Esempio n. 1
0
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::CanUseSkill()
{
	if (!CanAct())
		return false;

	DWORD dwCurMotionIndex=__GetCurrentMotionIndex();
	
	// Locked during attack
	switch (dwCurMotionIndex)
	{
		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:
			return TRUE;
			break;
	}

	// Locked during using skill
	if (IsUsingSkill())
	{
		if (m_pkCurRaceMotionData->IsCancelEnableSkill())
			return TRUE;

		return FALSE;
	}	
	
	return true;
}
Esempio n. 3
0
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::CanFishing()
{
	if (!CanAct())
		return false;

	if (IsUsingSkill())
		return false;

	switch (__GetCurrentMotionIndex())
	{
		case CRaceMotionData::NAME_WAIT:
		case CRaceMotionData::NAME_WALK:
		case CRaceMotionData::NAME_RUN:
			break;
		default:
			return false;
			break;
	}

	return true;
}
BOOL CActorInstance::IsActEmotion()
{
	DWORD dwCurMotionIndex=__GetCurrentMotionIndex();
	switch (dwCurMotionIndex)
	{
		case CRaceMotionData::NAME_FRENCH_KISS_START+0:
		case CRaceMotionData::NAME_FRENCH_KISS_START+1:
		case CRaceMotionData::NAME_FRENCH_KISS_START+2:
		case CRaceMotionData::NAME_FRENCH_KISS_START+3:
		case CRaceMotionData::NAME_FRENCH_KISS_START+4:
		case CRaceMotionData::NAME_KISS_START+0:
		case CRaceMotionData::NAME_KISS_START+1:
		case CRaceMotionData::NAME_KISS_START+2:
		case CRaceMotionData::NAME_KISS_START+3:
		case CRaceMotionData::NAME_KISS_START+4:
			return TRUE;
			break;
	}

	return FALSE;
}
Esempio n. 6
0
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;
}