DragonNest/GameCommon/DnPropStateDoAction.cpp

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#include "StdAfx.h"
#include "DnPropStateDoAction.h"
#include "DnWorldActProp.h"
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
CDnPropStateDoAction::CDnPropStateDoAction( DnPropHandle hEntity ) : CDnPropState( hEntity ),
m_bUseCmdAction( false )
{
m_iType = DO_ACTION;
}
CDnPropStateDoAction::~CDnPropStateDoAction(void)
{
}
// 1<><31> <20>̻<EFBFBD><CCBB≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. <20><> <20><> <20>õ尪<C3B5><E5B0AA> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>޴´<DEB4>. <20>ݵ<EFBFBD><DDB5><EFBFBD> <20><>Ŷ<EFBFBD><C5B6><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>õ带 <20>޾ƾ<DEBE> <20>ϱ<EFBFBD> <20><><EFBFBD><EFBFBD>..
bool CDnPropStateDoAction::OnEntry( LOCAL_TIME LocalTime, float fDelta )
{
CDnPropState::OnEntry( LocalTime, fDelta );
if( !m_hEntity )
return false;
CDnWorldActProp* pActProp = static_cast<CDnWorldActProp*>(m_hEntity.GetPointer());
if( NULL == pActProp )
{
#ifdef ENABLE_PROP_STATE_LOG
OutputDebug( "[?? Prop FSM Log] CDnPropStateDoAction::OnEntry Entity Prop is NULL!\n" );
#endif
return false;
}
#ifdef ENABLE_PROP_STATE_LOG
string strActions;
for( int i = 0; i < (int)m_vlAvailActionList.size(); ++i )
{
strActions.append( m_vlAvailActionList.at(i) );
strActions.append( ", " );
}
if( 1 < (int)m_vlAvailActionList.size() )
OutputDebug( "[Prop(%d) FSM Log] CDnPropStateDoAction::OnEntry - %s actions HitRandomSeed: %d\n", m_hEntity->GetUniqueID(), strActions.c_str(), pActProp->GetLastHitRandomSeed() );
else
if( m_vlAvailActionList.empty() )
OutputDebug( "[??Prop(%d) FSM Log] CDnPropStateDoAction::OnEntry action list is EMPTY!!\n", m_hEntity->GetUniqueID(), strActions.c_str() );
else
if( m_bUseCmdAction )
OutputDebug( "[Prop(%d) FSM Log] CDnPropStateDoAction::OnEntry - %s action (Use CmdAction)\n", m_hEntity->GetUniqueID(), strActions.c_str() );
else
OutputDebug( "[Prop(%d) FSM Log] CDnPropStateDoAction::OnEntry - %s action\n", m_hEntity->GetUniqueID(), strActions.c_str() );
#endif
if( m_vlAvailActionList.empty() )
return false;
// <20>׼<EFBFBD><D7BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>..
int iActionIndex = 0;
int iNumActionList = (int)m_vlAvailActionList.size();
if( iNumActionList > 1 )
{
int iSeed = pActProp->GetLastHitRandomSeed();
#ifdef _GAMESERVER
_srand( m_hEntity->GetRoom(), iSeed );
iActionIndex = _rand( m_hEntity->GetRoom() ) % (int)m_vlAvailActionList.size();
#else
_srand( iSeed );
iActionIndex = _rand() % (int)m_vlAvailActionList.size();
#endif
}
// <20>׼<EFBFBD> <20><><EFBFBD><EFBFBD>!
if( false == m_bUseCmdAction )
pActProp->SetActionQueue( m_vlAvailActionList.at(iActionIndex).c_str() );
else
pActProp->CmdAction( m_vlAvailActionList.at(iActionIndex).c_str() );
return true;
}
bool CDnPropStateDoAction::OnProcess( LOCAL_TIME LocalTime, float fDelta )
{
CDnPropState::OnProcess( LocalTime, fDelta );
// <20>ϰ͵<CFB0> <20><><EFBFBD><EFBFBD>..
return true;
}
bool CDnPropStateDoAction::OnLeave( LOCAL_TIME LocalTime, float fDelta )
{
CDnPropState::OnLeave( LocalTime, fDelta );
#ifdef ENABLE_PROP_STATE_LOG
OutputDebug( "[Prop(%d) FSM Log] CDnPropStateDoAction::OnLeave", m_hEntity->GetUniqueID() );
#endif
return true;
}