#include "StdAfx.h" #include "ActorInstance.h" #include "RaceData.h" #include "FlyHandler.h" UINT CActorInstance::__GetMotionType() { if (!m_pkCurRaceMotionData) return CRaceMotionData::TYPE_NONE; return m_pkCurRaceMotionData->GetType(); } void CActorInstance::__MotionEventProcess(BOOL isPC) { if (isAttacking()) { DWORD dwNextFrame = DWORD(GetAttackingElapsedTime() * g_fGameFPS); for (; m_kCurMotNode.dwcurFrame < dwNextFrame; ++m_kCurMotNode.dwcurFrame) { MotionEventProcess(); SoundEventProcess(!isPC); } } else { MotionEventProcess(); SoundEventProcess(!isPC); ++m_kCurMotNode.dwcurFrame; } } void CActorInstance::MotionProcess(BOOL isPC) { __MotionEventProcess(isPC); CurrentMotionProcess(); ReservingMotionProcess(); } void CActorInstance::HORSE_MotionProcess(BOOL isPC) { __MotionEventProcess(isPC); if (MOTION_TYPE_LOOP == m_kCurMotNode.iMotionType) if (m_kCurMotNode.dwcurFrame >= m_kCurMotNode.dwFrameCount) m_kCurMotNode.dwcurFrame = 0; } void CActorInstance::ReservingMotionProcess() { if (m_MotionDeque.empty()) return; TReservingMotionNode & rReservingMotionNode = m_MotionDeque.front(); float fCurrentTime = GetLocalTime(); if (rReservingMotionNode.fStartTime > fCurrentTime) return; DWORD dwNextMotionIndex = GET_MOTION_INDEX(rReservingMotionNode.dwMotionKey); switch (dwNextMotionIndex) { case CRaceMotionData::NAME_STAND_UP: case CRaceMotionData::NAME_STAND_UP_BACK: if (IsFaint()) { //Tracenf("You tried to stand up but are fainted"); SetEndStopMotion(); // 이후의 모션 전부 1초씩 딜레이 TMotionDeque::iterator itor = m_MotionDeque.begin(); for (; itor != m_MotionDeque.end(); ++itor) { TReservingMotionNode & rNode = *itor; rNode.fStartTime += 1.0f; } return; } break; } SCurrentMotionNode kPrevMotionNode=m_kCurMotNode; EMotionPushType iMotionType=rReservingMotionNode.iMotionType; float fSpeedRatio=rReservingMotionNode.fSpeedRatio; float fBlendTime=rReservingMotionNode.fBlendTime; DWORD dwMotionKey=rReservingMotionNode.dwMotionKey; m_MotionDeque.pop_front(); DWORD dwCurrentMotionIndex=GET_MOTION_INDEX(dwMotionKey); switch (dwCurrentMotionIndex) { case CRaceMotionData::NAME_STAND_UP: case CRaceMotionData::NAME_STAND_UP_BACK: if (IsDead()) { //Tracenf("You tried to stand up but are dead"); // 예전 데이터로 복구 m_kCurMotNode=kPrevMotionNode; __ClearMotion(); // 이전 동작 마지막 상태 유지 SetEndStopMotion(); return; } break; } //Tracenf("MOTION %d", GET_MOTION_INDEX(dwMotionKey)); int iLoopCount; if (MOTION_TYPE_ONCE == iMotionType) iLoopCount=1; else iLoopCount=0; SSetMotionData kSetMotData; kSetMotData.dwMotKey=dwMotionKey; kSetMotData.fBlendTime=fBlendTime; kSetMotData.fSpeedRatio=fSpeedRatio; kSetMotData.iLoopCount=iLoopCount; DWORD dwRealMotionKey = __SetMotion(kSetMotData); if (0 == dwRealMotionKey) return; // FIX: 위에서 호출한 __SetMotion 함수 안에서 랜덤으로 다른 모션을 재생할 가능성도 있으므로 duration은 '현재 재생중인' 모션의 duration값을 사용해야 함. //float fDurationTime=rReservingMotionNode.fDuration; float fDurationTime = GetMotionDuration(dwRealMotionKey) / fSpeedRatio; float fStartTime = rReservingMotionNode.fStartTime; float fEndTime = fStartTime + fDurationTime; if (dwRealMotionKey == 16777473) { int bp = 0; bp++; } m_kCurMotNode.uSkill = 0; m_kCurMotNode.iMotionType = iMotionType; m_kCurMotNode.fSpeedRatio = fSpeedRatio; m_kCurMotNode.fStartTime = fStartTime; m_kCurMotNode.fEndTime = fEndTime; m_kCurMotNode.dwMotionKey = dwRealMotionKey; m_kCurMotNode.dwcurFrame = 0; m_kCurMotNode.dwFrameCount = fDurationTime / (1.0f / g_fGameFPS); } void CActorInstance::CurrentMotionProcess() { if (MOTION_TYPE_LOOP == m_kCurMotNode.iMotionType) // 임시다. 최종적인 목표는 Once도 절대로 넘어가선 안된다. - [levites] if (m_kCurMotNode.dwcurFrame >= m_kCurMotNode.dwFrameCount) m_kCurMotNode.dwcurFrame = 0; if (IsDead()) return; if (!m_MotionDeque.empty()) return; float fCurrentTime = GetLocalTime(); DWORD dwMotionIndex=GET_MOTION_INDEX(m_kCurMotNode.dwMotionKey); bool isLooping=false; // 끝났다면 Playing Flag를 끈다 if (m_pkCurRaceMotionData && m_pkCurRaceMotionData->IsLoopMotion()) { if (m_kCurMotNode.iLoopCount > 1 || m_kCurMotNode.iLoopCount == -1) { if (fCurrentTime - m_kCurMotNode.fStartTime > m_pkCurRaceMotionData->GetLoopEndTime()) { m_kCurMotNode.dwcurFrame = DWORD(m_pkCurRaceMotionData->GetLoopStartTime() * g_fGameFPS); __SetLocalTime(m_kCurMotNode.fStartTime + m_pkCurRaceMotionData->GetLoopStartTime()); if (-1 != m_kCurMotNode.iLoopCount) --m_kCurMotNode.iLoopCount; isLooping=true; } } else if (!m_kQue_kFlyTarget.empty()) { if (!m_kBackupFlyTarget.IsObject()) { m_kBackupFlyTarget = m_kFlyTarget; } if (fCurrentTime - m_kCurMotNode.fStartTime > m_pkCurRaceMotionData->GetLoopEndTime()) { m_kCurMotNode.dwcurFrame = DWORD(m_pkCurRaceMotionData->GetLoopStartTime() * g_fGameFPS); __SetLocalTime(m_kCurMotNode.fStartTime + m_pkCurRaceMotionData->GetLoopStartTime()); SetFlyTarget(m_kQue_kFlyTarget.front()); m_kQue_kFlyTarget.pop_front(); isLooping=true; } } } if (!isLooping) { if (fCurrentTime > m_kCurMotNode.fEndTime) { if (m_kBackupFlyTarget.IsValidTarget()) { m_kFlyTarget = m_kBackupFlyTarget; m_kBackupFlyTarget.Clear(); } //////////////////////////////////////////// if (MOTION_TYPE_ONCE == m_kCurMotNode.iMotionType) { switch (dwMotionIndex) { case CRaceMotionData::NAME_DAMAGE_FLYING: case CRaceMotionData::NAME_DAMAGE_FLYING_BACK: case CRaceMotionData::NAME_DEAD: case CRaceMotionData::NAME_INTRO_SELECTED: case CRaceMotionData::NAME_INTRO_NOT_SELECTED: m_kCurMotNode.fEndTime+=3.0f; SetEndStopMotion(); break; default: InterceptLoopMotion(CRaceMotionData::NAME_WAIT); break; } } else if (MOTION_TYPE_LOOP == m_kCurMotNode.iMotionType) { if (CRaceMotionData::NAME_WAIT == dwMotionIndex) { PushLoopMotion(CRaceMotionData::NAME_WAIT, 0.5f); } } } } } void CActorInstance::SetMotionMode(int iMotionMode) { if (IsPoly()) iMotionMode=CRaceMotionData::MODE_GENERAL; m_wcurMotionMode = iMotionMode; } int CActorInstance::GetMotionMode() { return m_wcurMotionMode; } void CActorInstance::SetMotionLoopCount(int iCount) { assert(iCount >= -1 && iCount < 100); m_kCurMotNode.iLoopCount = iCount; } void CActorInstance::PushMotion(EMotionPushType iMotionType, DWORD dwMotionKey, float fBlendTime, float fSpeedRatio) { if (!CheckMotionThingIndex(dwMotionKey)) { Tracef(" Error - Not found want to using motion : %d\n", GET_MOTION_INDEX(dwMotionKey)); return; } TReservingMotionNode MotionNode; MotionNode.iMotionType = iMotionType; MotionNode.dwMotionKey = dwMotionKey; MotionNode.fStartTime = GetLastMotionTime(fBlendTime); MotionNode.fBlendTime = fBlendTime; MotionNode.fSpeedRatio = fSpeedRatio; MotionNode.fDuration = GetMotionDuration(dwMotionKey); m_MotionDeque.push_back(MotionNode); } bool CActorInstance::InterceptOnceMotion(DWORD dwMotion, float fBlendTime, UINT uSkill, float fSpeedRatio) { return InterceptMotion(MOTION_TYPE_ONCE, dwMotion, fBlendTime, uSkill, fSpeedRatio); } bool CActorInstance::InterceptLoopMotion(DWORD dwMotion, float fBlendTime) { return InterceptMotion(MOTION_TYPE_LOOP, dwMotion, fBlendTime); } void CActorInstance::SetLoopMotion(DWORD dwMotion, float fBlendTime, float fSpeedRatio) { if (!m_pkCurRaceData) { Tracenf("CActorInstance::SetLoopMotion(dwMotion=%d, fBlendTime=%f, fSpeedRatio=%f)", dwMotion, fBlendTime, fSpeedRatio); return; } MOTION_KEY dwMotionKey; if (!m_pkCurRaceData->GetMotionKey(m_wcurMotionMode, dwMotion, &dwMotionKey)) { Tracenf("CActorInstance::SetLoopMotion(dwMotion=%d, fBlendTime=%f, fSpeedRatio=%f) - GetMotionKey(m_wcurMotionMode=%d, dwMotion=%d, &MotionKey) ERROR", dwMotion, fBlendTime, fSpeedRatio, m_wcurMotionMode, dwMotion); return; } __ClearMotion(); SSetMotionData kSetMotData; kSetMotData.dwMotKey=dwMotionKey; kSetMotData.fBlendTime=fBlendTime; kSetMotData.fSpeedRatio=fSpeedRatio; DWORD dwRealMotionKey = __SetMotion(kSetMotData); if (0 == dwRealMotionKey) return; m_kCurMotNode.iMotionType = MOTION_TYPE_LOOP; m_kCurMotNode.fStartTime = GetLocalTime(); m_kCurMotNode.dwMotionKey = dwRealMotionKey; m_kCurMotNode.fEndTime = 0.0f; m_kCurMotNode.fSpeedRatio = fSpeedRatio; m_kCurMotNode.dwcurFrame = 0; m_kCurMotNode.dwFrameCount = GetMotionDuration(dwRealMotionKey) / (1.0f / g_fGameFPS); m_kCurMotNode.uSkill = 0; } // 리턴값 == SetMotion의 리턴값 == 실제로 애니메이션 데이터를 플레이 했느냐? bool CActorInstance::InterceptMotion(EMotionPushType iMotionType, WORD wMotion, float fBlendTime, UINT uSkill, float fSpeedRatio) { if (!m_pkCurRaceData) { Tracef("CActorInstance::InterceptMotion(iMotionType=%d, wMotion=%d, fBlendTime=%f) - m_pkCurRaceData=NULL", iMotionType, wMotion, fBlendTime); return false; } MOTION_KEY dwMotionKey; if (!m_pkCurRaceData->GetMotionKey(m_wcurMotionMode, wMotion, &dwMotionKey)) { Tracenf("CActorInstance::InterceptMotion(iLoopType=%d, wMotionMode=%d, wMotion=%d, fBlendTime=%f) - GetMotionKey(m_wcurMotionMode=%d, wMotion=%d, &MotionKey) ERROR", iMotionType, m_wcurMotionMode, wMotion, fBlendTime, m_wcurMotionMode, wMotion); return false; } __ClearMotion(); int iLoopCount; if (MOTION_TYPE_ONCE == iMotionType) iLoopCount=1; else iLoopCount=0; SSetMotionData kSetMotData; kSetMotData.dwMotKey=dwMotionKey; kSetMotData.fBlendTime=fBlendTime; kSetMotData.iLoopCount=iLoopCount; kSetMotData.fSpeedRatio=fSpeedRatio; kSetMotData.uSkill=uSkill; DWORD dwRealMotionKey = __SetMotion(kSetMotData); if (0 == dwRealMotionKey) return false; if (m_pFlyEventHandler) { if (__IsNeedFlyTargetMotion()) { m_pFlyEventHandler->OnSetFlyTarget(); } } assert(NULL != m_pkCurRaceMotionData); // FIX : 위에서 호출한 __SetMotion 함수 내에서 랜덤으로 다른 모션을 선택할 수도 있기 때문에 dwMotionKey값은 유효하지 않고 // 따라서 해당 키로 산출한 duration은 유효하지 않음. 당연히 현재 play중인 모션의 시간을 구해야 함.. -_-;; // float fDuration=GetMotionDuration(dwMotionKey)/fSpeedRatio; float fDuration = GetMotionDuration(dwRealMotionKey) / fSpeedRatio; m_kCurMotNode.iMotionType = iMotionType; m_kCurMotNode.fStartTime = GetLocalTime(); m_kCurMotNode.fEndTime = m_kCurMotNode.fStartTime + fDuration; m_kCurMotNode.dwMotionKey = dwRealMotionKey; m_kCurMotNode.dwcurFrame = 0; m_kCurMotNode.dwFrameCount = fDuration / (1.0f / g_fGameFPS); m_kCurMotNode.uSkill = uSkill; m_kCurMotNode.fSpeedRatio = fSpeedRatio; return true; } bool CActorInstance::PushOnceMotion(DWORD dwMotion, float fBlendTime, float fSpeedRatio) { assert(m_pkCurRaceData); MOTION_KEY MotionKey; if (!m_pkCurRaceData->GetMotionKey(m_wcurMotionMode, dwMotion, &MotionKey)) return false; PushMotion(MOTION_TYPE_ONCE, MotionKey, fBlendTime, fSpeedRatio); return true; } bool CActorInstance::PushLoopMotion(DWORD dwMotion, float fBlendTime, float fSpeedRatio) { assert(m_pkCurRaceData); MOTION_KEY MotionKey; if (!m_pkCurRaceData->GetMotionKey(m_wcurMotionMode, dwMotion, &MotionKey)) return false; PushMotion(MOTION_TYPE_LOOP, MotionKey, fBlendTime, fSpeedRatio); return true; } WORD CActorInstance::__GetCurrentMotionIndex() { return GET_MOTION_INDEX(m_kCurMotNode.dwMotionKey); } DWORD CActorInstance::__GetCurrentMotionKey() { return m_kCurMotNode.dwMotionKey; } BOOL CActorInstance::IsUsingSkill() { DWORD dwCurMotionIndex=__GetCurrentMotionIndex(); if (dwCurMotionIndex>=CRaceMotionData::NAME_SKILL && dwCurMotionIndexIsCancelEnableSkill(); } BOOL CActorInstance::isLock() { DWORD dwCurMotionIndex=__GetCurrentMotionIndex(); // Locked during attack switch (dwCurMotionIndex) { case CRaceMotionData::NAME_NORMAL_ATTACK: case CRaceMotionData::NAME_COMBO_ATTACK_1: case CRaceMotionData::NAME_COMBO_ATTACK_2: case CRaceMotionData::NAME_COMBO_ATTACK_3: case CRaceMotionData::NAME_COMBO_ATTACK_4: case CRaceMotionData::NAME_COMBO_ATTACK_5: case CRaceMotionData::NAME_COMBO_ATTACK_6: case CRaceMotionData::NAME_COMBO_ATTACK_7: case CRaceMotionData::NAME_COMBO_ATTACK_8: case CRaceMotionData::NAME_SPECIAL_1: case CRaceMotionData::NAME_SPECIAL_2: case CRaceMotionData::NAME_SPECIAL_3: case CRaceMotionData::NAME_SPECIAL_4: case CRaceMotionData::NAME_SPECIAL_5: case CRaceMotionData::NAME_SPECIAL_6: case CRaceMotionData::NAME_FISHING_THROW: case CRaceMotionData::NAME_FISHING_WAIT: case CRaceMotionData::NAME_FISHING_STOP: case CRaceMotionData::NAME_FISHING_REACT: case CRaceMotionData::NAME_FISHING_CATCH: case CRaceMotionData::NAME_FISHING_FAIL: case CRaceMotionData::NAME_CLAP: case CRaceMotionData::NAME_DANCE_1: case CRaceMotionData::NAME_DANCE_2: case CRaceMotionData::NAME_DANCE_3: case CRaceMotionData::NAME_DANCE_4: case CRaceMotionData::NAME_DANCE_5: case CRaceMotionData::NAME_DANCE_6: case CRaceMotionData::NAME_CONGRATULATION: case CRaceMotionData::NAME_FORGIVE: case CRaceMotionData::NAME_ANGRY: case CRaceMotionData::NAME_ATTRACTIVE: case CRaceMotionData::NAME_SAD: case CRaceMotionData::NAME_SHY: case CRaceMotionData::NAME_CHEERUP: case CRaceMotionData::NAME_BANTER: case CRaceMotionData::NAME_JOY: case CRaceMotionData::NAME_CHEERS_1: case CRaceMotionData::NAME_CHEERS_2: case CRaceMotionData::NAME_KISS_WITH_WARRIOR: case CRaceMotionData::NAME_KISS_WITH_ASSASSIN: case CRaceMotionData::NAME_KISS_WITH_SURA: case CRaceMotionData::NAME_KISS_WITH_SHAMAN: case CRaceMotionData::NAME_FRENCH_KISS_WITH_WARRIOR: case CRaceMotionData::NAME_FRENCH_KISS_WITH_ASSASSIN: case CRaceMotionData::NAME_FRENCH_KISS_WITH_SURA: case CRaceMotionData::NAME_FRENCH_KISS_WITH_SHAMAN: case CRaceMotionData::NAME_SLAP_HIT_WITH_WARRIOR: case CRaceMotionData::NAME_SLAP_HIT_WITH_ASSASSIN: case CRaceMotionData::NAME_SLAP_HIT_WITH_SURA: case CRaceMotionData::NAME_SLAP_HIT_WITH_SHAMAN: case CRaceMotionData::NAME_SLAP_HURT_WITH_WARRIOR: case CRaceMotionData::NAME_SLAP_HURT_WITH_ASSASSIN: case CRaceMotionData::NAME_SLAP_HURT_WITH_SURA: case CRaceMotionData::NAME_SLAP_HURT_WITH_SHAMAN: return TRUE; break; } // Locked during using skill if (IsUsingSkill()) { if (m_pkCurRaceMotionData->IsCancelEnableSkill()) return FALSE; return TRUE; } return FALSE; } float CActorInstance::GetLastMotionTime(float fBlendTime) { if (m_MotionDeque.empty()) { if (MOTION_TYPE_ONCE == m_kCurMotNode.iMotionType) return (m_kCurMotNode.fEndTime - fBlendTime); return GetLocalTime(); } TReservingMotionNode & rMotionNode = m_MotionDeque[m_MotionDeque.size()-1]; return rMotionNode.fStartTime + rMotionNode.fDuration - fBlendTime; } float CActorInstance::GetMotionDuration(DWORD dwMotionKey) { CGraphicThing * pMotion; if (!GetMotionThingPointer(dwMotionKey, &pMotion)) { Tracenf("CActorInstance::GetMotionDuration - Cannot get motion: %d / %d", GET_MOTION_MODE(dwMotionKey), GET_MOTION_INDEX(dwMotionKey)); return 0.0f; } if (0 == pMotion->GetMotionCount()) { #ifdef _DEBUG Tracenf("CActorInstance::GetMotionDuration - Invalid Motion Key : %d, %d, %d", GET_MOTION_MODE(dwMotionKey), GET_MOTION_INDEX(dwMotionKey), GET_MOTION_SUB_INDEX(dwMotionKey)); #endif return 0.0f; } CGrannyMotion * pGrannyMotion = pMotion->GetMotionPointer(0); return pGrannyMotion->GetDuration(); } MOTION_KEY CActorInstance::GetRandomMotionKey(MOTION_KEY dwMotionKey) { // NOTE : 자주 호출 되는 부분은 아니지만 어느 정도의 최적화 여지가 있음 - [levites] // FIXME : 처음에 선택된 모션이 없는 것에 대한 처리가 되어 있지 않다. WORD wMode = GET_MOTION_MODE(dwMotionKey); WORD wIndex = GET_MOTION_INDEX(dwMotionKey); const CRaceData::TMotionVector * c_pMotionVector; if (m_pkCurRaceData->GetMotionVectorPointer(wMode, wIndex, &c_pMotionVector)) if (c_pMotionVector->size() > 1) { int iPercentage = random() % 100; for (DWORD i = 0; i < c_pMotionVector->size(); ++i) { const CRaceData::TMotion & c_rMotion = c_pMotionVector->at(i); iPercentage -= c_rMotion.byPercentage; if (iPercentage < 0) { dwMotionKey = MAKE_RANDOM_MOTION_KEY(wMode, wIndex, i); // Temporary // NOTE: 현재로선 여기서 해봤자 의미없다. 전체적으로 확인결과 아래는 씹히는 코드고 다른곳에서 해결해야 하므로 일단 주석처리함. 나중에 통채로 지우자.. // m_kCurMotNode.fEndTime = m_kCurMotNode.fStartTime + GetMotionDuration(dwMotionKey); // Temporary return dwMotionKey; } } } return dwMotionKey; } void CActorInstance::PreAttack() { } void CActorInstance::__ClearMotion() { __HideWeaponTrace(); m_MotionDeque.clear(); m_kCurMotNode.dwcurFrame=0; m_kCurMotNode.dwFrameCount=0; m_kCurMotNode.uSkill=0; m_kCurMotNode.iLoopCount=0; m_kCurMotNode.iMotionType=MOTION_TYPE_NONE; } DWORD CActorInstance::__SetMotion(const SSetMotionData& c_rkSetMotData, DWORD dwRandMotKey) { DWORD dwMotKey = dwRandMotKey; if (dwMotKey == 0) dwMotKey = GetRandomMotionKey(c_rkSetMotData.dwMotKey); UINT uNextMot = GET_MOTION_INDEX(c_rkSetMotData.dwMotKey); if (IsDead()) { if (uNextMot!=CRaceMotionData::NAME_DAMAGE_FLYING && uNextMot!=CRaceMotionData::NAME_DAMAGE_FLYING_BACK && uNextMot!=CRaceMotionData::NAME_DEAD && uNextMot!=CRaceMotionData::NAME_DEAD_BACK) return 0; } if (IsUsingSkill()) { __OnStop(); } if (__IsStandUpMotion()) { __OnStop(); } if (__IsMoveMotion()) { if (uNextMot==CRaceMotionData::NAME_DAMAGE || uNextMot==CRaceMotionData::NAME_DAMAGE_BACK || uNextMot==CRaceMotionData::NAME_DAMAGE_FLYING || uNextMot==CRaceMotionData::NAME_DAMAGE_FLYING_BACK) { if (!m_isMain) { Logn(0, "If you're not the main character, you're moving and don't do damage moves."); return false; } } if (uNextMot!=CRaceMotionData::NAME_RUN && uNextMot!=CRaceMotionData::NAME_WALK && !__IsMovingSkill(c_rkSetMotData.uSkill)) { __OnStop(); } } else { if (uNextMot==CRaceMotionData::NAME_RUN || __IsMovingSkill(c_rkSetMotData.uSkill)) { __OnMove(); } } // NOTE : 스킬 사용중 사라지는 문제를 위한 안전 장치 - [levites] if (__IsHiding()) { __ShowEvent(); } if (-1 != m_iFishingEffectID) { CEffectManager& rkEftMgr=CEffectManager::Instance(); rkEftMgr.DeactiveEffectInstance(m_iFishingEffectID); m_iFishingEffectID = -1; } if (m_pkHorse) { WORD wMotionIndex = GET_MOTION_INDEX(dwMotKey); WORD wMotionSubIndex = GET_MOTION_SUB_INDEX(dwMotKey); DWORD dwChildMotKey = MAKE_RANDOM_MOTION_KEY(m_pkHorse->m_wcurMotionMode, wMotionIndex, wMotionSubIndex); if (CRaceMotionData::NAME_DEAD == wMotionIndex) CGraphicThingInstance::ChangeMotion(dwMotKey, c_rkSetMotData.iLoopCount, c_rkSetMotData.fSpeedRatio); else CGraphicThingInstance::SetMotion(dwMotKey, c_rkSetMotData.fBlendTime, c_rkSetMotData.iLoopCount, c_rkSetMotData.fSpeedRatio); m_pkHorse->SetMotion(dwChildMotKey, c_rkSetMotData.fBlendTime, c_rkSetMotData.iLoopCount, c_rkSetMotData.fSpeedRatio); m_pkHorse->__BindMotionData(dwChildMotKey); if (c_rkSetMotData.iLoopCount) m_pkHorse->m_kCurMotNode.iMotionType = MOTION_TYPE_ONCE; // 무조건 이전 모션 타입으로 설정되고 있었음 else m_pkHorse->m_kCurMotNode.iMotionType = MOTION_TYPE_LOOP; m_pkHorse->m_kCurMotNode.dwFrameCount = m_pkHorse->GetMotionDuration(dwChildMotKey) / (1.0f / g_fGameFPS); m_pkHorse->m_kCurMotNode.dwcurFrame = 0; m_pkHorse->m_kCurMotNode.dwMotionKey = dwChildMotKey; } else { CGraphicThingInstance::SetMotion(dwMotKey, c_rkSetMotData.fBlendTime, c_rkSetMotData.iLoopCount, c_rkSetMotData.fSpeedRatio); } __HideWeaponTrace(); if (__BindMotionData(dwMotKey)) { int iLoopCount = __GetLoopCount(); SetMotionLoopCount(iLoopCount); if (__CanAttack()) { // 여기서 공격 모션일 경우의 처리를 합니다 - [levites] __ShowWeaponTrace(); m_HitDataMap.clear(); //PreAttack(); } if (__IsComboAttacking()) { if (!__CanNextComboAttack()) { // 2004.11.19.myevan.동물 변신시 이부분에서 바로 리셋되어 다음동작 안나온다 m_dwcurComboIndex = 0; // 콤보 리셋 - [levites] // NOTE : ClearCombo() 를 수행해서는 안된다. // 콤보 다음에 스킬을 이어서 사용할 경우 m_pkCurRaceMotionData까지 초기화 되어 버린다. //Tracef("MotionData does not contain combo data.\n"); } } } return dwMotKey; } bool CActorInstance::__BindMotionData(DWORD dwMotionKey) { if (!m_pkCurRaceData->GetMotionDataPointer(dwMotionKey, &m_pkCurRaceMotionData)) { Tracen("Failed to bind motion."); m_pkCurRaceMotionData=NULL; m_dwcurComboIndex=0; return false; } return true; } int CActorInstance::__GetLoopCount() { if (!m_pkCurRaceMotionData) { TraceError("CActorInstance::__GetLoopCount() - m_pkCurRaceMotionData==NULL"); return -1; } return m_pkCurRaceMotionData->GetLoopCount(); } bool CActorInstance::__CanAttack() { if (!m_pkCurRaceMotionData) { TraceError("CActorInstance::__CanAttack() - m_pkCurRaceMotionData==NULL"); return false; } if (!m_pkCurRaceMotionData->isAttackingMotion()) return false; return true; } bool CActorInstance::__CanNextComboAttack() { if (!m_pkCurRaceMotionData) { TraceError("CActorInstance::__CanNextComboAttack() - m_pkCurRaceMotionData==NULL"); return false; } if (!m_pkCurRaceMotionData->IsComboInputTimeData()) return false; return true; } bool CActorInstance::__IsComboAttacking() { if (0 == m_dwcurComboIndex) return false; return true; } bool CActorInstance::__IsNeedFlyTargetMotion() { if (!m_pkCurRaceMotionData) return true; for (DWORD i = 0; i < m_pkCurRaceMotionData->GetMotionEventDataCount(); ++i) { const CRaceMotionData::TMotionEventData * c_pData; if (!m_pkCurRaceMotionData->GetMotionEventDataPointer(i, &c_pData)) continue; if (c_pData->iType == CRaceMotionData::MOTION_EVENT_TYPE_WARP) return true; if (c_pData->iType == CRaceMotionData::MOTION_EVENT_TYPE_FLY) return true; if (c_pData->iType == CRaceMotionData::MOTION_EVENT_TYPE_EFFECT_TO_TARGET) return true; } return false; } bool CActorInstance::__HasMotionFlyEvent() { if (!m_pkCurRaceMotionData) return true; for (DWORD i = 0; i < m_pkCurRaceMotionData->GetMotionEventDataCount(); ++i) { const CRaceMotionData::TMotionEventData * c_pData; if (!m_pkCurRaceMotionData->GetMotionEventDataPointer(i, &c_pData)) continue; if (c_pData->iType == CRaceMotionData::MOTION_EVENT_TYPE_FLY) return true; } return false; } bool CActorInstance::__IsWaitMotion() { return (__GetMotionType()==CRaceMotionData::TYPE_WAIT); } bool CActorInstance::__IsMoveMotion() { return (__GetMotionType()==CRaceMotionData::TYPE_MOVE); } bool CActorInstance::__IsAttackMotion() { return (__GetMotionType()==CRaceMotionData::TYPE_ATTACK); } bool CActorInstance::__IsComboAttackMotion() { return (__GetMotionType()==CRaceMotionData::TYPE_COMBO); } bool CActorInstance::__IsDamageMotion() { return (__GetMotionType()==CRaceMotionData::TYPE_DAMAGE); } bool CActorInstance::__IsKnockDownMotion() { return (__GetMotionType()==CRaceMotionData::TYPE_KNOCKDOWN); } bool CActorInstance::__IsDieMotion() { if (__IsKnockDownMotion()) return true; return (__GetMotionType()==CRaceMotionData::TYPE_DIE); } bool CActorInstance::__IsStandUpMotion() { return (__GetMotionType()==CRaceMotionData::TYPE_STANDUP); }