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2022-10-26 12:25:11 +08:00

161 lines
3.6 KiB
C++

//------------------------------------------------------------------------------
// StateDeath.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "statedeath.h"
#include "Character.h"
#include "Monster.h"
#include "Player.h"
#include "HeroActionInput.h"
#include "MouseCursor.h"
#include "Hero.h"
//------------------------------------------------------------------------------
/**
*/
StateDeath::StateDeath(void)
{
}
//------------------------------------------------------------------------------
/**
*/
StateDeath::~StateDeath(void)
{
}
//------------------------------------------------------------------------------
/**
*/
BOOL StateDeath::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
{
// 부활할때는 무조건 IDLE상태로
switch(pToTransiteState->GetStateKind())
{
case STATE::IDLE:
return TRUE;
case STATE::TRANSFORM:
return TRUE;
case STATE::REVIVE:
return TRUE;
}
return FALSE;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateDeath::OnStart(Object* pOwner, DWORD CurTime)
{
Character* pChr = (Character*)pOwner;
WzID animationID = pChr->GetCurrentDeathAnimation();
assert(animationID);
pChr->OnDead();
pChr->ProcessAllRemainActionResult();
pChr->StopMove();
// 이미 널부러져 죽는 중이 아니었을때만 새 애니메이션을 세팅한다.
if (pChr->IsKindOfObject(MONSTER_OBJECT))
{
Monster* pMon = (Monster*)pChr;
if(MONSTER_TYPE_SETTING_MAPOBJECT != pMon->GetMonsterType())
{
WzID animID = pChr->GetCurrentAnimation();
if (animID != StrToWzID("D002"))
{
pChr->SetAnimation( animationID );
pChr->StartDeathMove();
}
}
}
else
{
pChr->SetAnimation( animationID );
}
if (pChr->IsMyHero())
{
g_pHero->SendRiderReleasePacket(); // 탈 것을 해제한다.
g_pHero->SendWingsControlByAccessory(false, false); // 날고 있다면 날고 있는 것도 해제한다.
pChr->SetReserveHP(0);
g_HeroInput.SetCurrentTarget(0);
g_HeroInput.SetMousePointHide(FALSE);
MouseCursor::Instance()->ShowCursor( TRUE );
}
if (pChr->IsKindOfObject(PLAYER_OBJECT))
{
Player* pPlayer = (Player*)pChr;
pPlayer->SetPetEmotion(E_OWNER_DEATH);
}
pChr->EmptyActionQueue();
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE StateDeath::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
if( pChr->ProcessDeathMove( dwTick ) == FALSE )
{
if (pChr->GetPathExplorer()->IsMoving())
{
float fMoveSpeed = 15.0f * SPEED_MULTIPLIER * (float)dwTick;
SUNPROCESSPROFILE_BEGIN(_T("PathFinding"));
g_pSunTerrain->PathExp_Progress(pChr->GetPathExplorer(), fMoveSpeed, NULL);
SUNPROCESSPROFILE_END(_T("PathFinding"));
}
}
if (pChr == (Character *)g_pHero)
{
g_HeroInput.SetCurrentTarget(0);
}
pChr->ProcessInterpolation(dwTick,0.9999f);
pChr->ProcessAnimation( dwTick );
// 죽은놈이 피가 있으면 살아난다~
// Todo:문제 될수 있다.
if (pChr->GetHP() > 0)
{
if (pChr->IsKindOfObject(PLAYER_OBJECT))
{
pChr->SetNextState(STATE::REVIVE,g_CurTime);
}
return STATEPROCESS::END;
}
return STATEPROCESS::HOLD;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateDeath::OnEnd(Object* pOwner, DWORD CurTime)
{
Character* pChr = (Character*)pOwner;
return STATECHANGE::SUCCESS;
}