DragonNest/GameCommon/DnCooltimeParryBlow.cpp

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2024-12-19 09:48:26 +08:00
#include "StdAfx.h"
#include "DnCooltimeParryBlow.h"
#ifdef _GAMESERVER
#include "DnStateBlow.h"
#include "DnPlayerActor.h"
#else
#include "DnLocalPlayerActor.h"
#include "DnInterface.h"
#include "DnMainDlg.h"
#include "TaskManager.h"
#include "DnGameTask.h"
#endif
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
CDnCooltimeParryBlow::CDnCooltimeParryBlow( DnActorHandle hActor, const char *szValue )
: CDnBlow(hActor)
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_153;
AddCallBackType(SB_ONDEFENSEATTACK);
SetValue(szValue);
//m_nValue = atoi( szValue );
m_fValue = (float)atof(szValue);
#ifdef _GAMESERVER
m_strParringActionName.assign( "Skill_Parrying" );
m_bEnable = false;
m_bEnableLastLoop = false;
m_fAdditionalSignalProb = 0.0f;
m_dwCoolTime = 0;
m_dwLastParryingTime = 0;
m_fAdditionalSignalProbLastLoop = 0.0f;
#else
m_pLocalPlayerActor = NULL;
#endif
}
CDnCooltimeParryBlow::~CDnCooltimeParryBlow(void)
{
#ifndef _GAMESERVER
// TODO: <20><>Ÿ<EFBFBD><C5B8> <20>ߵ<EFBFBD><DFB5><EFBFBD> <20><><EFBFBD>¿<EFBFBD><C2BF><EFBFBD> <20><>ų<EFBFBD><C5B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ѵٴ<D1B4><D9B4><EFBFBD> <20>ϸ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.. <20>׽<EFBFBD>Ʈ <20>ʿ<EFBFBD><CABF><EFBFBD>.
SAFE_RELEASE_SPTR( m_hParentSkillForCoolTime );
#endif
}
void CDnCooltimeParryBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
CDnBlow::Process( LocalTime, fDelta );
#ifdef _GAMESERVER
// <20><><EFBFBD><EFBFBD> process <20><><EFBFBD><EFBFBD> <20><><EFBFBD>κп<CEBA> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> process <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD> <20>и<EFBFBD><D0B8>ñ׳<C3B1><D7B3><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> enable <20><> ó<><C3B3><EFBFBD><EFBFBD> <20><>.
m_bEnableLastLoop = m_bEnable;
m_fAdditionalSignalProbLastLoop = m_fAdditionalSignalProb;
m_bEnable = false;
m_fAdditionalSignalProb = 0.0f;
#else
if( m_pLocalPlayerActor && m_hParentSkillForCoolTime )
{
// <20><>Ÿ<EFBFBD><C5B8> <20><><EFBFBD><EFBFBD>.
m_hParentSkillForCoolTime->Process( LocalTime, fDelta );
}
#endif
}
void CDnCooltimeParryBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
{
#ifdef _GAMESERVER
// <20><>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD> <20>θ<EFBFBD> <20><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>״<EFBFBD><D7B4><EFBFBD> Ȱ<><C8B0><EFBFBD>Ѵ<EFBFBD>.
if( m_ParentSkillInfo.hSkillUser )
{
DnSkillHandle hParentSkill = m_ParentSkillInfo.hSkillUser->FindSkill( m_ParentSkillInfo.iSkillID );
m_dwCoolTime = DWORD(hParentSkill->GetDelayTime() * 1000.0f);
}
#else
m_pLocalPlayerActor = dynamic_cast<CDnLocalPlayerActor*>( m_hActor.GetPointer() );
if( !m_hParentSkillForCoolTime && m_pLocalPlayerActor )
{
m_hParentSkillForCoolTime = CDnSkill::CreateSkill( m_hActor, m_ParentSkillInfo.iSkillID,
#if defined(PRE_FIX_NEXTSKILLINFO)
m_ParentSkillInfo.nSkillLevel);
#else
m_ParentSkillInfo.iSkillLevelID - m_ParentSkillInfo.iSkillLevelIDOffset + 1 );
#endif // PRE_FIX_NEXTSKILLINFO
#if defined( PRE_FIX_82147 )
if( m_hParentSkillForCoolTime && m_hActor->IsPlayerActor() )
{
int iSkillLevelDataType = CDnSkill::PVE;
CDnGameTask *pGameTask = (CDnGameTask *)CTaskManager::GetInstance().GetTask( "GameTask" );
if( pGameTask && pGameTask->GetGameTaskType() == GameTaskType::PvP )
iSkillLevelDataType = CDnSkill::PVP;
m_hParentSkillForCoolTime->SelectLevelDataType( iSkillLevelDataType );
}
#endif
}
#endif
OutputDebug( "CDnCooltimeParryBlow::OnBegin\n" );
}
void CDnCooltimeParryBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
#ifndef _GAMESERVER
//if( m_pLocalPlayerActor )
// m_hParentSkillForCoolTime->OnEnd( 0, 0.0f );
#endif
OutputDebug( "CDnCooltimeParryBlow::OnEnd\n" );
}
#ifdef _GAMESERVER
bool CDnCooltimeParryBlow::OnDefenseAttack( DnActorHandle hHitter, CDnState* pAttackerState, CDnDamageBase::SHitParam &HitParam, bool bHitSuccess )
{
if( !m_bEnableLastLoop )
return false;
if( !bHitSuccess )
return false;
#if defined(PRE_FIX_BLOCK_CONDITION)
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ߵ<EFBFBD><DFB5><EFBFBD> fDamage<67><65> 0<>̶<EFBFBD><CCB6><EFBFBD> <20><><EFBFBD>̶<EFBFBD><CCB6><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ߵ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ϵ<EFBFBD><CFB5><EFBFBD>..
//<2F>Ʊ<EFBFBD><C6B1><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3> fDamage <20><>0<EFBFBD≯<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʵ<EFBFBD><CAB5><EFBFBD> <20><>.
if (IsCanBlock(hHitter, m_hActor, HitParam) == false)
return false;
#else
// hit percent <20><> 0% <20><> <20><><EFBFBD><EFBFBD> <20>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD> <20>ʴ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>. (#21175)
if( 0.0f == HitParam.fDamage )
return false;
#endif // PRE_FIX_BLOCK_CONDITION
#if defined(PRE_ADD_49166)
// <20>ǰ<EFBFBD><C7B0>ڰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (Freezing / FrameStop) <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ߵ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʵ<EFBFBD><CAB5><EFBFBD>..
if (IsInVaildBlockCondition(m_hActor) == true)
return false;
#endif // PRE_ADD_49166
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD><EFBFBD><EFBFBD> <20><>Ÿ<EFBFBD>Ӹ<EFBFBD>ŭ <20>ð<EFBFBD><C3B0><EFBFBD> <20>ȵȴٸ<C8B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>.
if( GetTickCount() - m_dwLastParryingTime < m_dwCoolTime )
return false;
// <20>÷<EFBFBD><C3B7>̾<EFBFBD><CCBE><EFBFBD> <20><><EFBFBD>쿣,
if( m_hActor->IsPlayerActor() )
{
// <20><><EFBFBD><20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><20>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. #26772
CDnPlayerActor* pPlayerActor = static_cast<CDnPlayerActor*>(m_hActor.GetPointer());
if( false == (pPlayerActor->IsBattleMode() && pPlayerActor->GetWeapon( 0 ) && pPlayerActor->GetWeapon( 1 )) )
return false;
if( pPlayerActor->IsTransformMode() )
return false;
}
float fAddProb = m_fAdditionalSignalProbLastLoop;
if( m_hActor->GetStateBlow()->IsApplied( STATE_BLOW::BLOW_056 ) )
{
DNVector(DnBlowHandle) vlhParryingProbBlow;
m_hActor->GetStateBlow()->GetStateBlowFromBlowIndex( STATE_BLOW::BLOW_056, vlhParryingProbBlow );
int iNumBlow = (int)vlhParryingProbBlow.size();
for( int i = 0; i < iNumBlow; ++i )
fAddProb += vlhParryingProbBlow.at( i )->GetFloatValue();
}
int iProb = int((m_fValue+fAddProb) * 10000.0f);
int iRandValue = (_rand(GetRoom())%10000);
if( iRandValue <= iProb )
{
// HitParam<61><6D> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
HitParam.szActionName = m_strParringActionName;
OutputDebug( "CDnCooltimeParryingBlow::OnDefenseAttack\n" );
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>и<EFBFBD><D0B8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD>.
m_dwLastParryingTime = GetTickCount();
// <20>ɾ<EFBFBD><C9BE><EFBFBD><EFBFBD><EFBFBD> <20>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD> <20>˷<EFBFBD><CBB7><EFBFBD>. /////////////////////////////////////////////
boost::shared_ptr<IDnObserverNotifyEvent> pEvent( IDnObserverNotifyEvent::Create( EVENT_BUBBLE_COOLTIME_PARRING_SUCCESS ) );
pEvent->SetSkillID( m_ParentSkillInfo.iSkillID );
Notify( pEvent );
//////////////////////////////////////////////////////////////////////////
// Ŭ<><C5AC><EFBFBD><EFBFBD> <20><>Ŷ<EFBFBD><C5B6><EFBFBD><EFBFBD> <20>˷<EFBFBD><CBB7>ش<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD>μ<EFBFBD> Ŭ<>󿡼<EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
static_cast<CDnPlayerActor*>(m_hActor.GetPointer())->RequestCooltimeParrySuccess( m_ParentSkillInfo.iSkillID );
return true;
}
else
{
return false;
}
}
#else
void CDnCooltimeParryBlow::OnSuccess( void )
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ÿ<EFBFBD><C5B8> <20>и<EFBFBD><D0B8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ<EFBFBD><C5B6><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD> ȣ<><C8A3><EFBFBD>ȴ<EFBFBD>.
// <20><><EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD>̾<EFBFBD>Ʈ<EFBFBD>϶<EFBFBD><CFB6><EFBFBD> <20><>Ÿ<EFBFBD><C5B8> <20><><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD> <20>ȴ<EFBFBD>.
if( m_pLocalPlayerActor )
{
// <20><>Ÿ<EFBFBD>Ӹ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. ȭ<><C8AD> ǥ<>ÿ<EFBFBD>
m_hParentSkillForCoolTime->OnBeginCoolTime();
if( m_hParentSkillForCoolTime->HasCoolTime() )
{
CDnMainDlg *pMainDlg = (CDnMainDlg*)GetInterface().GetMainBarDialog();
if( pMainDlg )
{
pMainDlg->AddPassiveSkill( m_hParentSkillForCoolTime );
}
}
}
}
#endif
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnCooltimeParryBlow::AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//<2F>ʿ<EFBFBD><CABF><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
float fValue[2];
//////////////////////////////////////////////////////////////////////////
//ù<><C3B9>° <20><>
fValue[0] = (float)atof( szOrigValue );
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//<2F>ι<EFBFBD>°
fValue[1] = (float)atof( szAddValue );
//////////////////////////////////////////////////////////////////////////
//<2F><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>Ѵ<EFBFBD>.
float fResultValue = fValue[0] + fValue[1];
sprintf_s(szBuff, "%f", fResultValue);
szNewValue = szBuff;
}
void CDnCooltimeParryBlow::RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//<2F>ʿ<EFBFBD><CABF><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
float fValue[2];
//////////////////////////////////////////////////////////////////////////
//ù<><C3B9>° <20><>
fValue[0] = (float)atof( szOrigValue );
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//<2F>ι<EFBFBD>°
fValue[1] = (float)atof( szAddValue );
//////////////////////////////////////////////////////////////////////////
//<2F><> <20><><EFBFBD><EFBFBD>
float fResultValue = fValue[0] - fValue[1];
sprintf_s(szBuff, "%f", fResultValue);
szNewValue = szBuff;
}
#endif // PRE_ADD_PREFIX_SYSTE_RENEW