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

159 lines
4.5 KiB
C++

//------------------------------------------------------------------------------
// StateDown.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "StateDown.h"
#include "Character.h"
#include "NumericValues.h"
//------------------------------------------------------------------------------
/**
*/
StateDown::StateDown(void)
#ifdef _NA_008472_20150903_IMPROVED_BALANCE
: state_type_(eCHAR_STATE_INVALID)
#endif // _NA_008472_20150903_IMPROVED_BALANCE
{
}
//------------------------------------------------------------------------------
/**
*/
StateDown::~StateDown(void)
{
}
//------------------------------------------------------------------------------
/**
*/
BOOL StateDown::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
{
switch(pToTransiteState->GetStateKind())
{
case 0:
break;
}
return TRUE;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateDown::OnStart(Object* pOwner, DWORD CurTime)
{
Character* pChr = (Character*)pOwner;
switch( pChr->GetWeaponAnimationCode() )
{
case '0': pChr->SetAnimation( "F001", FALSE); break;
case '1': pChr->SetAnimation( "F101", FALSE); break;
case '2': pChr->SetAnimation( "F201", FALSE); break;
case '3': pChr->SetAnimation( "F301", FALSE); break;
}
pChr->m_DownAnimationState = Character::DOWN_ANIMATION_STATE_START;
#ifdef _NA_008472_20150903_IMPROVED_BALANCE
state_type_ = eCHAR_STATE_INVALID;
if ( SKILL_EFFECT* skill_effect = pChr->FindSkillEffect(eCHAR_STATE_DOWN) )
{
state_type_ = eCHAR_STATE_DOWN;
}
else
{
// 그 외의 type은 eCHAR_STATE_INVALID로 넣는다.
// eCHAR_STATE_DOWN판별을 위한 것이다.
state_type_ = eCHAR_STATE_INVALID;
}
#endif // _NA_008472_20150903_IMPROVED_BALANCE
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE StateDown::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
float fMoveSpeed = GetBaseMoveSpeedAsState(CMS_KNOCKBACK_DOWN) * (float)dwTick;
g_pSunTerrain->PathExp_Progress(pChr->GetPathExplorer(), fMoveSpeed, NULL);
pChr->ProcessInterpolation(dwTick);
float fRet = pChr->ProcessAnimation(dwTick);
if (pChr->IsDead())
{
pChr->SetNextState(STATE::DEATH,g_CurTime);
return STATEPROCESS::SUSPEND;
}
if( pChr->m_DownAnimationState == Character::DOWN_ANIMATION_STATE_START && fRet == 100.0f )
{
switch( pChr->GetWeaponAnimationCode() )
{
case '0': pChr->SetAnimation( "F002", TRUE); break;
case '1': pChr->SetAnimation( "F102", TRUE); break;
case '2': pChr->SetAnimation( "F202", TRUE); break;
case '3': pChr->SetAnimation( "F302", TRUE); break;
}
pChr->m_DownAnimationState = Character::DOWN_ANIMATION_STATE_DOWN;
}
else if( pChr->m_DownAnimationState == Character::DOWN_ANIMATION_STATE_DOWN && CurTime >= pChr->m_DownTime )
{
#ifdef _NA_008472_20150903_IMPROVED_BALANCE
if ( state_type_ == eCHAR_STATE_DOWN )
{
if ( pChr->FindSkillEffect(eCHAR_STATE_DOWN) == NULL )
{
return STATEPROCESS::END;
}
}
else
{
switch( pChr->GetWeaponAnimationCode() )
{
case '0': pChr->SetAnimation( "F003", FALSE); break;
case '1': pChr->SetAnimation( "F103", FALSE); break;
case '2': pChr->SetAnimation( "F203", FALSE); break;
case '3': pChr->SetAnimation( "F303", FALSE); break;
}
pChr->m_DownAnimationState = Character::DOWN_ANIMATION_STATE_GETUP;
}
#else
switch( pChr->GetWeaponAnimationCode() )
{
case '0': pChr->SetAnimation( "F003", FALSE); break;
case '1': pChr->SetAnimation( "F103", FALSE); break;
case '2': pChr->SetAnimation( "F203", FALSE); break;
case '3': pChr->SetAnimation( "F303", FALSE); break;
}
pChr->m_DownAnimationState = Character::DOWN_ANIMATION_STATE_GETUP;
#endif // _NA_008472_20150903_IMPROVED_BALANCE
}
else if( pChr->m_DownAnimationState == Character::DOWN_ANIMATION_STATE_GETUP && fRet == 100.0f )
{
return STATEPROCESS::END;
}
return STATEPROCESS::HOLD;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateDown::OnEnd(Object* pOwner, DWORD CurTime)
{
Character* pChr = (Character*)pOwner;
pChr->m_DownAnimationState = Character::DOWN_ANIMATION_STATE_NONE;
#ifdef _NA_008472_20150903_IMPROVED_BALANCE
state_type_ = eCHAR_STATE_INVALID;
#endif // _NA_008472_20150903_IMPROVED_BALANCE
return STATECHANGE::SUCCESS;
}