwStateDuration = PASSES_PER_SEC(1);
int iPercent = (GetHP() * 100) / GetMaxHP();
DWORD dwVnum = number(MIN(GetMobTable().sAttackSpeed, GetMobTable().sMovingSpeed ), MAX(GetMobTable().sAttackSpeed, GetMobTable().sMovingSpeed));
if (iPercent <= 10 && GetMaxSP() < 10)
{
SetMaxSP(10);
SendMovePacket(FUNC_ATTACK, 0, GetX(), GetY(), 0);
CHARACTER_MANAGER::instance().SelectStone(this);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 500, GetY() - 500, GetX() + 500, GetY() + 500);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1500, GetY() - 1500, GetX() + 1500, GetY() + 1500);
CHARACTER_MANAGER::instance().SelectStone(NULL);
}
else if (iPercent <= 20 && GetMaxSP() < 9)
{
SetMaxSP(9);
SendMovePacket(FUNC_ATTACK, 0, GetX(), GetY(), 0);
CHARACTER_MANAGER::instance().SelectStone(this);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 500, GetY() - 500, GetX() + 500, GetY() + 500);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1500, GetY() - 1500, GetX() + 1500, GetY() + 1500);
CHARACTER_MANAGER::instance().SelectStone(NULL);
}
else if (iPercent <= 30 && GetMaxSP() < 8)
{
SetMaxSP(8);
SendMovePacket(FUNC_ATTACK, 0, GetX(), GetY(), 0);
CHARACTER_MANAGER::instance().SelectStone(this);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 500, GetY() - 500, GetX() + 500, GetY() + 500);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SelectStone(NULL);
}
else if (iPercent <= 40 && GetMaxSP() < 7)
{
SetMaxSP(7);
SendMovePacket(FUNC_ATTACK, 0, GetX(), GetY(), 0);
CHARACTER_MANAGER::instance().SelectStone(this);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SelectStone(NULL);
}
else if (iPercent <= 50 && GetMaxSP() < 6)
{
SetMaxSP(6);
SendMovePacket(FUNC_ATTACK, 0, GetX(), GetY(), 0);
CHARACTER_MANAGER::instance().SelectStone(this);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SelectStone(NULL);
}
else if (iPercent <= 60 && GetMaxSP() < 5)
{
SetMaxSP(5);
SendMovePacket(FUNC_ATTACK, 0, GetX(), GetY(), 0);
CHARACTER_MANAGER::instance().SelectStone(this);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 500, GetY() - 500, GetX() + 500, GetY() + 500);
CHARACTER_MANAGER::instance().SelectStone(NULL);
}
else if (iPercent <= 70 && GetMaxSP() < 4)
{
SetMaxSP(4);
SendMovePacket(FUNC_ATTACK, 0, GetX(), GetY(), 0);
CHARACTER_MANAGER::instance().SelectStone(this);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 500, GetY() - 500, GetX() + 500, GetY() + 500);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SelectStone(NULL);
}
else if (iPercent <= 80 && GetMaxSP() < 3)
{
SetMaxSP(3);
SendMovePacket(FUNC_ATTACK, 0, GetX(), GetY(), 0);
CHARACTER_MANAGER::instance().SelectStone(this);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SelectStone(NULL);
}
else if (iPercent <= 90 && GetMaxSP() < 2)
{
SetMaxSP(2);
SendMovePacket(FUNC_ATTACK, 0, GetX(), GetY(), 0);
CHARACTER_MANAGER::instance().SelectStone(this);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 500, GetY() - 500, GetX() + 500, GetY() + 500);
CHARACTER_MANAGER::instance().SelectStone(NULL);
}
else if (iPercent <= 99 && GetMaxSP() < 1)
{
SetMaxSP(1);
SendMovePacket(FUNC_ATTACK, 0, GetX(), GetY(), 0);
CHARACTER_MANAGER::instance().SelectStone(this);
CHARACTER_MANAGER::instance().SpawnGroup(dwVnum, GetMapIndex(), GetX() - 1000, GetY() - 1000, GetX() + 1000, GetY() + 1000);
CHARACTER_MANAGER::instance().SelectStone(NULL);
}
else
return;
UpdatePacket();
return;
}
void CHARACTER::__StateIdle_NPC()
{
MonsterChat(MONSTER_CHAT_WAIT);
m_dwStateDuration = PASSES_PER_SEC(5);
// 펫 시스템의 Idle 처리는 기존 거의 모든 종류의 캐릭터들이 공유해서 사용하는 상태머신이 아닌 CPetActor::Update에서 처리함.
if (IsPet())
return;
else if (IsGuardNPC())
{
if (!quest::CQuestManager::instance().GetEventFlag("noguard"))
{
FuncFindGuardVictim f(this, 50000);
if (GetSectree())
GetSectree()->ForEachAround(f);
LPCHARACTER victim = f.GetVictim();
if (victim)
{
m_dwStateDuration = passes_per_sec/2;
if (CanBeginFight())
BeginFight(victim);
}
}
}
else
{
if (GetRaceNum() == xmas::MOB_SANTA_VNUM) // 산타
{
if (get_dword_time() > m_dwPlayStartTime)
{
int next_warp_time = 2 * 1000; // 2초
m_dwPlayStartTime = get_dword_time() + next_warp_time;
// 시간이 넘었으니 워프합시다.
/*
* 산타용
const int WARP_MAP_INDEX_NUM = 4;
static const int c_lWarpMapIndexs[WARP_MAP_INDEX_NUM] = {61, 62, 63, 64};
*/
// 신선자 노해용
const int WARP_MAP_INDEX_NUM = 7;
static const int c_lWarpMapIndexs[WARP_MAP_INDEX_NUM] = { 61, 62, 63, 64, 3, 23, 43 };
int lNextMapIndex;
lNextMapIndex = c_lWarpMapIndexs[number(1, WARP_MAP_INDEX_NUM) - 1];
if (map_allow_find(lNextMapIndex))
{
// 이곳입니다.
M2_DESTROY_CHARACTER(this);
int iNextSpawnDelay = 0;
if (LC_IsYMIR())
iNextSpawnDelay = 20 * 60;
else
iNextSpawnDelay = 50 * 60;
xmas::SpawnSanta(lNextMapIndex, iNextSpawnDelay);
}
else
{
// 다른 서버 입니다.
TPacketGGXmasWarpSanta p;
p.bHeader = HEADER_GG_XMAS_WARP_SANTA;
p.bChannel = g_bChannel;
p.lMapIndex = lNextMapIndex;
P2P_MANAGER::instance().Send(&p, sizeof(TPacketGGXmasWarpSanta));
}
return;
}
}
if (!IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_NOMOVE))
{
//
// 이 곳 저 곳 이동한다.
//
LPCHARACTER pkChrProtege = GetProtege();
if (pkChrProtege)
{
if (DISTANCE_APPROX(GetX() - pkChrProtege->GetX(), GetY() - pkChrProtege->GetY()) > 500)
{
if (Follow(pkChrProtege, number(100, 300)))
return;
}
}
if (!number(0, 6))
{
SetRotation(number(0, 359)); // 방향은 랜덤으로 설정
float fx, fy;
float fDist = number(200, 400);
GetDeltaByDegree(GetRotation(), fDist, &fx, &fy);
// 느슨한 못감 속성 체크; 최종 위치와 중간 위치가 갈수없다면 가지 않는다.
if (!(SECTREE_MANAGER::instance().IsMovablePosition(GetMapIndex(), GetX() + (int) fx, GetY() + (int) fy)
&& SECTREE_MANAGER::instance().IsMovablePosition(GetMapIndex(), GetX() + (int) fx / 2, GetY() + (int) fy / 2)))
return;
SetNowWalking(true);
if (Goto(GetX() + (int) fx, GetY() + (int) fy))
SendMovePacket(FUNC_WAIT, 0, 0, 0, 0);
return;
}
}
}
}
void CHARACTER::__StateIdle_Monster()
{
if (IsStun())
return;
if (!CanMove())
return;
if (IsCoward())
{
// 겁쟁이 몬스터는 도망만 다닙니다.
if (!IsDead())
CowardEscape();
return;
}
if (IsBerserker())
if (IsBerserk())
SetBerserk(false);
if (IsGodSpeeder())
if (IsGodSpeed())
SetGodSpeed(false);
LPCHARACTER victim = GetVictim();
if (!victim || victim->IsDead())
{
SetVictim(NULL);
victim = NULL;
m_dwStateDuration = PASSES_PER_SEC(1);
}
if (!victim || victim->IsBuilding())
{
// 돌 보호 처리
if (m_pkChrStone)
{
victim = m_pkChrStone->GetNearestVictim(m_pkChrStone);
}
// 선공 몬스터 처리
else if (!no_wander && IsAggressive())
{
if (GetMapIndex() == 61 && quest::CQuestManager::instance().GetEventFlag("xmas_tree"));
// 서한산에서 나무가 있으면 선공하지않는다.
else
victim = FindVictim(this, m_pkMobData->m_table.wAggressiveSight);
}
}
if (victim && !victim->IsDead())
{
if (CanBeginFight())
BeginFight(victim);
return;
}
if (IsAggressive() && !victim)
m_dwStateDuration = PASSES_PER_SEC(number(1, 3));
else
m_dwStateDuration = PASSES_PER_SEC(number(3, 5));
LPCHARACTER pkChrProtege = GetProtege();
// 보호할 것(돌, 파티장)에게로 부터 멀다면 따라간다.
if (pkChrProtege)
{
if (DISTANCE_APPROX(GetX() - pkChrProtege->GetX(), GetY() - pkChrProtege->GetY()) > 1000)
{
if (Follow(pkChrProtege, number(150, 400)))
{
MonsterLog("[IDLE] 리더로부터 너무 멀리 떨어졌다! 복귀한다.");
return;
}
}
}
//
// 그냥 왔다리 갔다리 한다.
//
if (!no_wander && !IS_SET(m_pointsInstant.dwAIFlag, AIFLAG_NOMOVE))
{
if (!number(0, 6))
{
SetRotation(number(0, 359)); // 방향은 랜덤으로 설정
float fx, fy;
float fDist = number(300, 700);
GetDeltaByDegree(GetRotation(), fDist, &fx, &fy);
// 느슨한 못감 속성 체크; 최종 위치와 중간 위치가 갈수없다면 가지 않는다.
if (!(SECTREE_MANAGER::instance().IsMovablePosition(GetMapIndex(), GetX() + (int) fx, GetY() + (int) fy)
&& SECTREE_MANAGER::instance().IsMovablePosition(GetMapIndex(), GetX() + (int) fx/2, GetY() + (int) fy/2)))
return;
// NOTE: 몬스터가 IDLE 상태에서 주변을 서성거릴 때, 현재 무조건 뛰어가게 되어 있음. (절대로 걷지 않음)
// 그래픽 팀에서 몬스터가 걷는 모습도 보고싶다고 해서 임시로 특정확률로 걷거나 뛰게 함. (게임의 전반적인 느낌이 틀려지기 때문에 일단 테스트 모드에서만 작동)
if (g_test_server)
{
if (number(0, 100) < 60)
SetNowWalking(false);
else
SetNowWalking(true);
}
if (Goto(GetX() + (int) fx, GetY() + (int) fy))
SendMovePacket(FUNC_WAIT, 0, 0, 0, 0);
return;
}
}
MonsterChat(MONSTER_CHAT_WAIT);
}
// END_OF_STATE_IDLE_REFACTORING
bool __CHARACTER_GotoNearTarget(LPCHARACTER self, LPCHARACTER victim)
{
if (IS_SET(self->GetAIFlag(), AIFLAG_NOMOVE))
return false;
switch (self->GetMobBattleType())
{
case BATTLE_TYPE_RANGE:
case BATTLE_TYPE_MAGIC:
// 마법사나 궁수는 공격 거리의 80%까지 가서 공격을 시작한다.
if (self->Follow(victim, self->GetMobAttackRange() * 8 / 10))
return true;
break;
default:
// 나머지는 90%?
if (self->Follow(victim, self->GetMobAttackRange() * 9 / 10))
return true;
}
return false;
}
void CHARACTER::StateMove()
{
DWORD dwElapsedTime = get_dword_time() - m_dwMoveStartTime;
float fRate = (float) dwElapsedTime / (float) m_dwMoveDuration;
if (fRate > 1.0f)
fRate = 1.0f;
int x = (int) ((float) (m_posDest.x - m_posStart.x) * fRate + m_posStart.x);
int y = (int) ((float) (m_posDest.y - m_posStart.y) * fRate + m_posStart.y);
Move(x, y);
if (IsPC() && (thecore_pulse() & 15) == 0)
{
UpdateSectree();
if (GetExchange())
{
LPCHARACTER victim = GetExchange()->GetCompany()->GetOwner();
int iDist = DISTANCE_APPROX(GetX() - victim->GetX(), GetY() - victim->GetY());
// 거리 체크
if (iDist >= EXCHANGE_MAX_DISTANCE)
{
GetExchange()->Cancel();
}
}
}
// 스테미나가 0 이상이어야 한다.
if (IsPC())
{
if (IsWalking() && GetStamina() < GetMaxStamina())
{
// 5초 후 부터 스테미너 증가
if (get_dword_time() - GetWalkStartTime() > 5000)
PointChange(POINT_STAMINA, GetMaxStamina() / 1);
}
// 전투 중이면서 뛰는 중이면
if (!IsWalking() && !IsRiding())
if ((get_dword_time() - GetLastAttackTime()) < 20000)
{
StartAffectEvent();
if (IsStaminaHalfConsume())
{
if (thecore_pulse()&1)
PointChange(POINT_STAMINA, -STAMINA_PER_STEP);
}
else
PointChange(POINT_STAMINA, -STAMINA_PER_STEP);
StartStaminaConsume();
if (GetStamina() <= 0)
{
// 스테미나가 모자라 걸어야함
SetStamina(0);
SetNowWalking(true);
StopStaminaConsume();
}
}
else if (IsStaminaConsume())
{
StopStaminaConsume();
}
}
else
{
// XXX AGGRO
if (IsMonster() && GetVictim())
{
LPCHARACTER victim = GetVictim();
UpdateAggrPoint(victim, DAMAGE_TYPE_NORMAL, -(victim->GetLevel() / 3 + 1));
if (g_test_server)
{
// 몬스터가 적을 쫓아가는 것이면 무조건 뛰어간다.
SetNowWalking(false);
}
}
if (IsMonster() && GetMobRank() >= MOB_RANK_BOSS && GetVictim())
{
LPCHARACTER victim = GetVictim();
// 거대 거북
if (GetRaceNum() == 2191 && number(1, 20) == 1 && get_dword_time() - m_pkMobInst->m_dwLastWarpTime > 1000)
{
// 워프 테스트
float fx, fy;
GetDeltaByDegree(victim->GetRotation(), 400, &fx, &fy);
int new_x = victim->GetX() + (int)fx;
int new_y = victim->GetY() + (int)fy;
SetRotation(GetDegreeFromPositionXY(new_x, new_y, victim->GetX(), victim->GetY()));
Show(victim->GetMapIndex(), new_x, new_y, 0, true);
GotoState(m_stateBattle);
m_dwStateDuration = 1;
ResetMobSkillCooltime();
m_pkMobInst->m_dwLastWarpTime = get_dword_time();
return;
}
// TODO 방향전환을 해서 덜 바보가 되자!
if (number(0, 3) == 0)
{
if (__CHARACTER_GotoNearTarget(this, victim))
return;
}
}
}
if (1.0f == fRate)
{
if (IsPC())
{
sys_log(1, "도착 %s %d %d", GetName(), x, y);
GotoState(m_stateIdle);
StopStaminaConsume();
}
else
{
if (GetVictim() && !IsCoward())
{
if (!IsState(m_stateBattle))
MonsterLog("[BATTLE] 근처에 왔으니 공격시작 %s", GetVictim()->GetName());
GotoState(m_stateBattle);
m_dwStateDuration = 1;
}
else
{
if (!IsState(m_stateIdle))
MonsterLog("[IDLE] 대상이 없으니 쉬자");
GotoState(m_stateIdle);
LPCHARACTER rider = GetRider();
m_dwStateDuration = PASSES_PER_SEC(number(1, 3));
}
}
}
}
void CHARACTER::StateBattle()
{
if (IsStone())
{
sys_err("Stone must not use battle state (name %s)", GetName());
return;
}
if (IsPC())
return;
if (!CanMove())
return;
if (IsStun())
return;
LPCHARACTER victim = GetVictim();
if (IsCoward())
{
if (IsDead())
return;
SetVictim(NULL);
if (number(1, 50) != 1)
{
GotoState(m_stateIdle);
m_dwStateDuration = 1;
}
else
CowardEscape();
return;
}
if (!victim || (victim->IsStun() && IsGuardNPC()) || victim->IsDead())
{
if (victim && victim->IsDead() &&
!no_wander && IsAggressive() && (!GetParty() || GetParty()->GetLeader() == this))
{
LPCHARACTER new_victim = FindVictim(this, m_pkMobData->m_table.wAggressiveSight);
SetVictim(new_victim);
m_dwStateDuration = PASSES_PER_SEC(1);
if (!new_victim)
{
switch (GetMobBattleType())
{
case BATTLE_TYPE_MELEE:
case BATTLE_TYPE_SUPER_POWER:
case BATTLE_TYPE_SUPER_TANKER:
case BATTLE_TYPE_POWER:
case BATTLE_TYPE_TANKER:
{
float fx, fy;
float fDist = number(400, 1500);
GetDeltaByDegree(number(0, 359), fDist, &fx, &fy);
if (SECTREE_MANAGER::instance().IsMovablePosition(victim->GetMapIndex(),
victim->GetX() + (int) fx,
victim->GetY() + (int) fy) &&
SECTREE_MANAGER::instance().IsMovablePosition(victim->GetMapIndex(),
victim->GetX() + (int) fx/2,
victim->GetY() + (int) fy/2))
{
float dx = victim->GetX() + fx;
float dy = victim->GetY() + fy;
SetRotation(GetDegreeFromPosition(dx, dy));
if (Goto((int) dx, (int) dy))
{
sys_log(0, "KILL_AND_GO: %s distance %.1f", GetName(), fDist);
SendMovePacket(FUNC_WAIT, 0, 0, 0, 0);
}
}
}
}
}
return;
}
SetVictim(NULL);
if (IsGuardNPC())
Return();
m_dwStateDuration = PASSES_PER_SEC(1);
return;
}
if (IsSummonMonster() && !IsDead() && !IsStun())
{
if (!GetParty())
{
// 서몬해서 채워둘 파티를 만들어 둡니다.
CPartyManager::instance().CreateParty(this);
}
LPPARTY pParty = GetParty();
bool bPct = !number(0, 3);
if (bPct && pParty->CountMemberByVnum(GetSummonVnum()) < SUMMON_MONSTER_COUNT)
{
MonsterLog("부하 몬스터 소환!");
// 모자라는 녀석을 불러내 채웁시다.
int sx = GetX() - 300;
int sy = GetY() - 300;
int ex = GetX() + 300;
int ey = GetY() + 300;
LPCHARACTER tch = CHARACTER_MANAGER::instance().SpawnMobRange(GetSummonVnum(), GetMapIndex(), sx, sy, ex, ey, true, true);
if (tch)
{
pParty->Join(tch->GetVID());
pParty->Link(tch);
}
}
}
LPCHARACTER pkChrProtege = GetProtege();
float fDist = DISTANCE_APPROX(GetX() - victim->GetX(), GetY() - victim->GetY());
if (fDist >= 4000.0f) // 40미터 이상 멀어지면 포기
{
MonsterLog("타겟이 멀어서 포기");
SetVictim(NULL);
// 보호할 것(돌, 파티장) 주변으로 간다.
if (pkChrProtege)
if (DISTANCE_APPROX(GetX() - pkChrProtege->GetX(), GetY() - pkChrProtege->GetY()) > 1000)
Follow(pkChrProtege, number(150, 400));
return;
}
if (fDist >= GetMobAttackRange() * 1.15)
{
__CHARACTER_GotoNearTarget(this, victim);
return;
}
if (m_pkParty)
m_pkParty->SendMessage(this, PM_ATTACKED_BY, 0, 0);
if (2493 == m_pkMobData->m_table.dwVnum)
{
// 수룡(2493) 특수 처리
m_dwStateDuration = BlueDragon_StateBattle(this);
return;
}
DWORD dwCurTime = get_dword_time();
DWORD dwDuration = CalculateDuration(GetLimitPoint(POINT_ATT_SPEED), 2000);
if ((dwCurTime - m_dwLastAttackTime) < dwDuration) // 2초 마다 공격해야 한다.
{
m_dwStateDuration = MAX(1, (passes_per_sec * (dwDuration - (dwCurTime - m_dwLastAttackTime)) / 1000));
return;
}
if (IsBerserker() == true)
if (GetHPPct() < m_pkMobData->m_table.bBerserkPoint)
if (IsBerserk() != true)
SetBerserk(true);
if (IsGodSpeeder() == true)
if (GetHPPct() < m_pkMobData->m_table.bGodSpeedPoint)
if (IsGodSpeed() != true)
SetGodSpeed(true);
//
// 몹 스킬 처리
//
if (HasMobSkill())
{
for (unsigned int iSkillIdx = 0; iSkillIdx < MOB_SKILL_MAX_NUM; ++iSkillIdx)
{
if (CanUseMobSkill(iSkillIdx))
{
SetRotationToXY(victim->GetX(), victim->GetY());
if (UseMobSkill(iSkillIdx))
{
SendMovePacket(FUNC_MOB_SKILL, iSkillIdx, GetX(), GetY(), 0, dwCurTime);
float fDuration = CMotionManager::instance().GetMotionDuration(GetRaceNum(), MAKE_MOTION_KEY(MOTION_MODE_GENERAL, MOTION_SPECIAL_1 + iSkillIdx));
m_dwStateDuration = (DWORD) (fDuration == 0.0f ? PASSES_PER_SEC(2) : PASSES_PER_SEC(fDuration));
if (test_server)
sys_log(0, "USE_MOB_SKILL: %s idx %u motion %u duration %.0f", GetName(), iSkillIdx, MOTION_SPECIAL_1 + iSkillIdx, fDuration);
return;
}
}
}
}
if (!Attack(victim)) // 공격 실패라면? 왜 실패했지? TODO
m_dwStateDuration = passes_per_sec / 2;
else
{
// 적을 바라보게 만든다.
SetRotationToXY(victim->GetX(), victim->GetY());
SendMovePacket(FUNC_ATTACK, 0, GetX(), GetY(), 0, dwCurTime);
float fDuration = CMotionManager::instance().GetMotionDuration(GetRaceNum(), MAKE_MOTION_KEY(MOTION_MODE_GENERAL, MOTION_NORMAL_ATTACK));
m_dwStateDuration = (DWORD) (fDuration == 0.0f ? PASSES_PER_SEC(2) : PASSES_PER_SEC(fDuration));
}
}
void CHARACTER::StateFlag()
{
m_dwStateDuration = (DWORD) PASSES_PER_SEC(0.5);
CWarMap * pMap = GetWarMap();
if (!pMap)
return;
FuncFindChrForFlag f(this);
GetSectree()->ForEachAround(f);
if (!f.m_pkChrFind)
return;
if (NULL == f.m_pkChrFind->GetGuild())
return;
char buf[256];
BYTE idx;
if (!pMap->GetTeamIndex(GetPoint(POINT_STAT), idx))
return;
f.m_pkChrFind->AddAffect(AFFECT_WAR_FLAG, POINT_NONE, GetPoint(POINT_STAT), idx == 0 ? AFF_WAR_FLAG1 : AFF_WAR_FLAG2, INFINITE_AFFECT_DURATION, 0, false);
f.m_pkChrFind->AddAffect(AFFECT_WAR_FLAG, POINT_MOV_SPEED, 50 - f.m_pkChrFind->GetPoint(POINT_MOV_SPEED), 0, INFINITE_AFFECT_DURATION, 0, false);
pMap->RemoveFlag(idx);
snprintf(buf, sizeof(buf), LC_TEXT("%s 길드의 깃발을 %s 님이 획득하였습니다."), pMap->GetGuild(idx)->GetName(), f.m_pkChrFind->GetName());
pMap->Notice(buf);
}
void CHARACTER::StateFlagBase()
{
m_dwStateDuration = (DWORD) PASSES_PER_SEC(0.5);
FuncFindChrForFlagBase f(this);
GetSectree()->ForEachAround(f);
}
void CHARACTER::StateHorse()
{
float START_FOLLOW_DISTANCE = 400.0f; // 이 거리 이상 떨어지면 쫓아가기 시작함
float START_RUN_DISTANCE = 700.0f; // 이 거리 이상 떨어지면 뛰어서 쫓아감.
int MIN_APPROACH = 150; // 최소 접근 거리
int MAX_APPROACH = 300; // 최대 접근 거리
DWORD STATE_DURATION = (DWORD)PASSES_PER_SEC(0.5); // 상태 지속 시간
bool bDoMoveAlone = true; // 캐릭터와 가까이 있을 때 혼자 여기저기 움직일건지 여부 -_-;
bool bRun = true; // 뛰어야 하나?
if (IsDead())
return;
m_dwStateDuration = STATE_DURATION;
LPCHARACTER victim = GetRider();
// ! 아님 // 대상이 없는 경우 소환자가 직접 나를 클리어할 것임
if (!victim)
{
M2_DESTROY_CHARACTER(this);
return;
}
m_pkMobInst->m_posLastAttacked = GetXYZ();
float fDist = DISTANCE_APPROX(GetX() - victim->GetX(), GetY() - victim->GetY());
if (fDist >= START_FOLLOW_DISTANCE)
{
if (fDist > START_RUN_DISTANCE)
SetNowWalking(!bRun); // NOTE: 함수 이름보고 멈추는건줄 알았는데 SetNowWalking(false) 하면 뛰는거임.. -_-;
Follow(victim, number(MIN_APPROACH, MAX_APPROACH));
m_dwStateDuration = STATE_DURATION;
}
else if (bDoMoveAlone && (get_dword_time() > m_dwLastAttackTime))
{
// wondering-.-
m_dwLastAttackTime = get_dword_time() + number(5000, 12000);
SetRotation(number(0, 359)); // 방향은 랜덤으로 설정
float fx, fy;
float fDist = number(200, 400);
GetDeltaByDegree(GetRotation(), fDist, &fx, &fy);
// 느슨한 못감 속성 체크; 최종 위치와 중간 위치가 갈수없다면 가지 않는다.
if (!(SECTREE_MANAGER::instance().IsMovablePosition(GetMapIndex(), GetX() + (int) fx, GetY() + (int) fy)
&& SECTREE_MANAGER::instance().IsMovablePosition(GetMapIndex(), GetX() + (int) fx/2, GetY() + (int) fy/2)))
return;
SetNowWalking(true);
if (Goto(GetX() + (int) fx, GetY() + (int) fy))
SendMovePacket(FUNC_WAIT, 0, 0, 0, 0);
}
}