Files
Sun1602/Client/GameClient/State/SkillStateAirBlow.cpp
T
2022-10-26 12:25:11 +08:00

371 lines
12 KiB
C++

//------------------------------------------------------------------------------
// SkillStateBloodRain.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "SkillState.h"
#include "SkillStateAirBlow.h"
#include "Character.h"
#include "ProjectileManagerEx.h"
#include "Camera.h"
#include "BattleScene.h"
#include "MissionScene.h"
#include "Hero.h"
#include "GlobalFunc.h"
//------------------------------------------------------------------------------
STATECHANGE::TYPE SkillStateAirBlow::OnStart(Object* pOwner, DWORD CurTime)
{
Character* pCharacter = (Character*)pOwner;
#ifdef _NA_007619_20140916_PROCESS_CHANGE_AIRBLOW_DOWN
// no operation
#else
if (g_pEffectManager)
{
m_hTrailEffect = GlobalFunc::CreateEffectBeUpToOption(StrToWzID("E004"),pCharacter->GetBonePos(87),pCharacter->GetObjectKey());
// 굴절은 엔진팀의 일단 사용하지 말라고함
// !! 굴절적용시 인터페이스를 그리지 못함. !!
CEffectBody* pBody = g_pEffectManager->GetEffectPtrHandle(m_hTrailEffect);
if( pBody)
{
pBody->SetRenderType(AR_REFRACTION_GLASS);
pBody->SetRefractionRate(0.5f); // 굴절률.(0에 가까워 질수록 투명)
pBody->SetRefractionAlpha(1.0f); // 1.0 에 가까워질수록 본 이미지에 가까워짐
WzVector pos=pCharacter->GetBonePos(90);
WzVector dir;
WzMatrix mat=pCharacter->GetBoneMatrix(90);
dir.x=mat._11*1.2f;
dir.y=mat._12*1.2f;
dir.z=mat._13*1.2f;//밑으로 내린다.
pos+=dir;
CEElementFlatChain* pFChain = pBody->GetFlatChainPtr();
assert( pFChain );
if( pFChain )
{
pFChain->SetLifeInfo(0, 30000);
pFChain->SetTailNum(40);
pFChain->SetSplineLength(0.2f);
pFChain->SetPosition(pCharacter->GetBonePos(90),pos);
}
}
else
{
//assert(!"검기 이펙트를 생성하지 못했습니다");
}
}
#endif // _NA_007619_20140916_PROCESS_CHANGE_AIRBLOW_DOWN
return StateSkill::OnStart(pOwner,CurTime);
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE SkillStateAirBlow::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
EnterProcess(pOwner,CurTime,dwTick);
// 타격점 체크
// 타격점 체크
CheckEvent();
#ifdef _NA_007619_20140916_PROCESS_CHANGE_AIRBLOW_DOWN
if (CheckNotProcessedHitEvent(1))
{
++m_iHitProcessed;
if (Character* pTarget = static_cast<Character*>(pChr->GetTargetObject()))
{
DWORD TargetObjectKey;
WzVector StartPosition;
WzVector TargetPosition;
WzVector dir=pChr->GetDirection();
StartPosition = pChr->GetWeaponBonePos(0);
TargetPosition = pTarget->GetVisiblePos();
TargetPosition.z -= (pTarget->GetArrowTargetHeight());
TargetPosition.z += (pTarget->GetArrowTargetHeight()) / 100.0f * 80.0f; // 80%정도 위로 올려서 보정해 준다.
TargetObjectKey = pTarget->GetObjectKey();
cProjectileAirBlow* pProjectile = new cProjectileAirBlow();
pProjectile->SetArrowStartPosition( StartPosition );
pProjectile->SetArrowTargetPosition( TargetPosition );
pProjectile->SetBlowTargetObjectKey( TargetObjectKey );
pProjectile->SetBlowInfo( 20.0f, 0.5f );
pProjectile->SetLifeTime( 160 );
pProjectile->CreateEffect( StrToWzID("KF60"), pChr->GetObjectKey(), pTarget->GetObjectKey() );
pProjectile->SetHitData( pChr->GetObjectKey(), pChr->GetCurrentAttackSerial(), 0, FALSE, 0, FALSE );
pProjectile->SetEffectScale( 1.0f );
pProjectile->CreateTrail( g_ProjectileManagerEx.GetTrailTexture(), 0.04f, 0.8f, rand()&155+100, 0, 0 );
g_ProjectileManagerEx.InsertProjectile( pProjectile );
}
if (pChr == (Character *)g_pHero)
{
g_Camera.SetVibeType(Camera::VIBE_TYPE_HORISONTAL);
g_Camera.StartVibration(30);
}
}
#else
if (CheckNotProcessedHitEvent(1))
{
++m_iHitProcessed;
if( Character* pTarget = (Character *)pChr->GetTargetObject() )
{
#ifdef _NA_007115_20140313_MONDSCHIEN_RENEWAL
if (GlobalFunc::IsDominationScene() == FALSE)
{
pTarget->SetAir( 5000 );
}
else if (GlobalFunc::IsDominationScene() == TRUE
&& pTarget->GetCurState() != STATE::COLLECT)
{
pTarget->SetAir( 5000 );
}
#else
pTarget->SetAir( 5000 );
#endif // _NA_007115_20140313_MONDSCHIEN_RENEWAL
}
}
// 4발발사! 다다다다 Todo: 살짝 살짝 대상 올릴것
if (CheckNotProcessedHitEvent(2))
{
++m_iHitProcessed;
if( Character* pTarget = (Character *)pChr->GetTargetObject() )
{
DWORD TargetObjectKey;
WzVector StartPosition;
WzVector TargetPosition;
WzVector dir=pChr->GetDirection();
StartPosition = pChr->GetWeaponBonePos(0);
TargetPosition = pTarget->GetVisiblePos();
TargetPosition.z += (pTarget->GetArrowTargetHeight());
TargetPosition.z += 3.0f;
TargetObjectKey = pTarget->GetObjectKey();
cProjectileAirBlow* pProjectile = new cProjectileAirBlow();
pProjectile->SetArrowStartPosition( StartPosition );
pProjectile->SetArrowTargetPosition( TargetPosition );
pProjectile->SetBlowTargetObjectKey( TargetObjectKey );
pProjectile->SetBlowInfo( 20.0f, 0.5f );
pProjectile->SetLifeTime( 160 );
pProjectile->CreateEffect( StrToWzID("E077"), pChr->GetObjectKey(), pTarget->GetObjectKey() );
pProjectile->SetHitData( pChr->GetObjectKey(), pChr->GetCurrentAttackSerial(), 0, FALSE, 0, FALSE );
pProjectile->SetEffectScale( 0.4f );
pProjectile->CreateTrail( g_ProjectileManagerEx.GetTrailTexture(), 0.04f, 0.8f, rand()&155+100, 0, 0 );
g_ProjectileManagerEx.InsertProjectile( pProjectile );
}
if(pChr->GetObjectKey()==g_pHero->GetObjectKey())
{
g_Camera.SetVibeType(Camera::VIBE_TYPE_HORISONTAL);
g_Camera.StartVibration(5,0.01f);
}
}
if (CheckNotProcessedHitEvent(3))
{
++m_iHitProcessed;
if( Character *pTarget = (Character *)pChr->GetTargetObject() )
{
DWORD TargetObjectKey;
WzVector StartPosition;
WzVector TargetPosition;
WzVector dir=pChr->GetDirection();
StartPosition = pChr->GetWeaponBonePos(1);
TargetPosition = pTarget->GetVisiblePos();
TargetPosition.z += (pTarget->GetArrowTargetHeight());
TargetPosition.z += 3.0f;
TargetObjectKey = pTarget->GetObjectKey();
cProjectileAirBlow* pProjectile = new cProjectileAirBlow();
pProjectile->SetArrowStartPosition( StartPosition );
pProjectile->SetArrowTargetPosition( TargetPosition );
pProjectile->SetBlowTargetObjectKey( TargetObjectKey );
pProjectile->SetBlowInfo( 20.0f, 0.5f );
pProjectile->SetLifeTime( 160 );
pProjectile->CreateEffect( StrToWzID("E077"), pChr->GetObjectKey(), pTarget->GetObjectKey() );
pProjectile->SetHitData( pChr->GetObjectKey(), pChr->GetCurrentAttackSerial(), 0, FALSE, 0, FALSE );
pProjectile->SetEffectScale( 0.4f );
pProjectile->CreateTrail( g_ProjectileManagerEx.GetTrailTexture(), 0.04f, 0.8f, rand()&155+100, 0, 0 );
g_ProjectileManagerEx.InsertProjectile( pProjectile );
}
if(pChr->GetObjectKey()==g_pHero->GetObjectKey())
{
g_Camera.SetVibeType(Camera::VIBE_TYPE_HORISONTAL);
g_Camera.StartVibration(5,0.01f);
}
}
if (CheckNotProcessedHitEvent(4))
{
++m_iHitProcessed;
if( Character *pTarget = (Character *)pChr->GetTargetObject() )
{
DWORD TargetObjectKey;
WzVector StartPosition;
WzVector TargetPosition;
WzVector dir=pChr->GetDirection();
StartPosition = pChr->GetWeaponBonePos(0);
TargetPosition = pTarget->GetVisiblePos();
TargetPosition.z += (pTarget->GetArrowTargetHeight());
TargetPosition.z += 3.0f;
TargetObjectKey = pTarget->GetObjectKey();
cProjectileAirBlow* pProjectile = new cProjectileAirBlow();
pProjectile->SetArrowStartPosition( StartPosition );
pProjectile->SetArrowTargetPosition( TargetPosition );
pProjectile->SetBlowTargetObjectKey( TargetObjectKey );
pProjectile->SetBlowInfo( 20.0f, 0.5f );
pProjectile->SetLifeTime( 160 );
pProjectile->CreateEffect( StrToWzID("E077"), pChr->GetObjectKey(), pTarget->GetObjectKey() );
pProjectile->SetHitData( pChr->GetObjectKey(), pChr->GetCurrentAttackSerial(), 0, FALSE, 0, FALSE );
pProjectile->SetEffectScale( 0.4f );
pProjectile->CreateTrail( g_ProjectileManagerEx.GetTrailTexture(), 0.04f, 0.8f, rand()&155+100, 0, 0 );
g_ProjectileManagerEx.InsertProjectile( pProjectile );
}
if(pChr->GetObjectKey()==g_pHero->GetObjectKey())
{
g_Camera.SetVibeType(Camera::VIBE_TYPE_HORISONTAL);
g_Camera.StartVibration(5,0.01f);
}
}
if (CheckNotProcessedHitEvent(5))
{
++m_iHitProcessed;
if( Character *pTarget = (Character *)pChr->GetTargetObject() )
{
DWORD TargetObjectKey;
WzVector StartPosition;
WzVector TargetPosition;
WzVector dir=pChr->GetDirection();
StartPosition = pChr->GetWeaponBonePos(1);
TargetPosition = pTarget->GetVisiblePos();
TargetPosition.z += (pTarget->GetArrowTargetHeight());
TargetPosition.z += 3.0f;
TargetObjectKey = pTarget->GetObjectKey();
cProjectileAirBlow* pProjectile = new cProjectileAirBlow();
pProjectile->SetArrowStartPosition( StartPosition );
pProjectile->SetArrowTargetPosition( TargetPosition );
pProjectile->SetBlowTargetObjectKey( TargetObjectKey );
pProjectile->SetBlowInfo( 20.0f, 0.5f );
pProjectile->SetLifeTime( 160 );
pProjectile->CreateEffect( StrToWzID("E077"), pChr->GetObjectKey(), pTarget->GetObjectKey() );
pProjectile->SetHitData( pChr->GetObjectKey(), pChr->GetCurrentAttackSerial(), 0, FALSE, 0, FALSE );
pProjectile->SetEffectScale( 0.4f );
pProjectile->CreateTrail( g_ProjectileManagerEx.GetTrailTexture(), 0.04f, 0.8f, rand()&155+100, 0, 0 );
g_ProjectileManagerEx.InsertProjectile( pProjectile );
}
if(pChr->GetObjectKey()==g_pHero->GetObjectKey())
{
g_Camera.SetVibeType(Camera::VIBE_TYPE_HORISONTAL);
g_Camera.StartVibration(5,0.01f);
}
}
if( GetAnimationRate() >= 15 && GetAnimationRate() <= 30)
{
if(m_hTrailEffect!=INVALID_HANDLE_VALUE)
{
CEffectBody* pBody = g_pEffectManager->GetEffectPtrHandle(m_hTrailEffect);
if(pBody)
{
WzVector pos=pChr->GetBonePos(90);
WzMatrix mat=pChr->GetBoneMatrix(90);
WzVector dir;
dir.x=mat._11*1.2f;
dir.y=mat._12*1.2f;
dir.z=mat._13*1.2f;
pos+=dir;
CEElementFlatChain* pFChain = pBody->GetFlatChainPtr();
if( pFChain )
{
pFChain->SetPosition(pChr->GetBonePos(90),pos);
}
}
}
}
if(GetAnimationRate()>30)
{
if (g_pEffectManager&&m_hTrailEffect!=INVALID_HANDLE_VALUE)
{
g_pEffectManager->RemoveEffectPtr(m_hTrailEffect);
m_hTrailEffect=INVALID_HANDLE_VALUE;
}
}
#endif // _NA_007619_20140916_PROCESS_CHANGE_AIRBLOW_DOWN
return LeaveProcess(pOwner,CurTime,dwTick);
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE SkillStateAirBlow::OnEnd(Object* pOwner, DWORD CurTime)
{
#ifdef _NA_007619_20140916_PROCESS_CHANGE_AIRBLOW_DOWN
#else
//Todo:특화된 처리를 한다.
if (g_pEffectManager&&m_hTrailEffect!=INVALID_HANDLE_VALUE)
{
g_pEffectManager->RemoveEffectPtr(m_hTrailEffect);
}
#endif // _NA_007619_20140916_PROCESS_CHANGE_AIRBLOW_DOWN
return STATECHANGE::SUCCESS;
}