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

293 lines
6.0 KiB
C++

//------------------------------------------------------------------------------
// StateDamage.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "StateKnockBack2.h"
#include "Character.h"
#include "NumericValues.h"
#include "Hero.h"
#include "GlobalFunc.h"
//------------------------------------------------------------------------------
/**
*/
StateKnockBack::StateKnockBack(void)
{
}
//------------------------------------------------------------------------------
/**
*/
StateKnockBack::~StateKnockBack(void)
{
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateKnockBack::OnStart(Object* pOwner, DWORD CurTime)
{
Character* pCharacter = (Character*)pOwner;
// 널부러져 죽기
if (pCharacter->IsKindOfObject(MONSTER_OBJECT))
{
if (pCharacter->IsDead())
{
pCharacter->SetAnimation( "D002" , FALSE);
}
else
{
pCharacter->SetAnimation( "H0L2" , FALSE);
}
}
else
{
if(pCharacter->IsKindOfObject(PLAYER_OBJECT))
{
Player* pPlayer = (Player*)pCharacter;
char cWC = pPlayer->GetWeaponAnimationCode();
char szAniCode[5] = {0,};
sprintf(szAniCode, "HS%c6", cWC);
pCharacter->SetAnimation(szAniCode, FALSE);
}
else
{
pCharacter->SetAnimation( "H0L2" , FALSE);
}
}
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE StateKnockBack::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
// 이동
static float s_MoveSpeed = 15.0f;
float fMoveSpeed = s_MoveSpeed * (float)dwTick * SPEED_MULTIPLIER;
g_pSunTerrain->PathExp_Progress(pChr->GetPathExplorer(), fMoveSpeed, NULL);
// 애니메이션
pChr->ProcessInterpolation(dwTick);
pChr->ProcessAnimation(dwTick);
// 죽었으면 ㅃㅃ~
if (pChr->GetHP() <= 0)
{
pChr->SetNextState(STATE::DEATH,g_CurTime);
return STATEPROCESS::SUSPEND;
}
// 이동이 끝난 후
if( pChr->IsMoving() == FALSE )
{
if(pChr->GetObjectKey()==g_pHero->GetObjectKey())
{
pChr->SetNextState(STATE::IDLE,g_CurTime);
return STATEPROCESS::SUSPEND;
}
else
{
if (pChr->ProcessNextAction())
{
return STATEPROCESS::SUSPEND;
}
else
{
pChr->SetNextState(STATE::IDLE,g_CurTime);
return STATEPROCESS::SUSPEND;
}
}
}
return STATEPROCESS::HOLD;
}
////////////////////////////////////////////////////////
//------------------------------------------------------------------------------
/**
*/
StateKnockBack2::StateKnockBack2(void)
{
}
//------------------------------------------------------------------------------
/**
*/
StateKnockBack2::~StateKnockBack2(void)
{
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateKnockBack2::OnStart(Object* pOwner, DWORD CurTime)
{
Character* pChr = (Character*)pOwner;
// 애니메이션 결정을 가장먼저해준다.
if (pChr->IsKindOfObject(PLAYER_OBJECT))
{
Player * pPlayer = (Player *) pOwner;
pChr->SetAnimation(pPlayer->GetCurrentKnockBack2Animation());
}
else
{
return STATECHANGE::FAILED;
}
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE StateKnockBack2::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
float fMoveSpeed = GetBaseMoveSpeedAsState(CMS_KNOCKBACK2) * (float)dwTick;
SUNPROCESSPROFILE_BEGIN(_T("PathFinding"));
g_pSunTerrain->PathExp_Progress(pChr->GetPathExplorer(), fMoveSpeed, NULL);
SUNPROCESSPROFILE_END(_T("PathFinding"));
pChr->ProcessInterpolation(dwTick);
float fRet = pChr->ProcessAnimation(dwTick);
if( fRet >= 100.0f )
{
return STATEPROCESS::END;
}
return STATEPROCESS::HOLD;
}
//------------------------------------------------------------------------------
/**
*/
StateKnockBack3::StateKnockBack3(void)
{
}
//------------------------------------------------------------------------------
/**
*/
StateKnockBack3::~StateKnockBack3(void)
{
}
//------------------------------------------------------------------------------
/**
*/
BOOL StateKnockBack3::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
{
if( pToTransiteState->GetStateKind() == STATE::ATTACK )
{
return FALSE;
}
return TRUE;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateKnockBack3::OnStart(Object* pOwner, DWORD CurTime)
{
m_IsBound = FALSE;
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE StateKnockBack3::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
// 이동
pChr->UpdateAir( dwTick );
static float s_MoveSpeed = 15.0f;
float fMoveSpeed = s_MoveSpeed * (float)dwTick * SPEED_MULTIPLIER;
g_pSunTerrain->PathExp_Progress(pChr->GetPathExplorer(), fMoveSpeed, NULL);
pChr->ProcessInterpolation(dwTick);
float fRet = pChr->ProcessAnimation(dwTick);
if( pChr->GetHeight() == 0.0f )
{
// 바닥에 떨어졌네~
{
if( m_IsBound == FALSE )
{
m_IsBound = TRUE;
WzVector vUp;
vUp.x = 0.0f;
vUp.y = 0.0f;
vUp.z = 1.0f;
pChr->Vibrate(vUp,0.05f);
// 먼지튀어
pChr->CreateEffectAtHead(StrToWzID("A012"),0.0f);
}
// 죽었으면 ㅃㅃ~
if (pChr->GetHP() <= 0)
{
pChr->SetNextState(STATE::DEATH,g_CurTime);
return STATEPROCESS::SUSPEND;
}
if( pChr->IsMoving() == FALSE )
{
if(pChr->GetObjectKey()==g_pHero->GetObjectKey())
{
pChr->SetNextState(STATE::IDLE,g_CurTime);
return STATEPROCESS::SUSPEND;
}
else
{
if (pChr->ProcessNextAction())
{
return STATEPROCESS::SUSPEND;
}
else
{
pChr->SetNextState(STATE::IDLE,g_CurTime);
return STATEPROCESS::SUSPEND;
}
}
}
}
}
return STATEPROCESS::HOLD;
}