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524 lines
13 KiB
524 lines
13 KiB
--------------------------------------------------------------------------------
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-- Seiren Castle Progress Func --
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--------------------------------------------------------------------------------
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-- 던전 초기화
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function InitDungeon( Var )
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cExecCheck "InitDungeon"
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if Var == nil
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then
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return
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end
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-- 인스턴스 던전 시작 전에 플레이어의 첫 로그인을 기다린다.
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if Var["bPlayerMapLogin"] == nil
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then
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if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond()
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then
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GoToFail( Var )
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return
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end
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return
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end
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if Var["InitDungeon"] == nil
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then
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DebugLog( "Start InitDungeon" )
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Var["InitDungeon"] = {}
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-- 문 생성
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for i = 1, #RegenInfo["Stuff"]["Door"]
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do
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local CurRegenDoor = RegenInfo["Stuff"]["Door"][ i ]
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local CurDoorInfo = DoorInfo[ CurRegenDoor["Name"] ]
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if CurRegenDoor == nil
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then
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ErrorLog( "InitDungeon::Door CurRegenDoor == nil : "..i )
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else
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local nCurDoorHandle = cDoorBuild( Var["MapIndex"], CurRegenDoor["Index"], CurRegenDoor["x"], CurRegenDoor["y"], CurRegenDoor["dir"], CurRegenDoor["scale"] )
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if nCurDoorHandle == nil
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then
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ErrorLog( "InitDungeon::Door was not created. : "..i )
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else
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cDoorAction( nCurDoorHandle, CurDoorInfo["Block"], "close" )
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-- 아이템으로 여는 문 설정
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if CurDoorInfo["NeedItem"] ~= nil
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then
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if cSetAIScript ( MainLuaScriptPath, nCurDoorHandle ) == nil
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then
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ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nCurDoorHandle ) == nil : "..i )
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end
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if cAIScriptFunc( nCurDoorHandle, "NPCClick", "Click_Door" ) == nil
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then
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ErrorLog( "InitDungeon::cAIScriptFunc( nCurDoorHandle, \"NPCClick\", \"Click_Door\" ) : "..i )
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end
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if cAIScriptFunc( nCurDoorHandle, "NPCMenu", "Menu_Door" ) == nil
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then
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ErrorLog( "InitDungeon::cAIScriptFunc( nCurDoorHandle, \"NPCMenu\", \"Menu_Door\" ) : "..i )
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end
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end
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-- 문 정보 보관
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Var["Door"][ nCurDoorHandle ] = {}
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Var["Door"][ nCurDoorHandle ]["Info"] = CurDoorInfo
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Var["Door"][ nCurDoorHandle ]["IsOpen"] = false
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Var["Door"][ CurRegenDoor["Name"] ] = nCurDoorHandle
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end
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end
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end
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-- NPC 생성
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for i = 1, #RegenInfo["NPC"]
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do
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cNPCRegen( Var["MapIndex"], RegenInfo["NPC"][ i ] )
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end
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-- 입구쪽 출구게이트 생성
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local RegenExitGate = RegenInfo["Stuff"]["StartExitGate"]
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local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] )
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if nExitGateHandle ~= nil
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then
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if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil
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then
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ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
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end
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if cAIScriptFunc( nExitGateHandle, "NPCClick", "Click_ExitGate" ) == nil
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then
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ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"Click_ExitGate\" ) == nil" )
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end
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end
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-- 대기시간 설정
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Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"] + DelayTime["AfterInit"]
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-- 다이얼로그 출력 설정
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Var[ "InitDungeon" ]["bAfterDialogEnd"] = false
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Var[ "InitDungeon" ]["AfterDialogSec"] = Var["CurSec"]
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Var[ "InitDungeon" ]["AfterDialogNo"] = 1
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end
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-- 대기 후 다음 단계로
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if Var["InitDungeon"]["WaitSecDuringInit"] > Var["CurSec"]
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then
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return
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end
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local CurChat = ChatInfo["InitDungeon"]
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--------------------------------------------------
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-- 단계가 끝날때 다이얼로그 출력
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--------------------------------------------------
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if CurChat ~= nil
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then
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if CurChat["AfterDialog"] ~= nil
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then
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local nCurDialogNo = Var[ "InitDungeon" ]["AfterDialogNo"]
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if nCurDialogNo <= #CurChat["AfterDialog"]
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then
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if Var[ "InitDungeon" ]["AfterDialogSec"] <= Var["CurSec"]
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then
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cMobDialog( Var["MapIndex"], CurChat["AfterDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["AfterDialog"][ nCurDialogNo ]["Index"] )
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Var[ "InitDungeon" ]["AfterDialogNo"] = Var[ "InitDungeon" ]["AfterDialogNo"] + 1
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Var[ "InitDungeon" ]["AfterDialogSec"] = Var["CurSec"] + DelayTime["GapDialog"]
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end
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-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
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return
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end
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end
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end
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GoToNextStep( Var )
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Var["InitDungeon"] = nil
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DebugLog( "End InitDungeon" )
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return
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end
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function Step_Routine( Var )
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cExecCheck "Step_Routine"
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if Var == nil
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then
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return
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end
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local StepIndex = Var["StepIndex"]
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if StepIndex == nil
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then
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return
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end
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if Var[ StepIndex ] == nil
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then
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DebugLog( "Start "..StepIndex )
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Var[ StepIndex ] = {}
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-- 몬스터 그룹별 생성
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local RegenMobGroupList = RegenInfo["Mob"][ StepIndex ]["NormalMobGroup"]
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if RegenMobGroupList ~= nil
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then
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for i = 1,#RegenMobGroupList
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do
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cGroupRegenInstance( Var["MapIndex"], RegenMobGroupList[ i ] )
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end
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end
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-- 보스 생성
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local RegenBossMobList = RegenInfo["Mob"][ StepIndex ]["Boss"]
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for i = 1, #RegenBossMobList
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do
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local CurRegenBoss = RegenBossMobList[ i ]
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local nBossHandle = cMobRegen_XY( Var["MapIndex"], CurRegenBoss["Index"], CurRegenBoss["x"], CurRegenBoss["y"], CurRegenBoss["dir"] )
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if nBossHandle == nil
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then
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ErrorLog( StepIndex.."::Boss was not created. : "..i )
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else
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-- 보스 AI 설정
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local CurRegenBossInfo = BossInfo[ CurRegenBoss["Index"] ]
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if CurRegenBossInfo ~= nil
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then
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if cSetAIScript ( MainLuaScriptPath, nBossHandle ) == nil
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then
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ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nCurDoorHandle ) == nil : "..i )
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end
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if cAIScriptFunc( nBossHandle, "Entrance", CurRegenBossInfo["Lua_EntranceFunc"] ) == nil
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then
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ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"Entrance\", "..CurRegenBossInfo["Lua_EntranceFunc"].." ) : "..i )
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end
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end
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-- 보스 정보 설정
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Var["Enemy"][ CurRegenBoss["Index"] ] = nBossHandle
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Var["Enemy"][ nBossHandle ] = {}
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Var["Enemy"][ nBossHandle ]["Index"] = CurRegenBoss["Index"]
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Var["Enemy"][ nBossHandle ]["Info"] = CurRegenBossInfo
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Var["Enemy"][ nBossHandle ]["Phase"] = 1
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Var["RoutineTime"][ nBossHandle ] = cCurrentSecond()
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end
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end
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-- 다이얼로그 출력 설정
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Var[ StepIndex ]["bBeforeDialogEnd"] = false
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Var[ StepIndex ]["BeforeDialogSec"] = Var["CurSec"]
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Var[ StepIndex ]["BeforeDialogNo"] = 1
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Var[ StepIndex ]["bAfterDialogEnd"] = false
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Var[ StepIndex ]["AfterDialogSec"] = Var["CurSec"]
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Var[ StepIndex ]["AfterDialogNo"] = 1
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-- 단계 별 확인 이 필요한 목록
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Var[ StepIndex ]["bPortalUse"] = false
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Var[ StepIndex ]["bBoossDead"] = false
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Var[ StepIndex ]["bOpenDoor"] = false
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end
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-- 설정된 포탈을 사용했는지 확인
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if Var[ StepIndex ]["bPortalUse"] == false
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then
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local PortalIndex = Step_PortalUseCheckList[ StepIndex ]
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if PortalIndex ~= nil
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then
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Var[ StepIndex ]["bBeforeDialogEnd"] = true
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local PortalHandle = Var["Portal"][ PortalIndex ]
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if Var["Portal"][ PortalHandle ] ~= nil
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then
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if Var["Portal"][ PortalHandle ]["Use"] == true
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then
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Var[ StepIndex ]["bBeforeDialogEnd"] = false
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Var[ StepIndex ]["bPortalUse"] = true
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end
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end
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end
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end
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-- 단계 시작시 출력되는 다이얼 로그
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local CurChat = ChatInfo[ StepIndex ]
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if CurChat ~= nil
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then
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if CurChat["BeforeDialog"] ~= nil
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then
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if Var[ StepIndex ]["bBeforeDialogEnd"] == false
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then
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local nCurDialogNo = Var[ StepIndex ]["BeforeDialogNo"]
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if nCurDialogNo <= #CurChat["BeforeDialog"]
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then
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if Var[ StepIndex ]["BeforeDialogSec"] <= Var["CurSec"]
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then
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cMobDialog( Var["MapIndex"], CurChat["BeforeDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["BeforeDialog"][ nCurDialogNo ]["Index"] )
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Var[ StepIndex ]["BeforeDialogNo"] = Var[ StepIndex ]["BeforeDialogNo"] + 1
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Var[ StepIndex ]["BeforeDialogSec"] = Var["CurSec"] + DelayTime["GapDialog"]
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end
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-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
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return
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else
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-- 페이스컷 종료
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Var[ StepIndex ]["bBeforeDialogEnd"] = true
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end
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end
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else
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-- 페이스컷 자체가 없을 때
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Var[ StepIndex ]["bBeforeDialogEnd"] = true
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end
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end
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-- 설정된 보스 몬스터가 죽었는지 확인
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if Var[ StepIndex ]["bBoossDead"] == false
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then
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local BossIndex = Step_BossDeadCheckList[ StepIndex ]
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if BossIndex ~= nil
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then
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if Var["Enemy"][ BossIndex ] ~= nil
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then
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if cIsObjectDead( Var["Enemy"][ BossIndex ] ) == nil
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then
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return
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end
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end
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end
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Var[ StepIndex ]["bBoossDead"] = true
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end
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-- 보스 몬스터가 죽은 후 출력되는 다이얼 로그
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if CurChat ~= nil
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then
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if CurChat["AfterDialog"] ~= nil
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then
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if Var[ StepIndex ]["bAfterDialogEnd"] == false
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then
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local nCurDialogNo = Var[ StepIndex ]["AfterDialogNo"]
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if nCurDialogNo <= #CurChat["AfterDialog"]
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then
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if Var[ StepIndex ]["AfterDialogSec"] <= Var["CurSec"]
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then
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cMobDialog( Var["MapIndex"], CurChat["AfterDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["AfterDialog"][ nCurDialogNo ]["Index"] )
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Var[ StepIndex ]["AfterDialogNo"] = Var[ StepIndex ]["AfterDialogNo"] + 1
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Var[ StepIndex ]["AfterDialogSec"] = Var["CurSec"] + DelayTime["GapDialog"]
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end
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-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
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return
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else
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-- 페이스컷 종료
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Var[ StepIndex ]["bAfterDialogEnd"] = true
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end
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end
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else
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-- 페이스컷 자체가 없을 때
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Var[ StepIndex ]["bAfterDialogEnd"] = true
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end
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end
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-- 문을 열어준다
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if Var[ StepIndex ]["bOpenDoor"] == false
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then
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local DoorOpenList = Step_DoorOpenList[ StepIndex ]
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if DoorOpenList ~= nil
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then
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for i = 1, #DoorOpenList
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do
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local DoorName = DoorOpenList[ i ]
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local nDoorHandle = Var["Door"][ DoorName ]
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if nDoorHandle ~= nil
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then
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local DoorInfo = Var["Door"][ nDoorHandle ]["Info"]
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if DoorInfo ~= nil
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then
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if Var["Door"][ nDoorHandle ]["IsOpen"] == false
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then
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cDoorAction( nDoorHandle, DoorInfo["Block"], "open" )
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end
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end
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end
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end
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end
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Var[ StepIndex ]["bOpenDoor"] = true
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end
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-- 대기 후 다음 단계로
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if GoToNextStep( Var ) == true
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then
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-- 문의 AIScrip를 제거해 준다
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local DoorOpenCheckList = Step_DoorOpenCheckList[ StepIndex ]
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if DoorOpenCheckList ~= nil
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then
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for i = 1, #DoorOpenCheckList
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do
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local DoorName = DoorOpenCheckList[ i ]["DoorName"]
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local nDoorHandle = Var["Door"][ DoorName ]
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if nDoorHandle ~= nil
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then
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cAIScriptSet( nDoorHandle )
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end
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end
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end
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Var[ StepIndex ] = nil
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DebugLog( "End "..StepIndex )
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end
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end
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-- 귀환
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function ReturnToHome( Var )
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cExecCheck "ReturnToHome"
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if Var == nil
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then
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return
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end
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if Var["ReturnToHome"] == nil
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then
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DebugLog( "Start ReturnToHome" )
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Var["ReturnToHome"] = {}
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Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"]
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Var["ReturnToHome"]["ReturnStepNo"] = 1
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Var["ReturnToHome"]["WaitSecReturnToHome"] = Var["CurSec"] + DelayTime["WaitReturnToHome"]
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-- 출구게이트 생성
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local RegenExitGate = RegenInfo["Stuff"]["EndExitGate"]
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local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] )
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if nExitGateHandle ~= nil
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then
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if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil
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then
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ErrorLog( "ReturnToHome::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
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end
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if cAIScriptFunc( nExitGateHandle, "NPCClick", "Click_ExitGate" ) == nil
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then
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ErrorLog( "ReturnToHome::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"Click_ExitGate\" ) == nil" )
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end
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end
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-- 모든 몬스터 삭제
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cMobSuicide( Var["MapIndex"] )
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end
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--
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if Var["ReturnToHome"]["WaitSecReturnToHome"] > Var["CurSec"]
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then
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return
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end
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-- Return : return notice substep
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if Var["ReturnToHome"]["ReturnStepNo"] <= #NoticeInfo["IDReturn"]
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then
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if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
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then
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-- Notice of Escape
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if NoticeInfo["IDReturn"][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] ~= nil
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then
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cNotice( Var["MapIndex"], NoticeInfo["ScriptFileName"], NoticeInfo["IDReturn"][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] )
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end
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-- Go To Next Notice
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Var["ReturnToHome"]["ReturnStepNo"] = Var["ReturnToHome"]["ReturnStepNo"] + 1
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Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"] + DelayTime["GapIDReturnNotice"]
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end
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return
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end
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-- Return : linkto substep
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if Var["ReturnToHome"]["ReturnStepNo"] > #NoticeInfo["IDReturn"]
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then
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if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
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then
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--Finish_KQ
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cLinkToAll( Var["MapIndex"], LinkInfo["ReturnMap"]["MapIndex"], LinkInfo["ReturnMap"]["x"], LinkInfo["ReturnMap"]["y"] )
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GoToNextStep( Var )
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Var["ReturnToHome"] = nil
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DebugLog( "End ReturnToHome" )
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end
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return
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end
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end
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-- 스텝 구분을 위한 던전 진행 함수 리스트
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ID_StepsList =
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{
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InitDungeon = { Function = InitDungeon, NextStep = "EntranceGuardArea", },
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EntranceGuardArea = { Function = Step_Routine, NextStep = "CenterGuardArea", },
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CenterGuardArea = { Function = Step_Routine, NextStep = nil, },
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EastArea = { Function = Step_Routine, NextStep = "FallenCenterHall", },
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WestArea = { Function = Step_Routine, NextStep = "FallenCenterHall", },
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FallenCenterHall = { Function = Step_Routine, NextStep = "GuardianAltar", },
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GuardianAltar = { Function = Step_Routine, NextStep = "AbyssHall", },
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AbyssHall = { Function = Step_Routine, NextStep = "ReturnToHome", },
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ReturnToHome = { Function = ReturnToHome, NextStep = nil, },
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}
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