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

112 lines
3.1 KiB
C++

//------------------------------------------------------------------------------
// StateSit.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "StateWingsSpread.h"
#include "player.h"
#include "hero.h"
#include "CastDialog.h"
#include "RiderContainer.h"
#include "HeroActionInput.h"
#include "RidingInfoParser.h"
#include "CharInfoParser.h"
#include "InterfaceManager.h"
#include "GlobalFunc.h"
#include <SCItemSlot.h>
//------------------------------------------------------------------------------
StateWingsSpread::StateWingsSpread(void)
{
}
//------------------------------------------------------------------------------
StateWingsSpread::~StateWingsSpread(void)
{
}
//------------------------------------------------------------------------------
BOOL StateWingsSpread::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
{
switch(pToTransiteState->GetStateKind())
{
case 0:
break;
}
return TRUE;
}
//------------------------------------------------------------------------------
bool StateWingsSpread::CanTransite(StateBase* from_state)
{
if (from_state == NULL)
{
return false;
}
switch (from_state->GetStateKind())
{
case STATE::MOVE:
case STATE::KEYBOARDMOVE:
case STATE::IDLE:
case STATE::SIT:
return true;
}
return false;
}
//------------------------------------------------------------------------------
STATECHANGE::TYPE StateWingsSpread::OnStart(Object* pOwner, DWORD CurTime)
{
if (pOwner->IsKindOfObject(PLAYER_OBJECT) == FALSE)
{
assert(pOwner->IsKindOfObject(PLAYER_OBJECT));
return STATECHANGE::FAILED;
}
if (pOwner == g_pHero)
{
if (g_pHero->SendWingsControlByAccessory(true, true) == false)
{
return STATECHANGE::FAILED;
}
}
//! 애니메이 션때문에 먼저 날개를 셋팅한다.
//! 패킷(MSG_CG_SYNC_WINGS_CONTROL_CMD) 받는부분(성공/실패 모두)에서 한번더 셋팅을 한다.
static_cast<Player*>(pOwner)->set_spread_wings(true);
static_cast<Player*>(pOwner)->SetPlayerAnimation(StrToWzID("N520"), eANI_WINGS_SPREAD, FALSE);
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
STATEPROCESS::TYPE StateWingsSpread::OnProcess(Object* pOwner, DWORD CurTime, DWORD dwTick)
{
if (pOwner->IsKindOfObject(PLAYER_OBJECT) == FALSE)
{
assert(pOwner->IsKindOfObject(PLAYER_OBJECT));
return STATEPROCESS::END;
}
Player* player_ptr = static_cast<Player*>(pOwner);
if (player_ptr->ProcessAnimation(dwTick) >= 100.0f)
{
return STATEPROCESS::END;
}
// 대부분의 State에서 공통적으로 처리하는 상태변화를 처리한다.
if (player_ptr->CommonStateProcess())
{
return STATEPROCESS::SUSPEND;
}
return STATEPROCESS::HOLD;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateWingsSpread::OnEnd(Object* pOwner, DWORD CurTime)
{
return STATECHANGE::SUCCESS;
}