client/GameLib/ActorInstanceMotion.cpp

912 lines
24 KiB
C++

#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("일어서려고 했으나 기절중");
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("일어서려고 했으나 사망");
// 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 && dwCurMotionIndex<CRaceMotionData::NAME_SKILL_END)
return TRUE;
switch (dwCurMotionIndex)
{
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:
return TRUE;
}
return FALSE;
}
BOOL CActorInstance::IsFishing()
{
if (!m_pkCurRaceMotionData)
return FALSE;
if (__GetCurrentMotionIndex() == CRaceMotionData::NAME_FISHING_WAIT ||
__GetCurrentMotionIndex() == CRaceMotionData::NAME_FISHING_REACT)
return TRUE;
return FALSE;
}
BOOL CActorInstance::CanCancelSkill()
{
assert(IsUsingSkill());
return m_pkCurRaceMotionData->IsCancelEnableSkill();
}
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, "주인공이 아니라면 이동중이라 데미지 동작을 취하지 않음");
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("MotionData에 콤보 데이타가 들어 있지 않습니다.\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);
}