690 lines
19 KiB
C++
690 lines
19 KiB
C++
#pragma once
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#include "AbstractPlayer.h"
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#include "Packet.h"
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#include "PythonSkill.h"
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class CInstanceBase;
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/*
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* 메인 캐릭터 (자신이 조정하는 캐릭터) 가 가진 정보들을 관리한다.
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*
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* 2003-01-12 Levites 본래는 CPythonCharacter가 가지고 있었지만 규모가 너무 커져 버린데다
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* 위치도 애매해서 따로 분리
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* 2003-07-19 Levites 메인 캐릭터의 이동 처리 CharacterInstance에서 떼어다 붙임
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* 기존의 데이타 보존의 역할에서 완벽한 메인 플레이어 제어 클래스로
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* 탈바꿈 함.
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*/
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class CPythonPlayer : public CSingleton<CPythonPlayer>, public IAbstractPlayer
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{
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public:
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enum
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{
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CATEGORY_NONE = 0,
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CATEGORY_ACTIVE = 1,
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CATEGORY_PASSIVE = 2,
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CATEGORY_MAX_NUM = 3,
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STATUS_INDEX_ST = 1,
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STATUS_INDEX_DX = 2,
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STATUS_INDEX_IQ = 3,
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STATUS_INDEX_HT = 4,
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};
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enum
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{
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MBT_LEFT,
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MBT_RIGHT,
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MBT_MIDDLE,
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MBT_NUM,
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};
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enum
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{
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MBF_SMART,
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MBF_MOVE,
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MBF_CAMERA,
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MBF_ATTACK,
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MBF_SKILL,
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MBF_AUTO,
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};
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enum
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{
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MBS_CLICK,
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MBS_PRESS,
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};
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enum EMode
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{
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MODE_NONE,
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MODE_CLICK_POSITION,
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MODE_CLICK_ITEM,
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MODE_CLICK_ACTOR,
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MODE_USE_SKILL,
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};
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enum EEffect
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{
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EFFECT_PICK,
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EFFECT_NUM,
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};
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enum EMetinSocketType
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{
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METIN_SOCKET_TYPE_NONE,
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METIN_SOCKET_TYPE_SILVER,
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METIN_SOCKET_TYPE_GOLD,
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};
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typedef struct SSkillInstance
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{
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DWORD dwIndex;
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int iType;
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int iGrade;
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int iLevel;
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float fcurEfficientPercentage;
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float fnextEfficientPercentage;
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BOOL isCoolTime;
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float fCoolTime; // NOTE : 쿨타임 중인 스킬 슬롯을
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float fLastUsedTime; // 퀵창에 등록할 때 사용하는 변수
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BOOL bActive;
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} TSkillInstance;
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enum EKeyBoard_UD
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{
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KEYBOARD_UD_NONE,
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KEYBOARD_UD_UP,
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KEYBOARD_UD_DOWN,
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};
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enum EKeyBoard_LR
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{
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KEYBOARD_LR_NONE,
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KEYBOARD_LR_LEFT,
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KEYBOARD_LR_RIGHT,
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};
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enum
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{
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DIR_UP,
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DIR_DOWN,
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DIR_LEFT,
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DIR_RIGHT,
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};
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typedef struct SPlayerStatus
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{
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TItemData aItem[c_Inventory_Count];
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TItemData aDSItem[c_DragonSoul_Inventory_Count];
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TQuickSlot aQuickSlot[QUICKSLOT_MAX_NUM];
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TSkillInstance aSkill[SKILL_MAX_NUM];
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long m_alPoint[POINT_MAX_NUM];
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long lQuickPageIndex;
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void SetPoint(UINT ePoint, long lPoint);
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long GetPoint(UINT ePoint);
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} TPlayerStatus;
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typedef struct SPartyMemberInfo
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{
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SPartyMemberInfo(DWORD _dwPID, const char * c_szName) : dwPID(_dwPID), strName(c_szName), dwVID(0) {}
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DWORD dwVID;
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DWORD dwPID;
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std::string strName;
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BYTE byState;
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BYTE byHPPercentage;
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short sAffects[PARTY_AFFECT_SLOT_MAX_NUM];
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} TPartyMemberInfo;
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enum EPartyRole
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{
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PARTY_ROLE_NORMAL,
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PARTY_ROLE_LEADER,
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PARTY_ROLE_ATTACKER,
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PARTY_ROLE_TANKER,
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PARTY_ROLE_BUFFER,
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PARTY_ROLE_SKILL_MASTER,
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PARTY_ROLE_BERSERKER,
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PARTY_ROLE_DEFENDER,
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PARTY_ROLE_MAX_NUM,
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};
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enum
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{
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SKILL_NORMAL,
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SKILL_MASTER,
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SKILL_GRAND_MASTER,
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SKILL_PERFECT_MASTER,
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};
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// 자동물약 상태 관련 특화 구조체.. 이런식의 특화 처리 작업을 안 하려고 최대한 노력했지만 실패하고 결국 특화처리.
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struct SAutoPotionInfo
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{
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SAutoPotionInfo() : bActivated(false), totalAmount(0), currentAmount(0) {}
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bool bActivated; // 활성화 되었는가?
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long currentAmount; // 현재 남은 양
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long totalAmount; // 전체 양
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long inventorySlotIndex; // 사용중인 아이템의 인벤토리상 슬롯 인덱스
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};
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enum EAutoPotionType
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{
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AUTO_POTION_TYPE_HP = 0,
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AUTO_POTION_TYPE_SP = 1,
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AUTO_POTION_TYPE_NUM
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};
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public:
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CPythonPlayer(void);
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virtual ~CPythonPlayer(void);
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void PickCloseMoney();
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void PickCloseItem();
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void SetGameWindow(PyObject * ppyObject);
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void SetObserverMode(bool isEnable);
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bool IsObserverMode();
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void SetQuickCameraMode(bool isEnable);
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void SetAttackKeyState(bool isPress);
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void NEW_GetMainActorPosition(TPixelPosition* pkPPosActor);
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bool RegisterEffect(DWORD dwEID, const char* c_szEftFileName, bool isCache);
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bool NEW_SetMouseState(int eMBType, int eMBState);
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bool NEW_SetMouseFunc(int eMBType, int eMBFunc);
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int NEW_GetMouseFunc(int eMBT);
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void NEW_SetMouseMiddleButtonState(int eMBState);
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void NEW_SetAutoCameraRotationSpeed(float fRotSpd);
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void NEW_ResetCameraRotation();
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void NEW_SetSingleDirKeyState(int eDirKey, bool isPress);
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void NEW_SetSingleDIKKeyState(int eDIKKey, bool isPress);
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void NEW_SetMultiDirKeyState(bool isLeft, bool isRight, bool isUp, bool isDown);
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void NEW_Attack();
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void NEW_Fishing();
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bool NEW_CancelFishing();
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void NEW_LookAtFocusActor();
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bool NEW_IsAttackableDistanceFocusActor();
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bool NEW_MoveToDestPixelPositionDirection(const TPixelPosition& c_rkPPosDst);
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bool NEW_MoveToMousePickedDirection();
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bool NEW_MoveToMouseScreenDirection();
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bool NEW_MoveToDirection(float fDirRot);
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void NEW_Stop();
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// Reserved
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bool NEW_IsEmptyReservedDelayTime(float fElapsedtime); // 네이밍 교정 논의 필요 - [levites]
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// Dungeon
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void SetDungeonDestinationPosition(int ix, int iy);
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void AlarmHaveToGo();
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CInstanceBase* NEW_FindActorPtr(DWORD dwVID);
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CInstanceBase* NEW_GetMainActorPtr();
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// flying target set
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void Clear();
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void ClearSkillDict(); // 없어지거나 ClearGame 쪽으로 포함될 함수
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void NEW_ClearSkillData(bool bAll = false);
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void Update();
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// Play Time
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DWORD GetPlayTime();
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void SetPlayTime(DWORD dwPlayTime);
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// System
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void SetMainCharacterIndex(int iIndex);
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DWORD GetMainCharacterIndex();
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bool IsMainCharacterIndex(DWORD dwIndex);
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DWORD GetGuildID();
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void NotifyDeletingCharacterInstance(DWORD dwVID);
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void NotifyCharacterDead(DWORD dwVID);
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void NotifyCharacterUpdate(DWORD dwVID);
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void NotifyDeadMainCharacter();
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void NotifyChangePKMode();
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// Player Status
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const char * GetName();
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void SetName(const char *name);
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void SetRace(DWORD dwRace);
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DWORD GetRace();
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void SetWeaponPower(DWORD dwMinPower, DWORD dwMaxPower, DWORD dwMinMagicPower, DWORD dwMaxMagicPower, DWORD dwAddPower);
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void SetStatus(DWORD dwType, long lValue);
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int GetStatus(DWORD dwType);
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// Item
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void MoveItemData(TItemPos SrcCell, TItemPos DstCell);
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void SetItemData(TItemPos Cell, const TItemData & c_rkItemInst);
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const TItemData * GetItemData(TItemPos Cell) const;
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void SetItemCount(TItemPos Cell, BYTE byCount);
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void SetItemMetinSocket(TItemPos Cell, DWORD dwMetinSocketIndex, DWORD dwMetinNumber);
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void SetItemAttribute(TItemPos Cell, DWORD dwAttrIndex, BYTE byType, short sValue);
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DWORD GetItemIndex(TItemPos Cell);
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DWORD GetItemFlags(TItemPos Cell);
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DWORD GetItemCount(TItemPos Cell);
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DWORD GetItemCountByVnum(DWORD dwVnum);
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DWORD GetItemMetinSocket(TItemPos Cell, DWORD dwMetinSocketIndex);
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void GetItemAttribute(TItemPos Cell, DWORD dwAttrSlotIndex, BYTE * pbyType, short * psValue);
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void SendClickItemPacket(DWORD dwIID);
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void RequestAddLocalQuickSlot(DWORD dwLocalSlotIndex, DWORD dwWndType, DWORD dwWndItemPos);
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void RequestAddToEmptyLocalQuickSlot(DWORD dwWndType, DWORD dwWndItemPos);
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void RequestMoveGlobalQuickSlotToLocalQuickSlot(DWORD dwGlobalSrcSlotIndex, DWORD dwLocalDstSlotIndex);
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void RequestDeleteGlobalQuickSlot(DWORD dwGlobalSlotIndex);
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void RequestUseLocalQuickSlot(DWORD dwLocalSlotIndex);
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DWORD LocalQuickSlotIndexToGlobalQuickSlotIndex(DWORD dwLocalSlotIndex);
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void GetGlobalQuickSlotData(DWORD dwGlobalSlotIndex, DWORD* pdwWndType, DWORD* pdwWndItemPos);
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void GetLocalQuickSlotData(DWORD dwSlotPos, DWORD* pdwWndType, DWORD* pdwWndItemPos);
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void RemoveQuickSlotByValue(int iType, int iPosition);
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char IsItem(TItemPos SlotIndex);
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#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
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bool IsBeltInventorySlot(TItemPos Cell);
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#endif
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bool IsInventorySlot(TItemPos SlotIndex);
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bool IsEquipmentSlot(TItemPos SlotIndex);
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bool IsEquipItemInSlot(TItemPos iSlotIndex);
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// Quickslot
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int GetQuickPage();
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void SetQuickPage(int nPageIndex);
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void AddQuickSlot(int QuickslotIndex, char IconType, char IconPosition);
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void DeleteQuickSlot(int QuickslotIndex);
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void MoveQuickSlot(int Source, int Target);
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// Skill
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void SetSkill(DWORD dwSlotIndex, DWORD dwSkillIndex);
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bool GetSkillSlotIndex(DWORD dwSkillIndex, DWORD* pdwSlotIndex);
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int GetSkillIndex(DWORD dwSlotIndex);
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int GetSkillGrade(DWORD dwSlotIndex);
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int GetSkillLevel(DWORD dwSlotIndex);
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float GetSkillCurrentEfficientPercentage(DWORD dwSlotIndex);
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float GetSkillNextEfficientPercentage(DWORD dwSlotIndex);
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void SetSkillLevel(DWORD dwSlotIndex, DWORD dwSkillLevel);
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void SetSkillLevel_(DWORD dwSkillIndex, DWORD dwSkillGrade, DWORD dwSkillLevel);
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BOOL IsToggleSkill(DWORD dwSlotIndex);
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void ClickSkillSlot(DWORD dwSlotIndex);
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void ChangeCurrentSkillNumberOnly(DWORD dwSlotIndex);
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bool FindSkillSlotIndexBySkillIndex(DWORD dwSkillIndex, DWORD * pdwSkillSlotIndex);
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void SetSkillCoolTime(DWORD dwSkillIndex);
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void EndSkillCoolTime(DWORD dwSkillIndex);
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float GetSkillCoolTime(DWORD dwSlotIndex);
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float GetSkillElapsedCoolTime(DWORD dwSlotIndex);
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BOOL IsSkillActive(DWORD dwSlotIndex);
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BOOL IsSkillCoolTime(DWORD dwSlotIndex);
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void UseGuildSkill(DWORD dwSkillSlotIndex);
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bool AffectIndexToSkillSlotIndex(UINT uAffect, DWORD* pdwSkillSlotIndex);
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bool AffectIndexToSkillIndex(DWORD dwAffectIndex, DWORD * pdwSkillIndex);
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void SetAffect(UINT uAffect);
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void ResetAffect(UINT uAffect);
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void ClearAffects();
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// Target
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void SetTarget(DWORD dwVID, BOOL bForceChange = TRUE);
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void OpenCharacterMenu(DWORD dwVictimActorID);
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DWORD GetTargetVID();
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// Party
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void ExitParty();
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void AppendPartyMember(DWORD dwPID, const char * c_szName);
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void LinkPartyMember(DWORD dwPID, DWORD dwVID);
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void UnlinkPartyMember(DWORD dwPID);
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void UpdatePartyMemberInfo(DWORD dwPID, BYTE byState, BYTE byHPPercentage);
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void UpdatePartyMemberAffect(DWORD dwPID, BYTE byAffectSlotIndex, short sAffectNumber);
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void RemovePartyMember(DWORD dwPID);
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bool IsPartyMemberByVID(DWORD dwVID);
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bool IsPartyMemberByName(const char * c_szName);
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bool GetPartyMemberPtr(DWORD dwPID, TPartyMemberInfo ** ppPartyMemberInfo);
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bool PartyMemberPIDToVID(DWORD dwPID, DWORD * pdwVID);
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bool PartyMemberVIDToPID(DWORD dwVID, DWORD * pdwPID);
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bool IsSamePartyMember(DWORD dwVID1, DWORD dwVID2);
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// Fight
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void RememberChallengeInstance(DWORD dwVID);
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void RememberRevengeInstance(DWORD dwVID);
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void RememberCantFightInstance(DWORD dwVID);
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void ForgetInstance(DWORD dwVID);
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bool IsChallengeInstance(DWORD dwVID);
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bool IsRevengeInstance(DWORD dwVID);
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bool IsCantFightInstance(DWORD dwVID);
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// Private Shop
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void OpenPrivateShop();
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void ClosePrivateShop();
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bool IsOpenPrivateShop();
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// Stamina
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void StartStaminaConsume(DWORD dwConsumePerSec, DWORD dwCurrentStamina);
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void StopStaminaConsume(DWORD dwCurrentStamina);
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// PK Mode
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DWORD GetPKMode();
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// Mobile
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void SetMobileFlag(BOOL bFlag);
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BOOL HasMobilePhoneNumber();
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// Combo
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void SetComboSkillFlag(BOOL bFlag);
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// System
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void SetMovableGroundDistance(float fDistance);
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// Emotion
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void ActEmotion(DWORD dwEmotionID);
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void StartEmotionProcess();
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void EndEmotionProcess();
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// Function Only For Console System
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BOOL __ToggleCoolTime();
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BOOL __ToggleLevelLimit();
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__inline const SAutoPotionInfo& GetAutoPotionInfo(int type) const { return m_kAutoPotionInfo[type]; }
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__inline SAutoPotionInfo& GetAutoPotionInfo(int type) { return m_kAutoPotionInfo[type]; }
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__inline void SetAutoPotionInfo(int type, const SAutoPotionInfo& info) { m_kAutoPotionInfo[type] = info; }
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protected:
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TQuickSlot & __RefLocalQuickSlot(int SlotIndex);
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TQuickSlot & __RefGlobalQuickSlot(int SlotIndex);
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DWORD __GetLevelAtk();
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DWORD __GetStatAtk();
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DWORD __GetWeaponAtk(DWORD dwWeaponPower);
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DWORD __GetTotalAtk(DWORD dwWeaponPower, DWORD dwRefineBonus);
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DWORD __GetRaceStat();
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DWORD __GetHitRate();
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DWORD __GetEvadeRate();
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void __UpdateBattleStatus();
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void __DeactivateSkillSlot(DWORD dwSlotIndex);
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void __ActivateSkillSlot(DWORD dwSlotIndex);
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void __OnPressSmart(CInstanceBase& rkInstMain, bool isAuto);
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void __OnClickSmart(CInstanceBase& rkInstMain, bool isAuto);
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void __OnPressItem(CInstanceBase& rkInstMain, DWORD dwPickedItemID);
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void __OnPressActor(CInstanceBase& rkInstMain, DWORD dwPickedActorID, bool isAuto);
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void __OnPressGround(CInstanceBase& rkInstMain, const TPixelPosition& c_rkPPosPickedGround);
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void __OnPressScreen(CInstanceBase& rkInstMain);
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void __OnClickActor(CInstanceBase& rkInstMain, DWORD dwPickedActorID, bool isAuto);
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void __OnClickItem(CInstanceBase& rkInstMain, DWORD dwPickedItemID);
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void __OnClickGround(CInstanceBase& rkInstMain, const TPixelPosition& c_rkPPosPickedGround);
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bool __IsMovableGroundDistance(CInstanceBase& rkInstMain, const TPixelPosition& c_rkPPosPickedGround);
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bool __GetPickedActorPtr(CInstanceBase** pkInstPicked);
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bool __GetPickedActorID(DWORD* pdwActorID);
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bool __GetPickedItemID(DWORD* pdwItemID);
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bool __GetPickedGroundPos(TPixelPosition* pkPPosPicked);
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void __ClearReservedAction();
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void __ReserveClickItem(DWORD dwItemID);
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void __ReserveClickActor(DWORD dwActorID);
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void __ReserveClickGround(const TPixelPosition& c_rkPPosPickedGround);
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void __ReserveUseSkill(DWORD dwActorID, DWORD dwSkillSlotIndex, DWORD dwRange);
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void __ReserveProcess_ClickActor();
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void __ShowPickedEffect(const TPixelPosition& c_rkPPosPickedGround);
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void __SendClickActorPacket(CInstanceBase& rkInstVictim);
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void __ClearAutoAttackTargetActorID();
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void __SetAutoAttackTargetActorID(DWORD dwActorID);
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void NEW_ShowEffect(int dwEID, TPixelPosition kPPosDst);
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void NEW_SetMouseSmartState(int eMBS, bool isAuto);
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void NEW_SetMouseMoveState(int eMBS);
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void NEW_SetMouseCameraState(int eMBS);
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void NEW_GetMouseDirRotation(float fScrX, float fScrY, float* pfDirRot);
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void NEW_GetMultiKeyDirRotation(bool isLeft, bool isRight, bool isUp, bool isDown, float* pfDirRot);
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float GetDegreeFromDirection(int iUD, int iLR);
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float GetDegreeFromPosition(int ix, int iy, int iHalfWidth, int iHalfHeight);
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bool CheckCategory(int iCategory);
|
|
bool CheckAbilitySlot(int iSlotIndex);
|
|
|
|
void RefreshKeyWalkingDirection();
|
|
void NEW_RefreshMouseWalkingDirection();
|
|
|
|
|
|
// Instances
|
|
void RefreshInstances();
|
|
|
|
bool __CanShot(CInstanceBase& rkInstMain, CInstanceBase& rkInstTarget);
|
|
bool __CanUseSkill();
|
|
|
|
bool __CanMove();
|
|
|
|
bool __CanAttack();
|
|
bool __CanChangeTarget();
|
|
|
|
bool __CheckSkillUsable(DWORD dwSlotIndex);
|
|
void __UseCurrentSkill();
|
|
void __UseChargeSkill(DWORD dwSkillSlotIndex);
|
|
bool __UseSkill(DWORD dwSlotIndex);
|
|
bool __CheckSpecialSkill(DWORD dwSkillIndex);
|
|
|
|
bool __CheckRestSkillCoolTime(DWORD dwSkillSlotIndex);
|
|
bool __CheckShortLife(TSkillInstance & rkSkillInst, CPythonSkill::TSkillData& rkSkillData);
|
|
bool __CheckShortMana(TSkillInstance & rkSkillInst, CPythonSkill::TSkillData& rkSkillData);
|
|
bool __CheckShortArrow(TSkillInstance & rkSkillInst, CPythonSkill::TSkillData& rkSkillData);
|
|
bool __CheckDashAffect(CInstanceBase& rkInstMain);
|
|
|
|
void __SendUseSkill(DWORD dwSkillSlotIndex, DWORD dwTargetVID);
|
|
void __RunCoolTime(DWORD dwSkillSlotIndex);
|
|
|
|
BYTE __GetSkillType(DWORD dwSkillSlotIndex);
|
|
|
|
bool __IsReservedUseSkill(DWORD dwSkillSlotIndex);
|
|
bool __IsMeleeSkill(CPythonSkill::TSkillData& rkSkillData);
|
|
bool __IsChargeSkill(CPythonSkill::TSkillData& rkSkillData);
|
|
DWORD __GetSkillTargetRange(CPythonSkill::TSkillData& rkSkillData);
|
|
bool __SearchNearTarget();
|
|
bool __IsUsingChargeSkill();
|
|
|
|
bool __ProcessEnemySkillTargetRange(CInstanceBase& rkInstMain, CInstanceBase& rkInstTarget, CPythonSkill::TSkillData& rkSkillData, DWORD dwSkillSlotIndex);
|
|
|
|
|
|
// Item
|
|
bool __HasEnoughArrow();
|
|
bool __HasItem(DWORD dwItemID);
|
|
DWORD __GetPickableDistance();
|
|
|
|
|
|
// Target
|
|
CInstanceBase* __GetTargetActorPtr();
|
|
void __ClearTarget();
|
|
DWORD __GetTargetVID();
|
|
void __SetTargetVID(DWORD dwVID);
|
|
bool __IsSameTargetVID(DWORD dwVID);
|
|
bool __IsTarget();
|
|
bool __ChangeTargetToPickedInstance();
|
|
|
|
CInstanceBase * __GetSkillTargetInstancePtr(CPythonSkill::TSkillData& rkSkillData);
|
|
CInstanceBase * __GetAliveTargetInstancePtr();
|
|
CInstanceBase * __GetDeadTargetInstancePtr();
|
|
|
|
BOOL __IsRightButtonSkillMode();
|
|
|
|
|
|
// Update
|
|
void __Update_AutoAttack();
|
|
void __Update_NotifyGuildAreaEvent();
|
|
|
|
|
|
|
|
// Emotion
|
|
BOOL __IsProcessingEmotion();
|
|
|
|
|
|
protected:
|
|
PyObject * m_ppyGameWindow;
|
|
|
|
// Client Player Data
|
|
std::map<DWORD, DWORD> m_skillSlotDict;
|
|
std::string m_stName;
|
|
DWORD m_dwMainCharacterIndex;
|
|
DWORD m_dwRace;
|
|
DWORD m_dwWeaponMinPower;
|
|
DWORD m_dwWeaponMaxPower;
|
|
DWORD m_dwWeaponMinMagicPower;
|
|
DWORD m_dwWeaponMaxMagicPower;
|
|
DWORD m_dwWeaponAddPower;
|
|
|
|
// Todo
|
|
DWORD m_dwSendingTargetVID;
|
|
float m_fTargetUpdateTime;
|
|
|
|
// Attack
|
|
DWORD m_dwAutoAttackTargetVID;
|
|
|
|
// NEW_Move
|
|
EMode m_eReservedMode;
|
|
float m_fReservedDelayTime;
|
|
|
|
float m_fMovDirRot;
|
|
|
|
bool m_isUp;
|
|
bool m_isDown;
|
|
bool m_isLeft;
|
|
bool m_isRight;
|
|
bool m_isAtkKey;
|
|
bool m_isDirKey;
|
|
bool m_isCmrRot;
|
|
bool m_isSmtMov;
|
|
bool m_isDirMov;
|
|
|
|
float m_fCmrRotSpd;
|
|
|
|
TPlayerStatus m_playerStatus;
|
|
|
|
UINT m_iComboOld;
|
|
DWORD m_dwVIDReserved;
|
|
DWORD m_dwIIDReserved;
|
|
|
|
DWORD m_dwcurSkillSlotIndex;
|
|
DWORD m_dwSkillSlotIndexReserved;
|
|
DWORD m_dwSkillRangeReserved;
|
|
|
|
TPixelPosition m_kPPosInstPrev;
|
|
TPixelPosition m_kPPosReserved;
|
|
|
|
// Emotion
|
|
BOOL m_bisProcessingEmotion;
|
|
|
|
// Dungeon
|
|
BOOL m_isDestPosition;
|
|
int m_ixDestPos;
|
|
int m_iyDestPos;
|
|
int m_iLastAlarmTime;
|
|
|
|
// Party
|
|
std::map<DWORD, TPartyMemberInfo> m_PartyMemberMap;
|
|
|
|
// PVP
|
|
std::set<DWORD> m_ChallengeInstanceSet;
|
|
std::set<DWORD> m_RevengeInstanceSet;
|
|
std::set<DWORD> m_CantFightInstanceSet;
|
|
|
|
// Private Shop
|
|
bool m_isOpenPrivateShop;
|
|
bool m_isObserverMode;
|
|
|
|
// Stamina
|
|
BOOL m_isConsumingStamina;
|
|
float m_fCurrentStamina;
|
|
float m_fConsumeStaminaPerSec;
|
|
|
|
// Guild
|
|
DWORD m_inGuildAreaID;
|
|
|
|
// Mobile
|
|
BOOL m_bMobileFlag;
|
|
|
|
// System
|
|
BOOL m_sysIsCoolTime;
|
|
BOOL m_sysIsLevelLimit;
|
|
|
|
protected:
|
|
// Game Cursor Data
|
|
TPixelPosition m_MovingCursorPosition;
|
|
float m_fMovingCursorSettingTime;
|
|
DWORD m_adwEffect[EFFECT_NUM];
|
|
|
|
DWORD m_dwVIDPicked;
|
|
DWORD m_dwIIDPicked;
|
|
int m_aeMBFButton[MBT_NUM];
|
|
|
|
DWORD m_dwTargetVID;
|
|
DWORD m_dwTargetEndTime;
|
|
DWORD m_dwPlayTime;
|
|
|
|
SAutoPotionInfo m_kAutoPotionInfo[AUTO_POTION_TYPE_NUM];
|
|
|
|
protected:
|
|
float MOVABLE_GROUND_DISTANCE;
|
|
|
|
private:
|
|
std::map<DWORD, DWORD> m_kMap_dwAffectIndexToSkillIndex;
|
|
};
|
|
|
|
extern const int c_iFastestSendingCount;
|
|
extern const int c_iSlowestSendingCount;
|
|
extern const float c_fFastestSendingDelay;
|
|
extern const float c_fSlowestSendingDelay;
|
|
extern const float c_fRotatingStepTime;
|
|
|
|
extern const float c_fComboDistance;
|
|
extern const float c_fPickupDistance;
|
|
extern const float c_fClickDistance;
|