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

135 lines
3.8 KiB
C++

//------------------------------------------------------------------------------
// SkillStateOverLimit.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "SkillState.h"
#include "SkillStateOverLimit.h"
#include "Character.h"
#include "ProjectileManagerEx.h"
#include "Camera.h"
#include "SkillInfoParser.h"
#include "NumericValues.h"
#include "Hero.h"
#include "Character.h"
#include "GlobalFunc.h"
#include "SkillEffectFunc.h"
SkillStateOverLimit::SkillStateOverLimit()
: m_bMove(FALSE)
, m_dwCurTime(0)
{
}
BOOL SkillStateOverLimit::OnProcessCustemEvent( int nEventIndex, Object* pOwner, DWORD CurTime,DWORD dwTick )
{
Character* pCharacter = (Character*)pOwner;
Character* pTarget = (Character *)pCharacter->GetTargetObject();
if( nEventIndex == 1 )
{
if(pCharacter->GetObjectKey()==g_pHero->GetObjectKey())
{
g_Camera.SetVibeType(Camera::VIBE_TYPE_HORISONTAL);
g_Camera.StartVibration(10,0.05f);
}
if( pCharacter != NULL && pTarget != NULL )
{
BASE_SKILLINFO* pInfo = GetSkillInfo();
float range=((float)pInfo->m_wSkillRange / 10.0f);
WzVector wzVec1 = pTarget->GetVisiblePos() - pCharacter->GetVisiblePos();
float fLength = VectorLength(&wzVec1);
DWORD MoveTime = max(100, (DWORD)(800.0f * (float)(fLength/range)) );
cProjectileUnit* pProjectile = new cProjectileUnit();
pProjectile->SetArrowStartPosition( pCharacter->GetWeaponBonePos(0) );
pProjectile->SetArrowTargetObjectKey( pTarget->GetObjectKey(), TRUE );
pProjectile->SetLifeTime( MoveTime );
pProjectile->CreateEffect( StrToWzID("E081"), pCharacter->GetObjectKey(), pTarget->GetObjectKey() );
pProjectile->SetHitData( pCharacter->GetObjectKey(), pCharacter->GetCurrentAttackSerial(), 0, FALSE, 0, TRUE );
g_ProjectileManagerEx.InsertProjectile( pProjectile );
}
//PROJECTILE_PARAM param;
//ZeroMemory(&param,sizeof(param));
//param.fHeight = 0.03f;
//param.vStartPos += pCharacter->GetArrowBonePos(0);
//if(pTarget)
//{
// param.vTargetPos = pTarget->GetVisiblePos();
// param.vTargetPos.z += (pTarget->GetArrowTargetHeight());
// param.dwTargetID=pTarget->GetObjectKey();
//}
//else
//{
// param.vTargetPos=param.vStartPos+pCharacter->GetDirection()*4.0f;//타겟이 없을땐 앞으로 발사
//}
//param.dwLifeTime = 0;
// DWORD MoveTime;
//param.fSpeed = 3.0f;
//param.dwType=PROJECTILE::PROJECTILEID_COMMON;
//param.dwImageCode=eProjectile_SRC_ARROW;
//param.dwOwner = pCharacter->GetObjectKey();
//param.effectID = StrToWzID("E081");
//param.bAddNextSerial = TRUE; //화살이 소멸될때 증가 한다.
//param.dwAttackSerial = pCharacter->GetCurrentAttackSerial();
//g_ProjectileManager.CreateProjectile(param);
WzVector Dest = pCharacter->GetPosition() + pCharacter->GetDirection()*-4.0f;
pCharacter->Move( pCharacter->GetPosition(), Dest, CMS_RUN, TRUE );
m_bMove = TRUE;
return FALSE;
}
return TRUE;
}
STATEPROCESS::TYPE SkillStateOverLimit::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
STATEPROCESS::TYPE Result = StateSkill::OnProcess( pOwner, CurTime, dwTick );
m_dwCurTime += dwTick;
if (m_bMove == TRUE )
{
Character* pCharacter = (Character*)pOwner;
// 이동
float fMoveSpeed = GetBaseMoveSpeedAsState(CMS_SWIPE) * (float)dwTick;
g_pSunTerrain->PathExp_Progress( pCharacter->GetPathExplorer(), fMoveSpeed * 2.0f, NULL);
// 일정 간격으로 발자국
if( m_dwCurTime > 20 && GetAnimationRate() < 90 )
{
m_dwCurTime = 0;
SkillEffectFunc::CreateFootEffect( pCharacter->GetObjectKey(), pCharacter->GetVisiblePos(), pCharacter->m_dwTerrainAttribute);
}
}
return Result;
}