client/GameLib/RaceMotionData.h

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#pragma once
#include "../milesLib/Type.h"
#include "RaceMotionDataEvent.h"
class CRaceMotionData
{
public:
enum EType
{
TYPE_NONE,
TYPE_WAIT,
TYPE_MOVE,
TYPE_ATTACK,
TYPE_COMBO,
TYPE_DAMAGE,
TYPE_KNOCKDOWN,
TYPE_DIE,
TYPE_SKILL,
TYPE_STANDUP,
TYPE_EVENT,
TYPE_FISHING,
TYPE_NUM,
};
enum
{
SKILL_NUM = 255,
};
enum EMode
{
MODE_RESERVED,
MODE_GENERAL,
MODE_ONEHAND_SWORD,
MODE_TWOHAND_SWORD,
MODE_DUALHAND_SWORD,
MODE_BOW,
MODE_FAN,
MODE_BELL,
MODE_FISHING,
MODE_HORSE,
MODE_HORSE_ONEHAND_SWORD,
MODE_HORSE_TWOHAND_SWORD,
MODE_HORSE_DUALHAND_SWORD,
MODE_HORSE_BOW,
MODE_HORSE_FAN,
MODE_HORSE_BELL,
MODE_WEDDING_DRESS,
MODE_MAX_NUM,
};
enum EName
{
NAME_NONE, // 0 <20><><EFBFBD><EFBFBD>
NAME_WAIT, // 1 <20><><EFBFBD><EFBFBD> (00.msa)
NAME_WALK, // 2 <20>ȱ<EFBFBD> (02.msa)
NAME_RUN, // 3 <20>ٱ<EFBFBD> (03.msa)
NAME_CHANGE_WEAPON, // 4 <20><><EFBFBD><EFBFBD><EFBFBD>ٲٱ<D9B2>
NAME_DAMAGE, // 5 <20><><EFBFBD><EFBFBD><EFBFBD>±<EFBFBD> (30.msa)
NAME_DAMAGE_FLYING, // 6 <20><><EFBFBD><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> (32.msa)
NAME_STAND_UP, // 7 <20><><EFBFBD><EFBFBD><EFBFBD>Ͼ<CFBE><EEB3AA> (33.msa)
NAME_DAMAGE_BACK, // 8 <20>ĸ<EFBFBD><C4B8>±<EFBFBD> (34.msa)
NAME_DAMAGE_FLYING_BACK, // 9 <20>ĸ鳯<C4B8>ư<EFBFBD><C6B0><EFBFBD> (35.msa)
NAME_STAND_UP_BACK, // 10 <20>ĸ<EFBFBD><C4B8>Ͼ<CFBE><EEB3AA> (36.msa)
NAME_DEAD, // 11 <20>ױ<EFBFBD> (31.msa)
NAME_DEAD_BACK, // 12 <20>ĸ<EFBFBD><C4B8>ױ<EFBFBD> (37.msa)
NAME_NORMAL_ATTACK, // 13 <20><><EFBFBD><EFBFBD> (20.msa)
NAME_COMBO_ATTACK_1, // 14 <20>޺<EFBFBD> <20><><EFBFBD><EFBFBD>
NAME_COMBO_ATTACK_2, // 15 <20>޺<EFBFBD> <20><><EFBFBD><EFBFBD>
NAME_COMBO_ATTACK_3, // 16 <20>޺<EFBFBD> <20><><EFBFBD><EFBFBD>
NAME_COMBO_ATTACK_4, // 17 <20>޺<EFBFBD> <20><><EFBFBD><EFBFBD>
NAME_COMBO_ATTACK_5, // 18 <20>޺<EFBFBD> <20><><EFBFBD><EFBFBD>
NAME_COMBO_ATTACK_6, // 19 <20>޺<EFBFBD> <20><><EFBFBD><EFBFBD>
NAME_COMBO_ATTACK_7, // 20 <20>޺<EFBFBD> <20><><EFBFBD><EFBFBD>
NAME_COMBO_ATTACK_8, // 21 <20>޺<EFBFBD> <20><><EFBFBD><EFBFBD>
NAME_INTRO_WAIT, // 22 <20><><EFBFBD><EFBFBD>ȭ<EFBFBD><C8AD> <20><><EFBFBD><EFBFBD>
NAME_INTRO_SELECTED, // 23 <20><><EFBFBD><EFBFBD>ȭ<EFBFBD><C8AD> <20><><EFBFBD><EFBFBD>
NAME_INTRO_NOT_SELECTED, // 24 <20><><EFBFBD><EFBFBD>ȭ<EFBFBD><C8AD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
NAME_SPAWN, // 25 <20><>ȯ
NAME_FISHING_THROW, // 26 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
NAME_FISHING_WAIT, // 27 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
NAME_FISHING_STOP, // 28 <20><><EFBFBD><EFBFBD> <20>׸<EFBFBD><D7B8>α<EFBFBD>
NAME_FISHING_REACT, // 29 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
NAME_FISHING_CATCH, // 30 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
NAME_FISHING_FAIL, // 31 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
NAME_STOP, // 32 <20><> <20><><EFBFBD>߱<EFBFBD>
NAME_SPECIAL_1, // 33 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>/NPC Ư<><C6AF> <20><><EFBFBD><EFBFBD> (24.msa)
NAME_SPECIAL_2, // 34 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>/NPC Ư<><C6AF> <20><><EFBFBD><EFBFBD> (25.msa)
NAME_SPECIAL_3,
NAME_SPECIAL_4,
NAME_SPECIAL_5,
NAME_SPECIAL_6,
NAME_SKILL = 50,
NAME_SKILL_END = NAME_SKILL+SKILL_NUM,
// CLAP
NAME_CLAP,
// CHEERS
NAME_CHEERS_1,
NAME_CHEERS_2,
// KISS
NAME_KISS_START,
NAME_KISS_WITH_WARRIOR = NAME_KISS_START + 0,
NAME_KISS_WITH_ASSASSIN = NAME_KISS_START + 1,
NAME_KISS_WITH_SURA = NAME_KISS_START + 2,
NAME_KISS_WITH_SHAMAN = NAME_KISS_START + 3,
// FRENCH_KISS
NAME_FRENCH_KISS_START,
NAME_FRENCH_KISS_WITH_WARRIOR = NAME_FRENCH_KISS_START + 0,
NAME_FRENCH_KISS_WITH_ASSASSIN = NAME_FRENCH_KISS_START + 1,
NAME_FRENCH_KISS_WITH_SURA = NAME_FRENCH_KISS_START + 2,
NAME_FRENCH_KISS_WITH_SHAMAN = NAME_FRENCH_KISS_START + 3,
// SLAP
NAME_SLAP_HIT_START,
NAME_SLAP_HIT_WITH_WARRIOR = NAME_SLAP_HIT_START + 0,
NAME_SLAP_HIT_WITH_ASSASSIN = NAME_SLAP_HIT_START + 1,
NAME_SLAP_HIT_WITH_SURA = NAME_SLAP_HIT_START + 2,
NAME_SLAP_HIT_WITH_SHAMAN = NAME_SLAP_HIT_START + 3,
NAME_SLAP_HURT_START,
NAME_SLAP_HURT_WITH_WARRIOR = NAME_SLAP_HURT_START + 0,
NAME_SLAP_HURT_WITH_ASSASSIN = NAME_SLAP_HURT_START + 1,
NAME_SLAP_HURT_WITH_SURA = NAME_SLAP_HURT_START + 2,
NAME_SLAP_HURT_WITH_SHAMAN = NAME_SLAP_HURT_START + 3,
NAME_DIG,
NAME_DANCE_1,
NAME_DANCE_2,
NAME_DANCE_3,
NAME_DANCE_4,
NAME_DANCE_5,
NAME_DANCE_6, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8>
NAME_DANCE_END = NAME_DANCE_1 + 16,
NAME_CONGRATULATION,
NAME_FORGIVE,
NAME_ANGRY,
NAME_ATTRACTIVE,
NAME_SAD,
NAME_SHY,
NAME_CHEERUP,
NAME_BANTER,
NAME_JOY,
NAME_MAX_NUM,
};
enum EMotionEventType
{
MOTION_EVENT_TYPE_NONE,
MOTION_EVENT_TYPE_EFFECT,
MOTION_EVENT_TYPE_SCREEN_WAVING,
MOTION_EVENT_TYPE_SCREEN_FLASHING,
MOTION_EVENT_TYPE_SPECIAL_ATTACKING,
MOTION_EVENT_TYPE_SOUND,
MOTION_EVENT_TYPE_FLY,
MOTION_EVENT_TYPE_CHARACTER_SHOW,
MOTION_EVENT_TYPE_CHARACTER_HIDE,
MOTION_EVENT_TYPE_WARP,
MOTION_EVENT_TYPE_EFFECT_TO_TARGET,
MOTION_EVENT_TYPE_MAX_NUM,
};
typedef struct SComboInputData
{
float fInputStartTime;
float fNextComboTime;
float fInputEndTime;
} TComboInputData;
typedef struct NMotionEvent::SMotionEventData TMotionEventData;
typedef struct NMotionEvent::SMotionEventDataScreenWaving TScreenWavingEventData;
typedef struct NMotionEvent::SMotionEventDataScreenFlashing TScreenFlashingEventData;
typedef struct NMotionEvent::SMotionEventDataEffect TMotionEffectEventData;
typedef struct NMotionEvent::SMotionEventDataFly TMotionFlyEventData;
typedef struct NMotionEvent::SMotionEventDataAttack TMotionAttackingEventData;
typedef struct NMotionEvent::SMotionEventDataSound TMotionSoundEventData;
typedef struct NMotionEvent::SMotionEventDataCharacterShow TMotionCharacterShowEventData;
typedef struct NMotionEvent::SMotionEventDataCharacterHide TMotionCharacterHideEventData;
typedef struct NMotionEvent::SMotionEventDataWarp TMotionWarpEventData;
typedef struct NMotionEvent::SMotionEventDataEffectToTarget TMotionEffectToTargetEventData;
typedef std::vector<TMotionEventData*> TMotionEventDataVector;
public:
static CRaceMotionData* New();
static void Delete(CRaceMotionData* pkData);
static void CreateSystem(UINT uCapacity);
static void DestroySystem();
public:
CRaceMotionData();
virtual ~CRaceMotionData();
void Initialize();
void Destroy();
void SetName(UINT eName);
UINT GetType() const; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
bool IsLock() const; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ΰ<EFBFBD>? (<28>ٸ<EFBFBD> <20><><EFBFBD>ǿ<EFBFBD> ĵ<><C4B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
int GetLoopCount() const;
const char * GetMotionFileName() const;
const char * GetSoundScriptFileName() const;
void SetMotionDuration(float fDur);
float GetMotionDuration();
bool IsAccumulationMotion();
void SetAccumulationPosition(const TPixelPosition & c_rPos);
const TPixelPosition & GetAccumulationPosition() { return m_accumulationPosition; }
BOOL IsComboInputTimeData() const; // <20>޺<EFBFBD> <20>Է<EFBFBD> Ÿ<>̹<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ͱ<EFBFBD> <20>ִ°<D6B4>?
float GetComboInputStartTime() const;
float GetNextComboTime() const;
float GetComboInputEndTime() const;
// Attacking
BOOL isAttackingMotion() const;
const NRaceData::TMotionAttackData * GetMotionAttackDataPointer() const;
const NRaceData::TMotionAttackData & GetMotionAttackDataReference() const;
BOOL HasSplashMotionEvent() const;
// Skill
BOOL IsCancelEnableSkill() const;
// Loop
BOOL IsLoopMotion() const;
float GetLoopStartTime() const;
float GetLoopEndTime() const;
// Motion Event Data
DWORD GetMotionEventDataCount() const;
BOOL GetMotionEventDataPointer(BYTE byIndex, const CRaceMotionData::TMotionEventData ** c_ppData) const;
BOOL GetMotionAttackingEventDataPointer(BYTE byIndex, const CRaceMotionData::TMotionAttackingEventData ** c_ppMotionEventData) const;
int GetEventType(DWORD dwIndex) const;
float GetEventStartTime(DWORD dwIndex) const;
// Sound Data
const NSound::TSoundInstanceVector * GetSoundInstanceVectorPointer() const;
// File
#ifdef WORLD_EDITOR
bool SaveMotionData(const char * c_szFileName);
#endif
bool LoadMotionData(const char * c_szFileName);
bool LoadSoundScriptData(const char * c_szFileName);
protected:
void SetType(UINT eType);
protected:
UINT m_eType;
UINT m_eName;
BOOL m_isLock;
int m_iLoopCount;
std::string m_strMotionFileName;
std::string m_strSoundScriptDataFileName;
float m_fMotionDuration;
BOOL m_isAccumulationMotion;
TPixelPosition m_accumulationPosition;
BOOL m_isComboMotion;
TComboInputData m_ComboInputData;
BOOL m_isLoopMotion;
float m_fLoopStartTime;
float m_fLoopEndTime;
BOOL m_isAttackingMotion;
NRaceData::TMotionAttackData m_MotionAttackData;
BOOL m_bCancelEnableSkill;
TMotionEventDataVector m_MotionEventDataVector;
NSound::TSoundInstanceVector m_SoundInstanceVector;
private:
BOOL m_hasSplashEvent;
protected:
static CDynamicPool<CRaceMotionData> ms_kPool;
};