DragonNest/GameCommon/DnDamageTransitionBlow.cpp

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2024-12-19 09:48:26 +08:00
#include "StdAfx.h"
#include "DnDamageTransitionBlow.h"
#if !defined( USE_BOOST_MEMPOOL )
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
#endif // #if !defined( USE_BOOST_MEMPOOL )
CDnDamageTransitionBlow::CDnDamageTransitionBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_207;
SetValue( szValue );
m_fValue = 0.0f;
m_fRate = (float)atof(szValue);
#if defined(_GAMESERVER)
AddCallBackType(SB_ONCALCDAMAGE);
#endif // _GAMESERVER
m_nDamage = 0;
}
CDnDamageTransitionBlow::~CDnDamageTransitionBlow(void)
{
}
void CDnDamageTransitionBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
{
__super::OnBegin(LocalTime, fDelta);
}
void CDnDamageTransitionBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
__super::Process( LocalTime, fDelta );
}
void CDnDamageTransitionBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
__super::OnEnd(LocalTime, fDelta);
}
#if defined(_GAMESERVER)
float CDnDamageTransitionBlow::OnCalcDamage( float fOriginalDamage, CDnDamageBase::SHitParam& HitParam )
{
m_nDamage = (int)(fOriginalDamage * m_fRate); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ŭ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>´<EFBFBD>.
DamageTransition(m_nDamage);
return (float)-m_nDamage; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>Ҹ<EFBFBD> <20><><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> -<2D><> <20><>ȯ.(<28><><EFBFBD><EFBFBD> <20>޴<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
}
void CDnDamageTransitionBlow::DamageTransition(int nDamage)
{
if (nDamage != 0 &&
m_ParentSkillInfo.hSkillUser &&
!m_ParentSkillInfo.hSkillUser->IsDie())
{
char buffer[65];
_itoa_s(nDamage, buffer, 65, 10 );
m_ParentSkillInfo.hSkillUser->CmdAddStateEffect(&m_ParentSkillInfo, STATE_BLOW::BLOW_177, 0, buffer, false, false);
}
}
#endif // _GAMESERVER
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnDamageTransitionBlow::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 CDnDamageTransitionBlow::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