#pragma once #include "SGameAvatarEx.h" class SGameCreature : public SGameAvatarEx { public: SGameCreature( ENC_INT nCreatureID, unsigned char ucEnhance ); virtual ~SGameCreature(); /// state virtual void OnChangeState( SObjectState::ID stateid, const SStateInfo &info ); /// 사용자 입력 응답(Server) virtual void OnNetInput( struct SGameMessage * pMsg ); virtual AR_UNIT GetSize(); virtual AR_UNIT GetScale(); virtual void SetMountMode(); virtual void SetAttackMode(); virtual void SetNormalMode(); virtual bool Process( DWORD time, unsigned long uProcessBitVector=0 ); // sonador 1.8.15 다른 플레이어의 크리처 스킬 연출 오류 수정 virtual void Damage(); virtual void Default( bool bForce=false ); virtual void Walk( bool bLoop = false ); virtual void Run( bool bAutoRun = false, int nAniType = ANI_RUN ); /// 스킬 사용 가능 한가? virtual bool IsUseSkill_complete() { return m_bIsUseSkill_complete; } virtual bool MotionCancel(); virtual void SetPlayRate( float fPlayRate ) { m_fPlayRate = fPlayRate; } virtual void SetCreatureMountType( int nRideType ) { m_nCreatureRideType = nRideType; } virtual int GetCreatureMountType() const { return m_nCreatureRideType; } // sonador #2.1.6 virtual bool IsHighMountType() { return (m_nCreatureRideType == RIDE_HIGH_TYPE); } virtual void SetViewVectorForMount( const K3DVector &tpos ); void CalcCreatureRunPlayRate( float fSpeed ); void CalcCreatureWalkPlayRate( float fSpeed ); /// id애니메이션의 길이를 리턴한다. 플레이속도조절에 이용. (꼼수지만.. ) by 정동섭 / 찾을수없으면 -1리턴s virtual int GetAnimationLength( int ani_id ); /// 애니메이션이 존재하는지 체크 2009.4.3 by 정동섭 virtual bool ExistAnimation( int ani_id); virtual void RefreshTextureGroup( vec_cobset* pCobSet ); // 2010.08.31 - prodongi unsigned char getEnhance() const { return m_ucEnhance; } protected: //Property Set virtual const char* getClassName() { return "SGameCreature"; } void _processIdle(); // sonaodr 1.8.13 아바타 IDLE 모션 동작 구현 void _resetIdleTime() { m_dwIdleTime = m_dwTime; } // bool m_bIsUseSkill_complete; int m_nCreatureRideType; float m_fPlayRate; float m_fStandardWalkPlayRate; float m_fStandardRunPlayRate; float m_fRdbScale; float m_fWalkSpeed; DWORD m_dwIdleTime; // sonaodr 1.8.13 아바타 IDLE 모션 동작 구현 unsigned char m_ucEnhance; // floyd 2010.4.14 크리쳐 강화 };