DragonNest/GameCommon/DnApplyStateBlowOnTimeBlow.cpp

112 lines
2.7 KiB
C++
Raw Normal View History

2024-12-19 09:48:26 +08:00
#include "StdAfx.h"
#include "DnApplyStateBlowOnTimeBlow.h"
#include "DnStateBlow.h"
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
CDnApplyStateBlowOnTimeBlow::CDnApplyStateBlowOnTimeBlow(DnActorHandle hActor, const char *szValue)
: CDnBlow(hActor)
#if defined(_GAMESERVER)
,m_IntervalChecker( hActor, GetMySmartPtr() )
#endif // _GAMESERVER
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_229;
SetValue(szValue);
m_fValue = 0.0f;
m_nTime = 0;
m_fRate = 0.0f;
m_nSkillID = 0;
m_nSkillLevel = 0;
SetInfo(szValue);
}
CDnApplyStateBlowOnTimeBlow::~CDnApplyStateBlowOnTimeBlow(void)
{
}
void CDnApplyStateBlowOnTimeBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
__super::Process( LocalTime, fDelta );
#if defined(_GAMESERVER)
m_IntervalChecker.Process( LocalTime, fDelta );
#endif // _GAMESERVER
}
void CDnApplyStateBlowOnTimeBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
{
__super::OnBegin(LocalTime, fDelta);
#if defined(_GAMESERVER)
m_hSkill = CDnSkill::CreateSkill(m_hActor, m_nSkillID, 1);
m_IntervalChecker.OnBegin( LocalTime, m_nTime);
#endif // _GAMESERVER
}
void CDnApplyStateBlowOnTimeBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
__super::OnEnd(LocalTime, fDelta);
#if defined(_GAMESERVER)
if (m_hSkill)
m_hSkill->OnEnd(LocalTime, fDelta);
SAFE_RELEASE_SPTR( m_hSkill );
#endif // _GAMESERVER
OutputDebug( "%s\n", __FUNCTION__ );
}
void CDnApplyStateBlowOnTimeBlow::SetInfo(const char* szValue)
{
//1. <20><20><><EFBFBD><EFBFBD>
std::string defaultInfo = szValue;//"@<40><><><C8AE>;<3B><>ųID;<3B><>ų<EFBFBD><C5B3><EFBFBD><EFBFBD>";
std::vector<std::string> infoTokens;
std::string delimiters = ";";
TokenizeA(defaultInfo, infoTokens, delimiters);
if (4 == infoTokens.size())
{
m_nTime = atoi(infoTokens[0].c_str());
m_fRate = (float)atof(infoTokens[1].c_str());
m_nSkillID = atoi(infoTokens[2].c_str());
m_nSkillLevel = atoi(infoTokens[3].c_str());
}
else
{
//<2F><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> <20>׳<EFBFBD> <20><><EFBFBD><EFBFBD>...
SetState( STATE_BLOW::STATE_END );
OutputDebug("%s :: %s --> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʿ<EFBFBD>!!!\n", __FUNCTION__, szValue);
}
}
#if defined(_GAMESERVER)
bool CDnApplyStateBlowOnTimeBlow::OnCustomIntervalProcess( void )
{
if (!m_hSkill)
return true;
bool bExecuteable = rand() % 10000 <= (m_fRate * 10000.0f);
if (bExecuteable)
m_hActor->AddSkillStateEffect(m_hSkill);
return true;
}
#endif // _GAMESERVER
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnApplyStateBlowOnTimeBlow::AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
szNewValue = szOrigValue;
}
void CDnApplyStateBlowOnTimeBlow::RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
szNewValue = szOrigValue;
}
#endif // PRE_ADD_PREFIX_SYSTE_RENEW