DragonNest/Server/DNGameServer/DnBuffProp.cpp

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#include "StdAfx.h"
#include "DnBuffProp.h"
#include "DnPropStateScanActor.h"
#include "DnPropActionCondition.h"
#include "SMScanActor.h"
#include "boost/shared_ptr.hpp"
CDnBuffProp::CDnBuffProp( CMultiRoom* pRoom ) : CDnWorldActProp( pRoom ),
CDnDamageBase( DamageObjectTypeEnum::Prop )
{
}
CDnBuffProp::~CDnBuffProp(void)
{
ReleasePostCustomParam();
}
bool CDnBuffProp::Initialize( CEtWorldSector *pParentSector, const char *szPropName, EtVector3 &vPos, EtVector3 &vRotate, EtVector3 &vScale )
{
if( CDnWorldActProp::Initialize( pParentSector, szPropName, vPos, vRotate, vScale ) == false ) return false;
if( m_hMonster ) *m_hMonster->GetMatEx() = *GetMatEx();
return true;
}
bool CDnBuffProp::InitializeTable( int nTableID )
{
if( CDnWorldActProp::InitializeTable( nTableID ) == false )
return false;
bool bResult = false;
// TODO: BuffProp Ÿ<><C5B8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD><DFB0>ؾ<EFBFBD><D8BE><EFBFBD>.
if( GetData() )
{
BuffStruct* pStruct = (BuffStruct*)(GetData());
int nSkillTableID = pStruct->nSkillTableID;
int nSkillLevel = pStruct->nSkillLevel;
float fCheckRange = pStruct->fCheckRange; // <20><><EFBFBD>͵<EFBFBD> üũ <20><><EFBFBD><EFBFBD>
bResult = InitializeMonsterActorProp( pStruct->nMonsterTableID );
// <20>߸<EFBFBD><DFB8><EFBFBD> <20><>ų <20><><EFBFBD><EFBFBD>
_ASSERT( nSkillTableID != 0 && nSkillLevel != 0 );
if( nSkillTableID == 0 || nSkillLevel == 0 )
return false;
set<int>* pSetTargetActorIDs = NULL;
set<int> setTargetActorIDs;
if( bResult )
{
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD>Ͱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><C7BE>ִٸ<D6B4> <20><> <20><><EFBFBD><EFBFBD>.
if( 3 == pStruct->nTeam )
{
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD>Ͱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>.
pSetTargetActorIDs = &setTargetActorIDs;
string strTargetActorIDs = pStruct->TargetActorID;
if( strTargetActorIDs.at( strTargetActorIDs.length()-1 ) != ';' )
strTargetActorIDs.push_back( ';' );
int iFoundPos = -1;
while( true )
{
int iStartPos = iFoundPos + 1;
iFoundPos = static_cast<int>(strTargetActorIDs.find_first_of( ';', iStartPos ));
if( string::npos != iFoundPos )
{
string strTargetID = strTargetActorIDs.substr( iStartPos, iFoundPos -iStartPos );
int iTargetID = atoi( strTargetID.c_str() );
setTargetActorIDs.insert( iTargetID );
}
else
break;
}
}
m_BuffPropComponent.Initialize( GetRoom(), pStruct->nTeam, nSkillTableID, nSkillLevel, pSetTargetActorIDs );
// state <20><> <20>ʱ<EFBFBD>ȭ.
// Idle <20>׼ǿ<D7BC><C7BF><EFBFBD><EFBFBD><EFBFBD> <20>ƹ<EFBFBD><C6B9>͵<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʰ<EFBFBD>, Activate <20>׼<EFBFBD><D7BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD> <20>ֺ<EFBFBD><D6BA><EFBFBD> <20>˻<EFBFBD><CBBB>ؼ<EFBFBD> <20>ɸ<EFBFBD><C9B8><EFBFBD> <20><><EFBFBD><EFBFBD><E9BFA1> <20><>ų<EFBFBD><C5B3> <20>پ<EFBFBD><D9BE>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> <20>ο<EFBFBD>.
CDnPropState* pNormalState = CDnPropState::Create( GetMySmartPtr(), CDnPropState::NORMAL );
CDnPropState* pScanState = CDnPropState::Create( GetMySmartPtr(), CDnPropState::SCAN_ACTOR );
CDnPropCondition* pNormalToScan = CDnPropCondition::Create( GetMySmartPtr(), CDnPropCondition::ACTION_CHECK );
CDnPropCondition* pScanToNormal = CDnPropCondition::Create( GetMySmartPtr(), CDnPropCondition::ACTION_CHECK );
static_cast<CDnPropStateScanActor*>(pScanState)->SetRange( fCheckRange );
static_cast<CDnPropActionCondition*>(pNormalToScan)->SetActionName( "Activate" );
static_cast<CDnPropActionCondition*>(pScanToNormal)->SetActionName( "Idle" );
m_pFSM->AddCondition( pNormalToScan );
m_pFSM->AddCondition( pScanToNormal );
m_pFSM->AddState( pNormalState );
m_pFSM->AddState( pScanState );
pNormalState->AddTransitState( pScanState, pNormalToScan );
pScanState->AddTransitState( pNormalState, pScanToNormal );
m_pFSM->SetEntryState( pNormalState );
}
}
return bResult;
}
void CDnBuffProp::OnMessage( const boost::shared_ptr<IStateMessage>& pMessage )
{
m_BuffPropComponent.OnMessage( pMessage );
}
void CDnBuffProp::OnChangeAction( const char *szPrevAction )
{
if( (0 == strcmp( szPrevAction, "Activate" ) && 0 == strcmp( GetCurrentAction(), "Idle" )) ||
(0 == strcmp( szPrevAction, "Off" ) && 0 == strcmp(GetCurrentAction(), "Idle")) ) // off <20>׼<EFBFBD> <20>Ŀ<EFBFBD> idle <20><> <20>Ѿ<D1BE><EEB0A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
{
// <20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> ȿ<><C8BF> <20><><EFBFBD><EFBFBD>.
m_BuffPropComponent.RemoveAffectedStateEffects();
}
}