📄 skillobjecttargetlist_circle.cpp
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// SkillObjectTargetList_Circle.cpp: implementation of the CSkillObjectTargetList_Circle class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "SkillObjectTargetList_Circle.h"
#include "Object.h"
#include "SkillObject_server.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CSkillObjectTargetList_Circle::CSkillObjectTargetList_Circle(SKILLINFO* pSkillInfo)
: CSkillObjectTargetList(pSkillInfo)
{
m_Radius = pSkillInfo->TargetRange;
m_RadiusSq = m_Radius*m_Radius;
m_bIsFixed = pSkillInfo->TargetAreaFix ? FALSE : TRUE;
}
CSkillObjectTargetList_Circle::~CSkillObjectTargetList_Circle()
{
}
void CSkillObjectTargetList_Circle::DoRelease(CSkillObject* pSkillObject)
{
}
BOOL CSkillObjectTargetList_Circle::IsInTargetArea(CObject* pObject)
{
if(pObject->GetState() == eObjectState_Die)
return FALSE;
if(m_bIsFixed)
return IsInTargetList(pObject);
else
{
VECTOR3 pos;
pObject->GetPosition(&pos);
pos = m_CenterPos - pos;
float distSq = pos.x*pos.x + pos.z*pos.z;
if(distSq <= m_RadiusSq)
return TRUE;
else
return FALSE;
}
}
void CSkillObjectTargetList_Circle::SetSkillObjectPosition(VECTOR3* pPos)
{
m_CenterPos = *pPos;
}
BYTE CSkillObjectTargetList_Circle::AddTargetObject(CObject* pObject,BYTE bTargetKind)
{
return CSkillObjectTargetList::AddTargetObject(pObject,bTargetKind);
}
BYTE CSkillObjectTargetList_Circle::RemoveTargetObject(DWORD ObjectID)
{
return CSkillObjectTargetList::RemoveTargetObject(ObjectID);
}
void CSkillObjectTargetList_Circle::DoInitTargetList(CSkillObject* pSkillObject,CTargetList* pTList)
{
pSkillObject->GetPosition(&m_CenterPos);
}
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