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--------------------------------------------------------------------------------
-- Progress Func --
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- InitDungeon
--------------------------------------------------------------------------------
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ
function InitDungeon( Var )
cExecCheck "InitDungeon"
if Var == nil
then
return
end
-- <EFBFBD>ν<EFBFBD><EFBFBD>Ͻ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD><EFBFBD> ù <EFBFBD>α<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD>.
if Var["bPlayerMapLogin"] == nil
then
if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond()
then
GoToFail( Var )
return
end
return
end
if Var["InitDungeon"] == nil
then
DebugLog( "Start InitDungeon" )
Var["InitDungeon"] = {}
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for i = 1, #RegenInfo["Stuff"]["Door"]
do
local CurRegenDoor = RegenInfo["Stuff"]["Door"][ i ]
local CurDoorInfo = DoorInfo[ CurRegenDoor["Name"] ]
if CurRegenDoor == nil
then
ErrorLog( "InitDungeon::Door CurRegenDoor == nil : "..i )
else
local nCurDoorHandle = cDoorBuild( Var["MapIndex"], CurRegenDoor["Index"], CurRegenDoor["x"], CurRegenDoor["y"], CurRegenDoor["dir"], CurRegenDoor["scale"] )
if nCurDoorHandle == nil
then
ErrorLog( "InitDungeon::Door was not created. : "..i )
else
cDoorAction( nCurDoorHandle, CurDoorInfo["Block"], "close" )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if CurDoorInfo["NeedItem"] ~= nil
then
if cSetAIScript ( MainLuaScriptPath, nCurDoorHandle ) == nil
then
ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nCurDoorHandle ) == nil : "..i )
end
if cAIScriptFunc( nCurDoorHandle, "NPCClick", "Click_Door" ) == nil
then
ErrorLog( "InitDungeon::cAIScriptFunc( nCurDoorHandle, \"NPCClick\", \"Click_Door\" ) : "..i )
end
if cAIScriptFunc( nCurDoorHandle, "NPCMenu", "Menu_Door" ) == nil
then
ErrorLog( "InitDungeon::cAIScriptFunc( nCurDoorHandle, \"NPCMenu\", \"Menu_Door\" ) : "..i )
end
end
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["Door"][ nCurDoorHandle ] = {}
Var["Door"][ nCurDoorHandle ]["Info"] = CurDoorInfo
Var["Door"][ nCurDoorHandle ]["IsOpen"] = false
Var["Door"][ CurRegenDoor["Name"] ] = nCurDoorHandle
-- <EFBFBD>ֵ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if CurDoorInfo["TwinGate"] ~= nil
then
Var["Door"][ nCurDoorHandle ]["TwinGate"] = CurDoorInfo["TwinGate"]
end
end
end
end
-- <EFBFBD>Ա<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local RegenExitGate = RegenInfo["Stuff"]["StartExitGate"]
local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] )
if nExitGateHandle ~= nil
then
DebugLog("InitDungeon::<EFBFBD>Ա<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>")
if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil
then
ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
end
if cAIScriptFunc( nExitGateHandle, "NPCClick", "Click_ExitGate" ) == nil
then
ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"Click_ExitGate\" ) == nil" )
end
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׷캰 <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local RegenMobGroupList = RegenInfo["Mob"]["InitDungeon"]["NormalMobGroup"]
if RegenMobGroupList ~= nil
then
DebugLog("InitDungeon::<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>")
for i = 1, #RegenMobGroupList
do
cGroupRegenInstance( Var["MapIndex"], RegenMobGroupList[ i ] )
end
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"] + DelayTime["AfterInit"]
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD><EFBFBD><EFBFBD>
if Var["InitDungeon"]["WaitSecDuringInit"] > Var["CurSec"]
then
return
end
--GoToNextStep( Var )
Var["StepFunc"] = Step_Routine
Var["InitDungeon"] = nil
DebugLog( "End InitDungeon" )
return
end
--------------------------------------------------------------------------------
-- Step_Routine ( <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٿ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD>Ʈ )
--------------------------------------------------------------------------------
function Step_Routine( Var )
cExecCheck "Step_Routine"
if Var == nil
then
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ش<EFBFBD><EFBFBD>ϴ<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>.
if Var["GateProcess"] ~= nil
then
for i, v in pairs( Var["GateProcess"] )
do
local StepIndex = tostring( i )
if v["IsProceed"] == false
then
-- <EFBFBD>Ϲ<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local RegenMobGroupList = RegenInfo["Mob"][ StepIndex ]["NormalMobGroup"]
if RegenMobGroupList ~= nil
then
for i = 1,#RegenMobGroupList
do
cGroupRegenInstance( Var["MapIndex"], RegenMobGroupList[ i ] )
end
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local RegenBossMobList = RegenInfo["Mob"][ StepIndex ]["Boss"]
for i = 1, #RegenBossMobList
do
local CurRegenBoss = RegenBossMobList[ i ]
local nBossHandle = cMobRegen_XY( Var["MapIndex"], CurRegenBoss["Index"], CurRegenBoss["x"], CurRegenBoss["y"], CurRegenBoss["dir"] )
if nBossHandle == nil
then
ErrorLog( StepIndex.."::Boss was not created. : "..i )
else
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> AI <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local CurRegenBossInfo = BossInfo[ CurRegenBoss["Index"] ]
if CurRegenBossInfo ~= nil
then
if cSetAIScript ( MainLuaScriptPath, nBossHandle ) == nil
then
ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nCurDoorHandle ) == nil : "..i )
end
if cAIScriptFunc( nBossHandle, "Entrance", CurRegenBossInfo["Lua_EntranceFunc"] ) == nil
then
ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"Entrance\", "..CurRegenBossInfo["Lua_EntranceFunc"].." ) : "..i )
end
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["Enemy"][ CurRegenBoss["Index"] ] = nBossHandle
Var["Enemy"][ nBossHandle ] = {}
Var["Enemy"][ nBossHandle ]["Index"] = CurRegenBoss["Index"]
Var["Enemy"][ nBossHandle ]["Info"] = CurRegenBossInfo
Var["Enemy"][ nBossHandle ]["Phase"] = 1
Var["RoutineTime"][ nBossHandle ] = cCurrentSecond()
end
end
-- ó<EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD> true<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
v["IsProceed"] = true
end
end
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ȴ<EFBFBD><EFBFBD><EFBFBD> üũ
if Var["GateProcess"]["DoorBoss"] ~= nil
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ϸ<EFBFBD><EFBFBD>ƴ<EFBFBD><EFBFBD><EFBFBD> üũ
if Var["GateProcess"]["DoorBoss"]["IsProceed"] == true
then
if Var["Step_Routine_Boss"] == nil
then
Var["Step_Routine_Boss"] = {}
DebugLog("Step_Routine_Boss <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>")
end
if Var["Step_Routine_Boss"] ~= nil
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD>
if Var["Step_Routine_Boss"]["Chat"] == nil
then
local BossIndex = RegenInfo["Mob"]["DoorBoss"]["Boss"][1]["Index"]
local BossHandle = Var["Enemy"][ BossIndex ]
if cIsObjectDead( BossHandle ) == nil
then
return
end
Var["Step_Routine_Boss"]["Chat"] = {}
DebugLog("Step_Routine_Boss :: Chat <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>")
if ChatInfo[BossIndex] ~= nil
then
cMobChat( BossHandle, ChatInfo["ScriptFileName"], ChatInfo[BossIndex]["Index"], ChatInfo[BossIndex]["IsShowChatWindow"] )
end
end
if Var["Step_Routine_Boss"]["IDEnd"] == nil
then
Var["Step_Routine_Boss"]["IDEnd"] = {}
DebugLog("Step_Routine_Boss :: IDEnd <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>")
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ ó<EFBFBD><EFBFBD>
cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local RegenExitGate = RegenInfo["Stuff"]["EndExitGate"]
local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] )
if nExitGateHandle ~= nil
then
if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil
then
ErrorLog( "ReturnToHome::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
end
if cAIScriptFunc( nExitGateHandle, "NPCClick", "Click_ExitGate" ) == nil
then
ErrorLog( "ReturnToHome::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"Click_ExitGate\" ) == nil" )
end
end
end
end
end
end
end