DragonNest/GameCommon/DnPoisonBlow.cpp

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2024-12-19 09:48:26 +08:00
#include "StdAfx.h"
#include "DnPoisonBlow.h"
#include "DnDamageBase.h"
#include "DnActionBase.h"
#ifndef _GAMESERVER
#include "DnPlayerActor.h"
#else
#include "DnHighLanderBlow.h"
#endif
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
const LOCAL_TIME POISON_DAMAGE_INTERVAL = 2000;
const int DEFAULT_POISON_DAMAGE_PROB = 1000; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> * 10 <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#if defined(_GAMESERVER)
extern int GetGaussianRandom( int nMin, int nMax, CMultiRoom *pRoom );
#endif // _GAMESERVER
CDnPoisonBlow::CDnPoisonBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor ),
m_IntervalChecker( hActor, GetMySmartPtr() ),
m_fEffectLength( 0.0f )
,m_bEffecting(false)
#ifdef _GAMESERVER
, m_fIntervalDamage( 0.0f )
#endif
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_044;
SetValue( szValue );
m_fDamageProb = 0.0f;
#if defined(PRE_FIX_53266)
m_fAddDamageValue = 0.0f;
std::string str = szValue;//"<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȯ<EFBFBD><C8AE>;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;<3B>߰<EFBFBD><DFB0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>", <20>Ǵ<EFBFBD> "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
std::vector<std::string> tokens;
std::string delimiters = ";";
//1. <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> <20>ε<EFBFBD><CEB5><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
TokenizeA(str, tokens, delimiters);
int nTokenSize = (int)tokens.size();
//<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> 1<≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ݷ<EFBFBD> <20>ݿ<EFBFBD>?
if (1 == nTokenSize)
{
m_fValue = (float)atof( tokens[0].c_str() );
m_fDamageProb = -1.0f;
}
else if (nTokenSize >= 2)
{
m_fValue = (float)atof(tokens[0].c_str());
m_fDamageProb = (float)atof(tokens[1].c_str());
if (nTokenSize >= 3)
m_fAddDamageValue = (float)atof(tokens[2].c_str());
}
else
{
OutputDebug("%s Invalid Value %s\n", __FUNCTION__, szValue);
}
#else
string strValue(szValue);
int iSemiColonIndex = (int)strValue.find_first_of( ';', 0 );
bool bDamageProbMode = (string::npos != iSemiColonIndex);
if( bDamageProbMode )
{
string strProb = strValue.substr( 0, iSemiColonIndex );
string strDamageProb = strValue.substr( iSemiColonIndex+1, strValue.length() );
// Ȯ<><C8AE>
m_fValue = (float)atof( strProb.c_str() );
m_fDamageProb = (float)atof( strDamageProb.c_str() );
#ifdef _GAMESERVER
_ASSERT( 0.0f <= m_fDamageProb/* && m_fDamageProb <= 1.0f*/ );
#if defined(PRE_ADD_SKILLBUF_RENEW)
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ų <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ϵ<EFBFBD><CFB5><EFBFBD> <20>Ѵ<EFBFBD>.(OnSetParentSkillInfo)
//m_fIntervalDamage = CalcIntervalDamage(CDnState::Dark);
#else
m_fIntervalDamage = m_hActor->GetLastDamage() * m_fDamageProb;
#endif // PRE_ADD_SKILLBUF_RENEW
#endif
}
else
{
m_fValue = (float)atof( szValue );
m_fDamageProb = -1.0f;
}
#endif // PRE_FIX_53266
#ifndef _GAMESERVER
UseTableDefinedGraphicEffect( false );
#endif
}
CDnPoisonBlow::~CDnPoisonBlow(void)
{
}
#ifdef _GAMESERVER
bool CDnPoisonBlow::CanBegin( void )
{
bool bResult = true;
// <20><><EFBFBD><EFBFBD> 1<><31><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> üũ<C3BC><C5A9> <20><><EFBFBD><EFBFBD>.
if( -1.0f == m_fDamageProb )
return true;
// Poison <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> poison ȸ<><C8B8>Ȯ<EFBFBD><C8AE>> = <dark <20>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> poison Ȯ<><C8AE>> - <<3C>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD> poison ȸ<><C8B8>Ȯ<EFBFBD><C8AE>>
float fAvoidProb = 1.0f - (m_fValue - (m_hActor->GetElementDefense( CDnState::Dark ) * 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( "CDnPoisonBlow::CanAdd - Poison Fail\n" );
bResult = false;
}
return bResult;
}
#endif
void CDnPoisonBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
{
#ifdef _GAMESERVER
// <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ΰ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>.
if( -1.0f == m_fDamageProb )
{
if( m_ParentSkillInfo.hSkillUser )
{
CDnDamageBase::SHitParam HitParam;
HitParam.cAttackType = 1; // <20><>ų <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
HitParam.HasElement = CDnState::Dark;
m_fIntervalDamage = m_hActor->PreCalcDamage( m_ParentSkillInfo.hSkillUser.GetPointer(), HitParam, 1.0f, m_fValue );
}
else
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> <20><EFBFBD><EEBFA1><EFBFBD><EFBFBD> SkillUser <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȵǾ<C8B5><C7BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>
// <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> <20><><EFBFBD>ڰ<EFBFBD><DAB0><EFBFBD> <20>״<EFBFBD><D7B4><EFBFBD> <20>ݿ<EFBFBD><DDBF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>.
m_fIntervalDamage = m_fValue;
}
}
// <20>ּ<EFBFBD><D6BC><EFBFBD> dot <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1<><31> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
if( m_fIntervalDamage < 1.0f )
{
//SetState( STATE_BLOW::STATE_END );
//OutputDebug( "CDnPoisonBlow::CanAdd - Damage is too small. ( < 1) Poison Fail\n" );
m_fIntervalDamage = 1.0f;
}
#endif
m_IntervalChecker.OnBegin( LocalTime, POISON_DAMAGE_INTERVAL );
m_fEffectLength = 0.0f;
m_bEffecting = false;
OutputDebug( "CDnPoisonBlow::OnBegin, Value:%2.2f (HP : %d ) \n", m_fValue, m_hActor->GetHP());
}
//bool CDnPoisonBlow::OnCheckIntervalProb( void )
//{
// bool bSuccess = false;
//
// int iDamageProbability = DEFAULT_POISON_DAMAGE_PROB - m_hActor->GetElementDefense( CDnState::Dark ) * 3;
//
// if( iDamageProbability < 0 )
// iDamageProbability = 0;
// else
// if( iDamageProbability > 1000 )
// iDamageProbability = 1000;
//
// bSuccess = (_rand(GetRoom()) % 1000 < iDamageProbability);
//
// return bSuccess;
//}
bool CDnPoisonBlow::OnCustomIntervalProcess( void )
{
//OutputDebug( "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ο<EFBFBD> : OnCustomInvterval Called id: %d\n", m_hActor->GetUniqueID() );
#ifdef _GAMESERVER
if( 0.0f < m_fIntervalDamage )
{
#if defined(PRE_FIX_44884)
#if defined(PRE_FIX_61382)
DnActorHandle hActor = CDnActor::GetOwnerActorHandle(m_hActor);
if (hActor &&
hActor->IsDie() == false)
{
m_hActor->RequestDamageFromStateBlow(GetMySmartPtr(), (int)m_fIntervalDamage);
//#48491 Ÿ<≯ӷ<CCB8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ActorStatIntervlaManipulator<6F><72><EFBFBD><EFBFBD> Dieȣ<65><C8A3><EFBFBD><EFBFBD> <20>ǰ<EFBFBD> <20><><EFBFBD><EFBFBD>.
//<2F><><EFBFBD><EFBFBD><E2BCAD> Dieȣ<65><C8A3><EFBFBD><EFBFBD> <20>ʿ<EFBFBD> <20><><EFBFBD><EFBFBD>.
//if (m_hActor->IsDie())
// m_hActor->Die(m_ParentSkillInfo.hSkillUser);
}
#else
if (m_hActor->IsDie() == false)
{
m_hActor->RequestDamageFromStateBlow(GetMySmartPtr(), (int)m_fIntervalDamage);
//#48491 Ÿ<≯ӷ<CCB8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ActorStatIntervlaManipulator<6F><72><EFBFBD><EFBFBD> Dieȣ<65><C8A3><EFBFBD><EFBFBD> <20>ǰ<EFBFBD> <20><><EFBFBD><EFBFBD>.
//<2F><><EFBFBD><EFBFBD><E2BCAD> Dieȣ<65><C8A3><EFBFBD><EFBFBD> <20>ʿ<EFBFBD> <20><><EFBFBD><EFBFBD>.
//if (m_hActor->IsDie())
// m_hActor->Die(m_ParentSkillInfo.hSkillUser);
}
#endif // PRE_FIX_61382
#else
// <20><><EFBFBD>̷<EFBFBD><CCB7><EFBFBD> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʾƾ<CABE> <20>Ѵ<EFBFBD>.
float fDamage = m_fIntervalDamage;
if( m_hActor->IsAppliedThisStateBlow( STATE_BLOW::BLOW_143 ) )
{
// IsAppliedThisStateBlow() <20>Լ<EFBFBD><D4BC><EFBFBD><EFBFBD><EFBFBD> true <20><> <20><><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ӽð<D3BD><C3B0><EFBFBD> <20><> <20><>
// <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> GatherAppliedStateBlowByBlowIndex() <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20>ִ<EFBFBD>.
DNVector( DnBlowHandle ) vlhHighLanderBlow;
m_hActor->GatherAppliedStateBlowByBlowIndex( STATE_BLOW::BLOW_143, vlhHighLanderBlow );
if( 0 < (int)vlhHighLanderBlow.size() )
{
CDnHighlanderBlow* pHighlanderBlow = static_cast<CDnHighlanderBlow*>(vlhHighLanderBlow.front().GetPointer());
fDamage += pHighlanderBlow->CalcDamage( fDamage );
}
}
DWORD dwHitterUniqueID = m_ParentSkillInfo.hSkillUser ? m_ParentSkillInfo.hSkillUser->GetUniqueID() : -1;
m_hActor->SetHP( m_hActor->GetHP()-(INT64)fDamage );
m_hActor->RequestHPMPDelta( m_ParentSkillInfo.eSkillElement, -(INT64)fDamage, dwHitterUniqueID );
#endif // PRE_FIX_44884
}
#else
//DnEtcHandle hEffectHandle = m_hActor->AttachSEEffect( m_ParentSkillInfo, m_StateBlow.emBlowIndex, GetBlowID(), NULL, NULL, "Poisoning.act" );
_AttachGraphicEffect();
if( m_hEtcObjectEffect )
{
//OutputDebug( "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. id: %d\n", m_hActor->GetUniqueID() );
CEtActionBase::ActionElementStruct* pStruct = m_hEtcObjectEffect->GetElement( "Idle" );
if( pStruct )
{
m_fEffectLength = (float)pStruct->dwLength / 1000.0f;
}
_SetDiffuse( 0.0f, 1.0f, 0.0f, 1.0f );
m_bEffecting = true;
}
#endif
return true;
}
//#ifndef _GAMESERVER
//void CDnPoisonBlow::_SetDiffuse( fl00000000oat fRed, float fGreen, float fBlue, float fAlpha )
//{
// EtAniObjectHandle hAniObject = m_hActor->GetObjectHandle();
// int iCustomParamIndex = hAniObject->AddCustomParam( "g_MaterialDiffuse", EPT_VECTOR );
// EtColor Color( fRed, fGreen, fBlue, fAlpha );
//
// if( -1 != iCustomParamIndex )
// {
// hAniObject->SetCustomParam( iCustomParamIndex, EPT_VECTOR, &Color );
// }
// else
// {
// // TODO: <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><>..
// // <20>÷<EFBFBD><C3B7>̾<EFBFBD><CCBE><EFBFBD> <20><><EFBFBD><EFBFBD>
// CDnPlayerActor* pPlayerActor = dynamic_cast<CDnPlayerActor*>(m_hActor.GetPointer());
// if( pPlayerActor )
// {
// for( int iPart = (int)CDnParts::Face; iPart < CDnParts::PartsTypeEnum_Amount; ++iPart )
// {
// DnPartsHandle hBodyParts = pPlayerActor->GetParts( (CDnParts::PartsTypeEnum)iPart );
// if( hBodyParts )
// {
// EtAniObjectHandle hBodyObject = hBodyParts->GetObjectHandle();
// int iCustomParam = hBodyObject->AddCustomParam( "g_MaterialDiffuse", EPT_VECTOR );
//
// hBodyObject->SetCustomParam( iCustomParam, EPT_VECTOR, &Color );
// }
// }
// }
// }
//
//}
//#endif
void CDnPoisonBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
CDnBlow::Process( LocalTime, fDelta );
m_IntervalChecker.Process( LocalTime, fDelta );
#ifndef _GAMESERVER
if( m_bEffecting )
{
m_fEffectLength -= fDelta;
if( m_fEffectLength < 0.0f )
{
m_fEffectLength = 0.0f;
_SetDiffuse( 1.0f, 1.0f, 1.0f, 1.0f );
m_bEffecting = false;
}
}
#endif
//LOCAL_TIME ElapsedTime = LocalTime - m_StartTime;
//int iDamageCount = int(ElapsedTime / POISON_DAMAGE_INTERVAL);
//while( m_iDamageCount < iDamageCount )
//{
// if( )
// {
// CDnDamageBase::SHitParam HitParam;
// HitParam.vPosition = *m_hActor->GetPosition();
// HitParam.vViewVec = *m_hActor->GetLookDir();
// HitParam.fDamage = m_fValue;
// m_hActor->OnDamage( m_hActor.GetPointer(), HitParam );
// //m_hActor->SetHP( m_hActor->GetHP() - (INT64)m_fValue );
// }
// m_LastDamageCheckTime = LocalTime;
// ++m_iDamageCount;
//}
// TODO: <20><> 2<>ʸ<EFBFBD><CAB8><EFBFBD> <20><>ũ <20>Ӽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// <20><>ũ <20>Ӽ<EFBFBD> <20><><EFBFBD>׷<EFBFBD><D7B7><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ȸ<><C8B8><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> 100% <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><>ũ<EFBFBD><C5A9><EFBFBD><EFBFBD> 1<><31> 0.3% ȸ<><C8B8>Ȯ<EFBFBD><C8AE> <20><><EFBFBD><EFBFBD>)
// ȸ<><C8B8> <20>Ǿ<EFBFBD><C7BE><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ǥ<><C7A5><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>.
//if( LocalTime - m_LastDamageCheckTime > POISON_DAMAGE_INTERVAL )
//{
//int iDamageProbability = DEFAULT_POISON_DAMAGE_PROB - m_hActor->GetElementDefense( CDnState::Dark ) * 3;
//
//if( iDamageProbability < 0 )
// iDamageProbability = 0;
//else
//if( iDamageProbability > 1000 )
// iDamageProbability = 1000;
//if( _rand(GetRoom()) % 1000 < iDamageProbability )
//{
// // HP 0 <20><><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> die <20>˾Ƽ<CBBE> <20>dz<EFBFBD>?
// m_hActor->SetHP( m_hActor->GetHP() - (INT64)m_fValue );
//}
//m_LastDamageCheckTime = LocalTime;
//}
}
void CDnPoisonBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
//#ifdef _GAMESERVER
// LocalTime <20><> 0<><30><EFBFBD><EFBFBD> ȣ<><C8A3><EFBFBD>Ǹ<EFBFBD> <20><><EFBFBD><EFBFBD>, <20><>øó<C3B8><C3B3> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
if( LocalTime != 0 )
m_IntervalChecker.OnEnd( LocalTime, fDelta );
#ifndef _GAMESERVER
_SetDiffuse( 1.0f, 1.0f, 1.0f, 1.0f );
// <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>. <20>̹<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
//m_hActor->DetachSEEffect( m_ParentSkillInfo, m_StateBlow.emBlowIndex, GetBlowID() );
_DetachGraphicEffect();
#endif
OutputDebug( "CDnPoisonBlow::OnEnd, Value:%2.2f (HP : %d ) \n", m_fValue, m_hActor->GetHP());
//#endif
}
#if defined(_GAMESERVER)
void CDnPoisonBlow::OnDuplicate( const STATE_BLOW& StateBlowInfo )
{
// <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ΰ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>.
if( m_ParentSkillInfo.hSkillUser )
{
if( -1.0f == m_fDamageProb )
{
CDnDamageBase::SHitParam HitParam;
HitParam.cAttackType = 1; // <20><>ų <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
HitParam.HasElement = CDnState::Dark;
m_fIntervalDamage = m_hActor->PreCalcDamage( m_ParentSkillInfo.hSkillUser.GetPointer(), HitParam, 1.0f, m_fValue );
}
}
}
bool CDnPoisonBlow::CalcDuplicateValue( const char* szValue )
{
float fValue = 0.0f;
float fDamageProb = 0.0f;
#if defined(PRE_FIX_53266)
float fAddDamageValue = 0.0f;
std::string str = szValue;//"<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȯ<EFBFBD><C8AE>;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;<3B>߰<EFBFBD><DFB0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>", <20>Ǵ<EFBFBD> "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
std::vector<std::string> tokens;
std::string delimiters = ";";
//1. <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF> <20>ε<EFBFBD><CEB5><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
TokenizeA(str, tokens, delimiters);
int nTokenSize = (int)tokens.size();
//<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> 1<≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ݷ<EFBFBD> <20>ݿ<EFBFBD>?
if (1 == nTokenSize)
{
fValue = (float)atof( tokens[0].c_str() );
fDamageProb = -1.0f;
m_fValue += fValue;
}
else if (nTokenSize >= 2)
{
fValue = (float)atof(tokens[0].c_str());
fDamageProb = (float)atof(tokens[1].c_str());
if (nTokenSize >= 3)
fAddDamageValue = (float)atof(tokens[2].c_str());
m_fValue += fValue;
m_fDamageProb += fDamageProb;
m_fDamageProb = min(1.0f, m_fDamageProb);
m_fIntervalDamage = CalcIntervalDamage(CDnState::Dark);
}
else
{
OutputDebug("%s Invalid Value %s\n", __FUNCTION__, szValue);
}
#else
string strValue(szValue);
int iSemiColonIndex = (int)strValue.find_first_of( ';', 0 );
bool bDamageProbMode = (string::npos != iSemiColonIndex);
if( bDamageProbMode )
{
string strProb = strValue.substr( 0, iSemiColonIndex );
string strDamageProb = strValue.substr( iSemiColonIndex+1, strValue.length() );
// Ȯ<><C8AE>
fValue = (float)atof( strProb.c_str() );
fDamageProb = (float)atof( strDamageProb.c_str() );
m_fValue += fValue;
m_fDamageProb += fDamageProb;
if( 1.0f < m_fDamageProb )
m_fDamageProb = 1.0f;
_ASSERT( 0.0f <= m_fDamageProb );
#if defined(PRE_ADD_SKILLBUF_RENEW)
m_fIntervalDamage = CalcIntervalDamage(CDnState::Dark);
#else
m_fIntervalDamage = m_hActor->GetLastDamage() * m_fDamageProb;
#endif // PRE_ADD_SKILLBUF_RENEW
}
else
{
fValue = (float)atof( szValue );
fDamageProb = -1.0f;
m_fValue += fValue;
}
#endif // PRE_FIX_53266
return true;
}
#if defined(PRE_ADD_SKILLBUF_RENEW)
float CDnPoisonBlow::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;
#if defined(PRE_FIX_53266)
fCalcDamage += m_fAddDamageValue;
#endif // PRE_FIX_53266
}
else
fCalcDamage = 1.0f;
return fCalcDamage;
}
void CDnPoisonBlow::OnSetParentSkillInfo()
{
m_fIntervalDamage = CalcIntervalDamage(CDnState::Dark);
}
#endif // PRE_ADD_SKILLBUF_RENEW
#endif
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnPoisonBlow::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 fValue[2];
float fDamageProb[2];
//////////////////////////////////////////////////////////////////////////
//ù<><C3B9>° <20><><EFBFBD>ڿ<EFBFBD> <20>Ľ<EFBFBD>.
strArgument[0] = szOrigValue;
TokenizeA( strArgument[0], vlTokens[0], ";" );
if( vlTokens[0].size() > 1 ) {
fValue[0] = (float)atof( vlTokens[0][0].c_str() );
fDamageProb[0] = (float)atof( vlTokens[0][1].c_str() );
nValueCount = 2;
}
else
{
fValue[0] = (float)atof( szOrigValue );
fDamageProb[0] = -1.0f;
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 ) {
fValue[1] = (float)atof( vlTokens[1][0].c_str() );
fDamageProb[1] = (float)atof( vlTokens[1][1].c_str() );
}
else
{
fValue[1] = (float)atof( szOrigValue );
fDamageProb[1] = -1.0f;
}
//////////////////////////////////////////////////////////////////////////
//<2F><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>Ѵ<EFBFBD>.
float fResultValue = fValue[0] + fValue[1];
float fResultDamageProb = fDamageProb[0] + fDamageProb[1];
if (nValueCount == 2)
{
sprintf_s(szBuff, "%f;%f", fResultValue, fResultDamageProb);
}
else
{
sprintf_s(szBuff, "%f", fResultValue);
}
szNewValue = szBuff;
}
void CDnPoisonBlow::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 fValue[2];
float fDamageProb[2];
//////////////////////////////////////////////////////////////////////////
//ù<><C3B9>° <20><><EFBFBD>ڿ<EFBFBD> <20>Ľ<EFBFBD>.
strArgument[0] = szOrigValue;
TokenizeA( strArgument[0], vlTokens[0], ";" );
if( vlTokens[0].size() > 1 ) {
fValue[0] = (float)atof( vlTokens[0][0].c_str() );
fDamageProb[0] = (float)atof( vlTokens[0][1].c_str() );
nValueCount = 2;
}
else
{
fValue[0] = (float)atof( szOrigValue );
fDamageProb[0] = -1.0f;
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 ) {
fValue[1] = (float)atof( vlTokens[1][0].c_str() );
fDamageProb[1] = (float)atof( vlTokens[1][1].c_str() );
}
else
{
fValue[1] = (float)atof( szOrigValue );
fDamageProb[1] = -1.0f;
}
//////////////////////////////////////////////////////////////////////////
//<2F><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>Ѵ<EFBFBD>.
float fResultValue = fValue[0] - fValue[1];
float fResultDamageProb = fDamageProb[0] - fDamageProb[1];
if (nValueCount == 2)
{
sprintf_s(szBuff, "%f;%f", fResultValue, fResultDamageProb);
}
else
{
sprintf_s(szBuff, "%f", fResultValue);
}
szNewValue = szBuff;
}
#endif // PRE_ADD_PREFIX_SYSTE_RENEW