DragonNest/GameCommon/DnStrengthToMagicAttackBlow.cpp

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2024-12-19 09:48:26 +08:00
#include "StdAfx.h"
#include "DnStrengthToMagicAttackBlow.h"
#include "DnSkill.h"
#if defined(PRE_ADD_BUFF_STATE_LIMIT)
#include "DnBasicBlow.h"
#endif // PRE_ADD_BUFF_STATE_LIMIT
#if !defined( USE_BOOST_MEMPOOL )
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
#endif // #if !defined( USE_BOOST_MEMPOOL )
CDnStrengthToMagicAttackBlow::CDnStrengthToMagicAttackBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_164;
SetValue( szValue );
m_fValue = (float)atof( szValue );
#if defined(PRE_ADD_BUFF_STATE_LIMIT)
m_pBasicBlow = NULL;
#else
m_bNeedRefreshState = false;
m_eRefreshState = CDnActorState::StateTypeEnum::ST_AttackM;
#endif // PRE_ADD_BUFF_STATE_LIMIT
}
CDnStrengthToMagicAttackBlow::~CDnStrengthToMagicAttackBlow(void)
{
#if defined(PRE_ADD_BUFF_STATE_LIMIT)
SAFE_DELETE(m_pBasicBlow);
#endif // PRE_ADD_BUFF_STATE_LIMIT
}
void CDnStrengthToMagicAttackBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
{
__super::OnBegin(LocalTime, fDelta);
if (!m_hActor)
return;
//<2F><>
int nStrength = m_hActor->GetStrength();
int nMagicAttack = (int)((float)nStrength * m_fValue);
#if defined(PRE_ADD_BUFF_STATE_LIMIT)
char buff[64];
sprintf_s(buff, "%d", nMagicAttack);
m_pBasicBlow = new CDnBasicBlow( m_hActor, buff );
m_pBasicBlow->SetBlow( STATE_BLOW::BLOW_028 ); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݷ<EFBFBD> <20><><EFBFBD>밪.
m_pBasicBlow->SetParentSkillInfo(&m_ParentSkillInfo);
m_pBasicBlow->SetDurationTime(m_StateBlow.fDurationTime);
m_pBasicBlow->OnBegin(LocalTime, fDelta);
#else
m_State.SetAttackMMin( nMagicAttack );
m_State.SetAttackMMax( nMagicAttack );
m_eRefreshState = CDnActorState::StateTypeEnum::ST_AttackM;
m_State.CalcValueType();
//m_hActor->AddBlowState( &m_State, IsPostStateEffect() );
m_hActor->AddBlowState( &m_State, GetAddBlowStateType() );
m_bNeedRefreshState = (CDnActor::StateTypeEnum(-1) != m_eRefreshState);
if( m_bNeedRefreshState )
{
// <20><><EFBFBD>Ƿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> <20>θ<EFBFBD><CEB8><EFBFBD>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD>. post state <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴ϶<C6B4> <20>⺻ state <20><><EFBFBD><EFBFBD><EFBFBD>̹Ƿ<CCB9> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>.
// <20>θ<EFBFBD> <20><>ų<EFBFBD><C5B3> <20>ִ<EFBFBD> <20><><EFBFBD><20>нú<D0BD> <20><>ų<EFBFBD><C5B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؼ<EFBFBD> <20>нú<D0BD><C3BA><EFBFBD> <20><><EFBFBD>쿣 basic <20><><EFBFBD>Ⱥ<EFBFBD><C8BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؼ<EFBFBD> All Refresh <20><> <20>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> RefreshSkill <20><> ó<><C3B3>..
if( NeedRefreshAll() )
{
m_hActor->RefreshState( CDnActorState::RefreshAll, m_eRefreshState );
}
else
{
m_hActor->RefreshState( CDnActorState::RefreshSkill, m_eRefreshState );
}
}
#endif // PRE_ADD_BUFF_STATE_LIMIT
}
void CDnStrengthToMagicAttackBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
__super::Process(LocalTime, fDelta);
}
void CDnStrengthToMagicAttackBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
__super::OnEnd(LocalTime, fDelta);
#if defined(PRE_ADD_BUFF_STATE_LIMIT)
if (m_pBasicBlow)
m_pBasicBlow->OnEnd(LocalTime, fDelta);
#else
m_hActor->DelBlowState( &m_State );
if( m_bNeedRefreshState )
{
// <20>нú<D0BD> <20><>ų<EFBFBD><C5B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؼ<EFBFBD> <20>нú<D0BD><C3BA><EFBFBD> <20><><EFBFBD>쿣 All Refresh <20><> <20>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> RefreshSkill <20><> ó<><C3B3>
if( NeedRefreshAll() )
m_hActor->RefreshState( CDnActorState::RefreshAll, m_eRefreshState );
else
m_hActor->RefreshState( CDnActorState::RefreshSkill, m_eRefreshState );
}
#endif // PRE_ADD_BUFF_STATE_LIMIT
}
#if defined(PRE_ADD_BUFF_STATE_LIMIT)
#else
bool CDnStrengthToMagicAttackBlow::NeedRefreshAll( void )
{
// <20><><EFBFBD>Ƿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> <20>θ<EFBFBD><CEB8><EFBFBD>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD>. post state <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴ϶<C6B4> <20>⺻ state <20><><EFBFBD><EFBFBD><EFBFBD>̹Ƿ<CCB9> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>.
// <20>θ<EFBFBD> <20><>ų<EFBFBD><C5B3> <20>ִ<EFBFBD> <20><><EFBFBD><20>нú<D0BD> <20><>ų<EFBFBD><C5B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؼ<EFBFBD> <20>нú<D0BD><C3BA><EFBFBD> <20><><EFBFBD>쿣 basic <20><><EFBFBD>Ⱥ<EFBFBD><C8BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؼ<EFBFBD> All Refresh <20><> <20>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> RefreshSkill <20><> ó<><C3B3>..
return ( false == m_bHasParentSkill ||
(CDnSkill::Passive == m_ParentSkillInfo.eSkillType && CDnSkill::Buff == m_ParentSkillInfo.eDurationType) );
}
#endif // PRE_ADD_BUFF_STATE_LIMIT
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnStrengthToMagicAttackBlow::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 CDnStrengthToMagicAttackBlow::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