📄 tacticstartinfo.cpp
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// TacticStartInfo.cpp: implementation of the CTacticStartInfo class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "TacticStartInfo.h"
#include "Party.h"
#ifdef _MAPSERVER_
#include "SkillManager_server.h"
#else
#include "SkillManager_client.h"
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CTacticStartInfo::CTacticStartInfo(TACTICSTART_INFO* pInfo)
{
memcpy(&m_Info,pInfo,sizeof(TACTICSTART_INFO));
}
CTacticStartInfo::~CTacticStartInfo()
{
}
BOOL CTacticStartInfo::IsTacticableState(CPlayer* pPlayer)
{
if(pPlayer->GetState() != eObjectState_None)
return FALSE;
return TRUE;
}
BOOL CTacticStartInfo::IsTacticablePosition(CPlayer* pPlayer,float AngleDeg)
{
// °¢µµ·Î µ¹·Á¼ ÁÂÇ¥µéÀÌ ÀüºÎ ¿Ã¹Ù¸¥ ŸÀϾȿ¡ ÀÖ´ÂÁö °Ë»ç
return TRUE;
}
WORD CTacticStartInfo::GetTacticID()
{
return m_Info.TacticID;
}
char* CTacticStartInfo::GetTacticName()
{
return m_Info.Name;
}
DWORD CTacticStartInfo::GetLimitTime()
{
return m_Info.WaitingTime;
}
WORD CTacticStartInfo::GetTacticPlayerNum()
{
return m_Info.NeedMemberNum;
}
WORD CTacticStartInfo::GetReduceNaeRyuk()
{
return m_Info.WaitingNaeryuk;
}
WORD CTacticStartInfo::GetSuccessNaeRyuk(int TacticLevel)
{
CSkillInfo* pSkillInfo = SKILLMGR->GetSkillInfo(m_Info.TacticID);
ASSERT(pSkillInfo);
if(pSkillInfo == NULL)
return 1000;
return pSkillInfo->GetNeedNaeRyuk(TacticLevel);
}
int CTacticStartInfo::GetTacticStartEffectNum()
{
return m_Info.TacticStartEffect;
}
void CTacticStartInfo::GetTacticMemberPosition(VECTOR3* pPos,TACTIC_TOTALINFO* pTotalInfo)
{
VECTOR3 OriPos;
for(int n=0;n<GetTacticPlayerNum();++n)
{
OriPos.x = m_Info.PosX[n];
OriPos.y = 0;
OriPos.z = m_Info.PosZ[n];
RotateVectorAxisY(&pPos[n],&OriPos,DIRTORAD(pTotalInfo->Direction));
pPos[n] = pPos[n] + pTotalInfo->Pos;
}
}
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