DragonNest/GameCommon/DnElectricShockBlow.cpp

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2024-12-19 09:48:26 +08:00
#include "StdAfx.h"
#include "DnElectricShockBlow.h"
#include "DnMonsterActor.h"
#include "DnTableDB.h"
#include "DnCantMoveBlow.h"
#include "DnCantActionBlow.h"
#include "DnBasicBlow.h"
#include "DnMonsterActor.h"
#include "DnWorld.h"
#ifdef _GAMESERVER
#include "DnGameRoom.h"
#include "DnGameDataManager.h"
#include "DnUserSession.h"
#else
#include "DnCamera.h"
#endif
#if !defined( USE_BOOST_MEMPOOL )
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
#endif // #if !defined( USE_BOOST_MEMPOOL )
const LOCAL_TIME STIFF_CHECK_INTERVAL = 5000;
const int DEFAULT_STIFF_PROBABILITY = 150; // 5<>ʸ<EFBFBD><CAB8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ɸ<EFBFBD> Ȯ<><C8AE> 15% <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> * 10 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const int ELECTRIC_ACTION_FRAME = 18; // <20><><EFBFBD><EFBFBD> <20>׼<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#define SHOCK_ACTION_NAME "Shock"
#define AIR_SHOCK_ACTION_NAME "Hit_AirBounce"
#define DOWN_SHOCK_ACTION_NAME "Down_SmallBounce"
#define TRANSFER_FACTOR_NUMBER 3
#if defined(_GAMESERVER)
extern int GetGaussianRandom( int nMin, int nMax, CMultiRoom *pRoom );
#endif // _GAMESERVER
CDnElectricShockBlow::CDnElectricShockBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor ),
m_StartTime( 0 ),
m_LastCheckTime( 0 ),
m_LastStiffStartTime( 0 ),
m_fDamageProb( 0.0f ),
m_fIntervalDamage( 0.0f ),
m_bStiff( false ),
m_bAirStiff( false ),
m_pCantMove( new CDnCantMoveBlow(m_hActor, NULL) ),
m_pCantAction( new CDnCantActionBlow(m_hActor, NULL) ),
m_bMyLocalPlayer( false ),
m_fAddSuccessProb( 0.0f ),
m_fLightResistDelta( 0.0f ),
m_pLightDefenseBlow( NULL ),
m_bBossMonster( false ),
m_bNestMap( false )
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_043;
SetValue( szValue );
// ù<><C3B9>° <20><><EFBFBD>ڴ<EFBFBD> <20><><EFBFBD><EFBFBD> Ȯ<><C8AE>. <20>ι<EFBFBD>° <20><><EFBFBD>ڴ<EFBFBD> <20><><EFBFBD>Ӽ<EFBFBD> <20><>ȭ<EFBFBD><C8AD> <20><><EFBFBD><EFBFBD> (0.0~1.0)
string strValue(szValue);
int iSemiColonIndex = (int)strValue.find_first_of( ';', 0 );
bool bExistingLightResistArg = (string::npos != iSemiColonIndex);
if( bExistingLightResistArg )
{
std::vector< std::string > tokens;
TokenizeA( strValue, tokens, std::string(";") );
int nTokenSize = (int)tokens.size();
if( nTokenSize >= 2 )
{
m_fAddSuccessProb = (float)atof( tokens[0].c_str() );
m_fLightResistDelta = (float)atof( tokens[1].c_str() );
if (nTokenSize == TRANSFER_FACTOR_NUMBER)
m_fDamageProb = (float)atof( tokens[2].c_str() );
}
}
else
{
m_fAddSuccessProb = (float)atof( strValue.c_str() );
}
#ifndef _GAMESERVER
//UseDefaultGraphicEffect( false );
m_bMyLocalPlayer = (CDnActor::s_hLocalActor == m_hActor);
#endif
// #28385 <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴ<EFBFBD><C6B4><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>д<EFBFBD>. pvp <20><> <20><><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD>.
#ifdef _GAMESERVER
CDNGameRoom* pGameRoom = static_cast<CDNGameRoom*>(m_hActor->GetRoom());
if( false == pGameRoom->bIsPvPRoom() )
{
UINT uiSessionID = 0;
pGameRoom->GetLeaderSessionID( uiSessionID );
CDNUserSession *pUserSession = pGameRoom ? pGameRoom->GetUserSession(uiSessionID) : NULL;
if( pUserSession )
{
const TMapInfo* pMapData = g_pDataManager->GetMapInfo( pUserSession->GetMapIndex() );
if( pMapData )
#if defined(PRE_ADD_DRAGON_FELLOWSHIP)
m_bNestMap = CDnBlow::CheckEffectIgnoreMapType(pMapData->MapType, pMapData->MapSubType);
#else // #if defined(PRE_ADD_DRAGON_FELLOWSHIP)
m_bNestMap = (GlobalEnum::MAP_DUNGEON == pMapData->MapType) &&
((GlobalEnum::MAPSUB_NEST == pMapData->MapSubType) ||(GlobalEnum::MAPSUB_NESTNORMAL == pMapData->MapSubType));
#endif // #if defined(PRE_ADD_DRAGON_FELLOWSHIP)
}
}
#else
#if defined(PRE_ADD_DRAGON_FELLOWSHIP)
m_bNestMap = CDnBlow::CheckEffectIgnoreMapType();
#else // #if defined(PRE_ADD_DRAGON_FELLOWSHIP)
CDnWorld* pWorld = CDnWorld::GetInstancePtr();
m_bNestMap = (CDnWorld::MapTypeEnum::MapTypeDungeon == pWorld->GetMapType()) &&
((CDnWorld::MapSubTypeEnum::MapSubTypeNest == pWorld->GetMapSubType() || CDnWorld::MapSubTypeEnum::MapSubTypeNestNormal == pWorld->GetMapSubType()));
#endif // #if defined(PRE_ADD_DRAGON_FELLOWSHIP)
#endif
}
CDnElectricShockBlow::~CDnElectricShockBlow(void)
{
SAFE_DELETE( m_pCantMove );
SAFE_DELETE( m_pCantAction );
if( m_pLightDefenseBlow ) {
m_pLightDefenseBlow->OnEnd( 0, 0.f );
SAFE_DELETE( m_pLightDefenseBlow );
}
}
#ifdef _GAMESERVER
bool CDnElectricShockBlow::CanBegin( void )
{
bool bResult = true;
// <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> üũ.
DNTableFileFormat* pSox = NULL;
int iClassID = m_hActor->GetClassID();
int nWeightItemID = 0;
float fWeight = 0.0f;
// <20>÷<EFBFBD><C3B7>̾<EFBFBD><CCBE><EFBFBD> <20><><EFBFBD><EFBFBD><ECBFA1> <20>Ӽ<EFBFBD> <20><><EFBFBD><EFBFBD>ġ <20><><EFBFBD><EFBFBD>.
bool bPlayer = false;
if( m_hActor->GetActorType() <= CDnActor::Reserved6 )
bPlayer = true;
if( bPlayer )
{
fWeight = CPlayerWeightTable::GetInstance().GetValue( iClassID, CPlayerWeightTable::ElementDefense );
}
// <<3C>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȸ<EFBFBD><C8B8>Ȯ<EFBFBD><C8AE>> = <<3C><><EFBFBD>Ӽ<EFBFBD> <20><><EFBFBD><EFBFBD> x PlayerWeightTable<6C><65> <20>Ӽ<EFBFBD><D3BC><EFBFBD><EFBFBD>>
// <20>ǰݴ<C7B0><DDB4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ɸ<EFBFBD> Ȯ<><C8AE> = <<3C><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD>Ȯ<EFBFBD><C8AE>> - <<3C>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȸ<EFBFBD><C8B8>Ȯ<EFBFBD><C8AE>>
float fAvoidProb = 1.0f - (m_fAddSuccessProb - (m_hActor->GetElementDefense( CDnState::Light ) * fWeight));
if( _rand(GetRoom()) % 10000 <= int(fAvoidProb * 10000.0f) )
{
// ȣ<><C8A3><EFBFBD><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> CanBegin ȣ<><C8A3><EFBFBD>ϰ<EFBFBD> <20><><EFBFBD>н<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
//SetState( STATE_BLOW::STATE_END );
OutputDebug( "CDnElectricShockBlow::CanAdd - Shock Fail\n" );
bResult = false;
}
return bResult;
}
#endif
void CDnElectricShockBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
{
m_bStiff = false;
m_StartTime = 0;
m_LastCheckTime = 0;
m_LastStiffStartTime = 0;
m_StartTime = LocalTime;
m_LastCheckTime = LocalTime;
// #27679 <20><><EFBFBD>ӵ<EFBFBD>, <20><><EFBFBD><EFBFBD>, 8<><38> <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD> ȿ<><C8BF><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>dz<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ΰ<EFBFBD>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
bool m_bIgnoreActionEffect = false;
if( m_bNestMap )
{
if( m_hActor->IsMonsterActor() )
{
CDnMonsterActor* pMonsterActor = static_cast<CDnMonsterActor*>(m_hActor.GetPointer());
if( (CDnMonsterState::Boss == pMonsterActor->GetGrade() ||
CDnMonsterState::BossHP4 == pMonsterActor->GetGrade() ||
CDnMonsterState::NestBoss == pMonsterActor->GetGrade() ||
CDnMonsterState::NestBoss8 == pMonsterActor->GetGrade()) )
{
m_bIgnoreActionEffect = true;
}
}
}
// #51048 <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>׽<EFBFBD>Ʈ <20><><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD><CDB5><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>޴´<DEB4>.
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>̹Ƿ<CCB9> <20>ʰ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
if( m_hActor->IsAppliedThisStateBlow(STATE_BLOW::BLOW_235) )
{
m_bIgnoreActionEffect = true;
}
if( m_bIgnoreActionEffect )
{
m_fAddSuccessProb = 0.0f;
m_bBossMonster = true;
}
// <20><><EFBFBD>Ӽ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ɷ<EFBFBD>ġ<EFBFBD><C4A1> <20>ִٸ<D6B4> ó<><C3B3> <20><><EFBFBD><EFBFBD>.
if( 0.0f != m_fLightResistDelta )
{
char acResist[ 256 ] = { 0 };
sprintf_s( acResist, "%2.2f", m_fLightResistDelta );
m_pLightDefenseBlow = new CDnBasicBlow(m_hActor, acResist);
m_pLightDefenseBlow->SetBlow( STATE_BLOW::BLOW_038 );
m_pLightDefenseBlow->SetParentSkillInfo(&m_ParentSkillInfo);
m_pLightDefenseBlow->OnBegin( LocalTime, fDelta );
}
OutputDebug( "CDnElectricShockBlow::OnBegin, Value:%d \n", (int)m_fAddSuccessProb );
}
void CDnElectricShockBlow::OnCmdActionFromPacket( const char* pActionName )
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD><CEB0><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><CEBA><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>׼<EFBFBD><D7BC><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD> <20><><EFBFBD>߿<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
// <20>÷<EFBFBD><C3B7>̾<EFBFBD><CCBE><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7>̾<EFBFBD> Ŭ<><C5AC><EFBFBD>̾<EFBFBD>Ʈ<EFBFBD>κ<EFBFBD><CEBA><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>׼<EFBFBD><D7BC><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD> <20><><EFBFBD>߿<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
if( pActionName )
{
if( strcmp( AIR_SHOCK_ACTION_NAME, pActionName ) == 0 )
{
m_hActor->SetVelocityY( 3.0f );
m_hActor->SetDownRemainDelta( 3.0f );
m_hActor->SetResistanceY( -15.0f );
m_hActor->CancelUsingSkill();
#ifdef _GAMESERVER
m_hActor->ResetSkillSuperAmmor();
#endif
}
}
}
void CDnElectricShockBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
CDnBlow::Process( LocalTime, fDelta );
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD>¸<EFBFBD> <20>н<EFBFBD>
if( m_hActor->IsDie() )
return;
// <20>ڱ<EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><20><><EFBFBD><EFBFBD> <20>׼<EFBFBD> <20><> <20>̵<EFBFBD>/<2F>ൿ <20>Ұ<EFBFBD> ó<><C3B3><EFBFBD><EFBFBD> <20>ϰ<EFBFBD>,
// <20>ٸ<EFBFBD> <20>÷<EFBFBD><C3B7>̾<EFBFBD>/<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><CEBA><EFBFBD> <20><>Ŷ<EFBFBD><C5B6> <20>޾Ƽ<DEBE> ó<><C3B3><EFBFBD>Ѵ<EFBFBD>.
// Ŭ<><C5AC><EFBFBD>̾<EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20>ٸ<EFBFBD> <20>÷<EFBFBD><C3B7>̾<EFBFBD>/<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><ECBFA1> <20><> <20><>ƾ<EFBFBD><C6BE> <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> <20>ʴ´<CAB4>.
#ifndef _GAMESERVER
if( false == m_bMyLocalPlayer )
return;
#endif
if( false == m_bBossMonster )
{
if( STIFF_CHECK_INTERVAL < LocalTime - m_LastCheckTime )
{
m_LastCheckTime = LocalTime;
#ifdef _GAMESERVER
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>..(<28><><EFBFBD><EFBFBD> <20><><EFBFBD>´<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<><C8AE>..)
#if defined(PRE_FIX_61382)
DnActorHandle hActor = CDnActor::GetOwnerActorHandle(m_hActor);
if (m_fIntervalDamage > 0.0f &&
hActor &&
hActor->IsDie() == false)
{
CDnState::ElementEnum eBackUpElement = m_ParentSkillInfo.eSkillElement;
m_ParentSkillInfo.eSkillElement = CDnState::ElementEnum::Light;
m_hActor->RequestDamageFromStateBlow(GetMySmartPtr(), (int)m_fIntervalDamage);
m_ParentSkillInfo.eSkillElement = eBackUpElement;
if (hActor->IsDie())
hActor->OnDie(m_ParentSkillInfo.hSkillUser);
}
#else
if (m_fIntervalDamage > 0.0f && m_hActor->IsDie() == false)
{
CDnState::ElementEnum eBackUpElement = m_ParentSkillInfo.eSkillElement;
m_ParentSkillInfo.eSkillElement = CDnState::ElementEnum::Light;
m_hActor->RequestDamageFromStateBlow(GetMySmartPtr(), (int)m_fIntervalDamage);
m_ParentSkillInfo.eSkillElement = eBackUpElement;
if (m_hActor->IsDie())
m_hActor->OnDie(m_ParentSkillInfo.hSkillUser);
}
#endif // PRE_FIX_61382
#endif // #ifdef _GAMESERVER
if( false == m_bStiff )
{
bool bAir = m_hActor->IsAir();
if( bAir )
{
m_hActor->CmdAction( AIR_SHOCK_ACTION_NAME, 0, 3.0f, true, true );
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD> <20>ش<EFBFBD>.
m_hActor->SetVelocityY( 3.0f );
m_hActor->SetDownRemainDelta( 3.0f );
m_hActor->SetResistanceY( -15.0f );
m_hActor->CancelUsingSkill();
#ifdef _GAMESERVER
m_hActor->ResetSkillSuperAmmor();
#endif
#ifndef _GAMESERVER
DnCameraHandle hCamera = CDnCamera::GetActiveCamera();
hCamera->SetFreeze( true ); // <20><><EFBFBD><EFBFBD> Ǯ<><C7AE><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾƵ<CABE> <20>˾Ƽ<CBBE> <20>Ͼ <20><> Ǯ<><C7AE>
#endif
m_bAirStiff = true;
}
else
if( m_hActor->IsMovable() || m_hActor->IsAttack() )
{
m_hActor->CmdAction( SHOCK_ACTION_NAME );
if( m_hActor->IsAttack() )
{
m_hActor->CancelUsingSkill();
#ifdef _GAMESERVER
m_hActor->ResetSkillSuperAmmor();
#endif
}
}
else
if( m_hActor->IsDown() )
m_hActor->CmdAction( DOWN_SHOCK_ACTION_NAME );
if (m_pCantMove) m_pCantMove->OnBegin( LocalTime, fDelta );
if (m_pCantAction) m_pCantAction->OnBegin( LocalTime, fDelta );
m_LastStiffStartTime = LocalTime;
if( false == bAir )
m_bStiff = true;
}
}
if( m_bStiff )
{
float fFPS = m_hActor->CDnActionBase::GetFPS();
if( int((float)ELECTRIC_ACTION_FRAME / fFPS * 1000) < LocalTime - m_LastStiffStartTime )
{
if (m_pCantMove) m_pCantMove->OnEnd( LocalTime, fDelta );
if (m_pCantAction) m_pCantAction->OnEnd( LocalTime, fDelta );
if( (false == m_hActor->IsDie()) && !(m_hActor->GetState() & CDnActorState::Down) )
m_hActor->CmdAction( "Stand" );
m_bStiff = false;
}
}
else
if( m_bAirStiff )
{
float fFPS = m_hActor->CDnActionBase::GetFPS();
if( int((float)ELECTRIC_ACTION_FRAME / fFPS * 1000) < LocalTime - m_LastStiffStartTime )
{
if (m_pCantMove) m_pCantMove->OnEnd( LocalTime, fDelta );
if (m_pCantAction) m_pCantAction->OnEnd( LocalTime, fDelta );
m_bAirStiff = false;
}
}
}
}
void CDnElectricShockBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
if( m_bStiff || m_bAirStiff )
{
if (m_pCantMove) m_pCantMove->OnEnd( LocalTime, fDelta );
if (m_pCantAction) m_pCantAction->OnEnd( LocalTime, fDelta );
if( m_bStiff )
{
if( false == m_hActor->IsDie() && !(m_hActor->GetState() & CDnActorState::Down))
m_hActor->CmdAction( "Stand" );
}
}
// <20><><EFBFBD>Ӽ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ɷ<EFBFBD>ġ<EFBFBD><C4A1> <20>ִٸ<D6B4> ó<><C3B3> <20><><EFBFBD><EFBFBD>.
if( 0.0f != m_fLightResistDelta && m_pLightDefenseBlow )
{
m_pLightDefenseBlow->OnEnd( LocalTime, fDelta );
SAFE_DELETE( m_pLightDefenseBlow );
}
OutputDebug( "CDnElectricShockBlow::OnEnd (Id:%d)\n", GetBlowID() );
}
bool CDnElectricShockBlow::CalcDuplicateValue( const char* szValue )
{
float fAddSuccessProb = 0.0f;
float fLightResistDelta;
// ù<><C3B9>° <20><><EFBFBD>ڴ<EFBFBD> <20><><EFBFBD><EFBFBD> Ȯ<><C8AE>. <20>ι<EFBFBD>° <20><><EFBFBD>ڴ<EFBFBD> <20><><EFBFBD>Ӽ<EFBFBD> <20><>ȭ<EFBFBD><C8AD> <20><><EFBFBD><EFBFBD> (0.0~1.0)
string strValue( szValue );
int iSemiColonIndex = (int)strValue.find_first_of( ';', 0 );
bool bExistingLightResistArg = (string::npos != iSemiColonIndex);
if( bExistingLightResistArg )
{
string strProb = strValue.substr( 0, iSemiColonIndex );
string strLightResistDelta = strValue.substr( iSemiColonIndex+1, strValue.length() );
// Ȯ<><C8AE>
fAddSuccessProb = (float)atof( strProb.c_str() );
fLightResistDelta = (float)atof( strLightResistDelta.c_str() );
m_fAddSuccessProb += fAddSuccessProb;
m_fLightResistDelta += fLightResistDelta;
// <20><><EFBFBD>Ӽ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ɷ<EFBFBD>ġ<EFBFBD><C4A1> <20>ִٸ<D6B4> ó<><C3B3> <20><><EFBFBD><EFBFBD>.
if( m_pLightDefenseBlow )
{
m_pLightDefenseBlow->OnEnd( 0, 0.f );
SAFE_DELETE( m_pLightDefenseBlow );
char acResist[ 256 ] = { 0 };
sprintf_s( acResist, "%2.2f", m_fLightResistDelta );
m_pLightDefenseBlow = new CDnBasicBlow( m_hActor, acResist );
m_pLightDefenseBlow->OnBegin( 0, 0.0f );
}
}
else
{
fAddSuccessProb = (float)atof( strValue.c_str() );
m_fAddSuccessProb += fAddSuccessProb;
}
// #27679 <20><><EFBFBD>ӵ<EFBFBD>, <20><><EFBFBD><EFBFBD>, 8<><38> <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD> ȿ<><C8BF><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>dz<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ΰ<EFBFBD>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
if( m_bNestMap )
{
if( m_hActor->IsMonsterActor() )
{
CDnMonsterActor* pMonsterActor = static_cast<CDnMonsterActor*>(m_hActor.GetPointer());
if( (CDnMonsterState::Boss == pMonsterActor->GetGrade() ||
CDnMonsterState::BossHP4 == pMonsterActor->GetGrade() ||
CDnMonsterState::NestBoss == pMonsterActor->GetGrade() ||
CDnMonsterState::NestBoss8 == pMonsterActor->GetGrade()) )
{
m_fAddSuccessProb = 0.0f;
m_bBossMonster = true;
}
}
}
return true;
}
#if defined(_GAMESERVER)
float CDnElectricShockBlow::CalcIntervalDamage(CDnState::ElementEnum haElement)
{
float fCalcDamage = 1.0f;
//<2F><><EFBFBD><EFBFBD> <20><><EFBFBD>ݷ<EFBFBD>..
int HitterAttackValue[2] = {0, };
CDnState *pState = NULL;
if (m_ParentSkillInfo.hSkillUser)
pState = static_cast<CDnActorState *>(m_ParentSkillInfo.hSkillUser.GetPointer());
if (pState)
{
//<2F><>ų <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ݷ<EFBFBD><DDB7><EFBFBD> <20><><EFBFBD><EFBFBD> <20>´<EFBFBD>.(<28><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?<3F><> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>?)
if (m_ParentSkillInfo.hSkillUser)
{
HitterAttackValue[0] = m_ParentSkillInfo.hSkillUser->GetAttackMMinWithoutSkill();//pState->GetAttackMMin();
HitterAttackValue[1] = m_ParentSkillInfo.hSkillUser->GetAttackMMaxWithoutSkill();//pState->GetAttackMMax();
}
//////////////////////////////////////////////////////////////////////////
// <20>Ӽ<EFBFBD> <20><><EFBFBD><EFBFBD>ġ
float fElementWeight = 1.f;
fElementWeight = ( ( 1.f + pState->GetElementAttack( haElement ) ) * ( 1.f - m_hActor->GetElementDefense( haElement ) ) );
#ifndef PRE_ADD_BUFF_STATE_LIMIT
fElementWeight = max( fElementWeight, CGlobalWeightTable::GetInstance().GetValue( CGlobalWeightTable::ElementMinRevision ) );
#endif
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>..
float fDefensePower = 1.f;
float fDefenseWeight = 0.0f;
int nDefense = 0;
nDefense = m_hActor->GetDefenseM();
fDefenseWeight = m_ParentSkillInfo.hSkillUser->GetDefenseConstant();
fDefensePower = nDefense / fDefenseWeight;
if( fDefensePower < 0.f ) fDefensePower = 0.f;
else if( fDefensePower > CGlobalWeightTable::GetInstance().GetValue( CGlobalWeightTable::DefenseMax ) )
fDefensePower = CGlobalWeightTable::GetInstance().GetValue( CGlobalWeightTable::DefenseMax );
fDefensePower = 1.f - fDefensePower;
//////////////////////////////////////////////////////////////////////////
fCalcDamage = (float)GetGaussianRandom( HitterAttackValue[0], HitterAttackValue[1], m_hActor->GetRoom() ) * fElementWeight;
fCalcDamage = fCalcDamage * m_fDamageProb * fDefensePower;
}
else
fCalcDamage = 1.0f;
return fCalcDamage;
}
void CDnElectricShockBlow::OnSetParentSkillInfo()
{
m_fIntervalDamage = CalcIntervalDamage(CDnState::Dark);
}
#endif // #if defined(_GAMESERVER)
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnElectricShockBlow::AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//<2F>Ľ̿<C4BD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
std::vector<string> vlTokens[2];
string strArgument[2];
int nValueCount = 0;
//<2F>ʿ<EFBFBD><CABF><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
float fAddSuccessProb[2] = {0.0f, };
float fLightResistDelta[2] = {0.0f, };
//////////////////////////////////////////////////////////////////////////
//ù<><C3B9>° <20><><EFBFBD>ڿ<EFBFBD> <20>Ľ<EFBFBD>.
strArgument[0] = szOrigValue;
TokenizeA( strArgument[0], vlTokens[0], ";" );
if( vlTokens[0].size() > 1 ) {
fAddSuccessProb[0] = (float)atof( vlTokens[0][0].c_str() );
fLightResistDelta[0] = (float)atof( vlTokens[0][1].c_str() );
nValueCount = 2;
}
else
{
fAddSuccessProb[0] = (float)atof( szOrigValue );
fLightResistDelta[0] = 0.0f;
nValueCount = 1;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//<2F>ι<EFBFBD>° <20><><EFBFBD>ڿ<EFBFBD> <20>Ľ<EFBFBD>
strArgument[1] = szAddValue;
TokenizeA( strArgument[1], vlTokens[1], ";" );
if( vlTokens[1].size() > 1 ) {
fAddSuccessProb[1] = (float)atof( vlTokens[1][0].c_str() );
fLightResistDelta[1] = (float)atof( vlTokens[1][1].c_str() );
}
else
{
fAddSuccessProb[1] = (float)atof( szOrigValue );
fLightResistDelta[1] = 0.0f;
}
//////////////////////////////////////////////////////////////////////////
//<2F><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
float fResultAddSuccessProb = fAddSuccessProb[0] + fAddSuccessProb[1];
float fResultLightResistDelta = fLightResistDelta[0] + fLightResistDelta[1];
if (nValueCount == 2)
{
sprintf_s(szBuff, "%f;%f", fResultAddSuccessProb, fResultLightResistDelta);
}
else
{
sprintf_s(szBuff, "%f", fResultAddSuccessProb);
}
szNewValue = szBuff;
}
void CDnElectricShockBlow::RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//<2F>Ľ̿<C4BD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
std::vector<string> vlTokens[2];
string strArgument[2];
int nValueCount = 0;
//<2F>ʿ<EFBFBD><CABF><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
float fAddSuccessProb[2] = {0.0f, };
float fLightResistDelta[2] = {0.0f, };
//////////////////////////////////////////////////////////////////////////
//ù<><C3B9>° <20><><EFBFBD>ڿ<EFBFBD> <20>Ľ<EFBFBD>.
strArgument[0] = szOrigValue;
TokenizeA( strArgument[0], vlTokens[0], ";" );
if( vlTokens[0].size() > 1 ) {
fAddSuccessProb[0] = (float)atof( vlTokens[0][0].c_str() );
fLightResistDelta[0] = (float)atof( vlTokens[0][1].c_str() );
nValueCount = 2;
}
else
{
fAddSuccessProb[0] = (float)atof( szOrigValue );
fLightResistDelta[0] = 0.0f;
nValueCount = 1;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//<2F>ι<EFBFBD>° <20><><EFBFBD>ڿ<EFBFBD> <20>Ľ<EFBFBD>
strArgument[1] = szAddValue;
TokenizeA( strArgument[1], vlTokens[1], ";" );
if( vlTokens[1].size() > 1 ) {
fAddSuccessProb[1] = (float)atof( vlTokens[1][0].c_str() );
fLightResistDelta[1] = (float)atof( vlTokens[1][1].c_str() );
}
else
{
fAddSuccessProb[1] = (float)atof( szOrigValue );
fLightResistDelta[1] = 0.0f;
}
//////////////////////////////////////////////////////////////////////////
//<2F><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
float fResultAddSuccessProb = fAddSuccessProb[0] - fAddSuccessProb[1];
float fResultLightResistDelta = fLightResistDelta[0] - fLightResistDelta[1];
if (nValueCount == 2)
{
sprintf_s(szBuff, "%f;%f", fResultAddSuccessProb, fResultLightResistDelta);
}
else
{
sprintf_s(szBuff, "%f", fResultAddSuccessProb);
}
szNewValue = szBuff;
}
#endif // PRE_ADD_PREFIX_SYSTE_RENEW
#if defined(PRE_FIX_51048)
void CDnElectricShockBlow::RemoveDebufAction(LOCAL_TIME LocalTime, float fDelta)
{
m_fAddSuccessProb = 0.0f;
m_bBossMonster = true;
if( m_bStiff || m_bAirStiff )
{
if (m_pCantMove) m_pCantMove->OnEnd(LocalTime, fDelta);
if (m_pCantAction) m_pCantAction->OnEnd(LocalTime, fDelta);
SAFE_DELETE( m_pCantMove );
SAFE_DELETE( m_pCantMove );
if( m_bStiff )
{
if( false == m_hActor->IsDie() && !(m_hActor->GetState() & CDnActorState::Down))
m_hActor->CmdAction( "Stand" );
}
}
}
#endif // PRE_FIX_51048