101 lines
2.6 KiB
C++
101 lines
2.6 KiB
C++
//------------------------------------------------------------------------------
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// StateSit.cpp
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// (C) 2005 Webzen Sunstudio
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//------------------------------------------------------------------------------
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#include "SunClientPrecompiledHeader.h"
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#include "statebase.h"
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#include "StateWingsFurl.h"
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#include "player.h"
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#include "hero.h"
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#include "CastDialog.h"
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#include "RiderContainer.h"
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#include "HeroActionInput.h"
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#include "RidingInfoParser.h"
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#include "CharInfoParser.h"
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#include "InterfaceManager.h"
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#include "GlobalFunc.h"
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#include <SCItemSlot.h>
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//------------------------------------------------------------------------------
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/**
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*/
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StateWingsFurl::StateWingsFurl(void)
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{
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}
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//------------------------------------------------------------------------------
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/**
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*/
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StateWingsFurl::~StateWingsFurl(void)
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{
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}
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//------------------------------------------------------------------------------
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/**
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*/
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BOOL StateWingsFurl::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
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{
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switch(pToTransiteState->GetStateKind())
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{
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case 0:
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break;
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}
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return TRUE;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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STATECHANGE::TYPE StateWingsFurl::OnStart(Object* pOwner, DWORD CurTime)
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{
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if (pOwner->IsKindOfObject(PLAYER_OBJECT) == FALSE)
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{
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assert(pOwner->IsKindOfObject(PLAYER_OBJECT));
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return STATECHANGE::FAILED;
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}
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if (pOwner == g_pHero)
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{
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if (g_pHero->SendWingsControlByAccessory(false, true) == false)
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{
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return STATECHANGE::FAILED;
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}
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}
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static_cast<Player*>(pOwner)->SetPlayerAnimation(StrToWzID("N521"), eANI_WINGS_FURL, FALSE);
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return STATECHANGE::SUCCESS;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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STATEPROCESS::TYPE StateWingsFurl::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
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{
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if (pOwner->IsKindOfObject(PLAYER_OBJECT) == FALSE)
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{
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assert(pOwner->IsKindOfObject(PLAYER_OBJECT));
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return STATEPROCESS::END;
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}
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Player* player_ptr = static_cast<Player*>(pOwner);
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WzEvent event;
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float ani_ratio = player_ptr->ProcessAnimation(dwTick, &event);
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if (ani_ratio >= 100.0f)
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{
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return STATEPROCESS::END;
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}
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// 대부분의 State에서 공통적으로 처리하는 상태변화를 처리한다.
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if (player_ptr->CommonStateProcess())
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{
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return STATEPROCESS::SUSPEND;
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}
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return STATEPROCESS::HOLD;
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}
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//------------------------------------------------------------------------------
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STATECHANGE::TYPE StateWingsFurl::OnEnd(Object* pOwner, DWORD CurTime)
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{
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return STATECHANGE::SUCCESS;
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}
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