初步修复
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154
GameCommon/DnAddStateOnTimer.cpp
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154
GameCommon/DnAddStateOnTimer.cpp
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#include "StdAfx.h"
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#include "DnAddStateOnTimer.h"
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#if defined( _GAMESERVER )
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#include "DnPlayerActor.h"
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#endif // #if defined( _GAMESERVER )
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#if !defined( USE_BOOST_MEMPOOL )
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#ifdef _DEBUG
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#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
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#endif
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#endif // #if !defined( USE_BOOST_MEMPOOL )
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CDnAddStateOnTimerBlow::CDnAddStateOnTimerBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
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#if defined(_GAMESERVER)
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,m_IntervalChecker( hActor, GetMySmartPtr() )
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#endif // _GAMESERVER
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{
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m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_212;
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SetValue( szValue );
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SetInfo(szValue);
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}
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CDnAddStateOnTimerBlow::~CDnAddStateOnTimerBlow(void)
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{
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}
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void CDnAddStateOnTimerBlow::OnBegin(LOCAL_TIME LocalTime, float fDelta )
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{
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__super::OnBegin(LocalTime, fDelta);
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#if defined(_GAMESERVER)
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m_IntervalChecker.OnBegin( LocalTime, m_TimerTime);
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#endif // _GAMESERVER
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}
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void CDnAddStateOnTimerBlow::Process( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::Process( LocalTime, fDelta );
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#if defined(_GAMESERVER)
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m_IntervalChecker.Process( LocalTime, fDelta );
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#endif // _GAMESERVER
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}
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void CDnAddStateOnTimerBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::OnEnd(LocalTime, fDelta);
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#if defined(_GAMESERVER)
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m_IntervalChecker.OnEnd(LocalTime, fDelta);
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#endif // _GAMESERVER
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}
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void CDnAddStateOnTimerBlow::SetInfo(const char* szValue)
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{
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std::string str = szValue;//"[확률(1.0);탐색범위(cm);시간간격(ms);상태효과Index;상태효과지속시간][상태효과설정값]";
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std::vector<std::string> tokens;
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std::string delimiters = "[]";
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//1. 구분
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TokenizeA(str, tokens, delimiters);
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if (tokens.size() != 2)
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{
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OutputDebug("%s :: %s --> 상태효과 정보 점검 필요!!!\n", __FUNCTION__, szValue);
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}
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else
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{
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//2. 기본 정보
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std::string defaultInfo = tokens[0];
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std::vector<std::string> infoTokens;
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delimiters = ";";
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TokenizeA(defaultInfo, infoTokens, delimiters);
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if (5 == infoTokens.size())
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{
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m_fRate = m_fValue = (float)atof(infoTokens[0].c_str());
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m_fRange = (float)atof(infoTokens[1].c_str());
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m_TimerTime = atoi(infoTokens[2].c_str());
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m_nDestStateBlowIndex = atoi(infoTokens[3].c_str());
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m_nDestStateBlowIndex = 42;
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m_nStateDurationTime = atoi(infoTokens[4].c_str());
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m_nStateDurationTime = 5000;
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}
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else
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OutputDebug("%s :: %s --> 상태효과 정보 점검 필요!!!\n", __FUNCTION__, szValue);
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//3. 상태효과 설정값
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m_strStateAttribute = tokens[1];
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}
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}
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#ifdef _GAMESERVER
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bool CDnAddStateOnTimerBlow::OnCustomIntervalProcess( void )
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{
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//확률 계산..
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bool bExecuteable = rand() % 10000 <= (m_fRate * 10000.0f);
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if (!bExecuteable)
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{
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OutputDebug("%s 확률 걸러짐\n", __FUNCTION__);
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return true;
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}
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DNVector(DnActorHandle) VecList;
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int nCount = m_hActor->ScanActor(m_hActor->GetRoom(), *m_hActor->GetPosition(), m_fRange, VecList);
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for (int i = 0; i < nCount; ++i)
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{
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DnActorHandle hActor = VecList[i];
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if (!hActor || hActor->IsDie())
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continue;
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//같은 편이거나 자신일경우
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if (hActor->GetTeam() == m_hActor->GetTeam() || hActor == m_hActor)
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continue;
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//같은 상태효과 적용 되어 있으면 건너뜀.
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if (hActor->IsAppliedThisStateBlow((STATE_BLOW::emBLOW_INDEX)m_nDestStateBlowIndex))
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continue;
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hActor->CmdAddStateEffect(&m_ParentSkillInfo, (STATE_BLOW::emBLOW_INDEX)m_nDestStateBlowIndex, m_nStateDurationTime, m_strStateAttribute.c_str());
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}
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return true;
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}
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#endif
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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void CDnAddStateOnTimerBlow::AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
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{
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char szBuff[128] = {0, };
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szNewValue = szOrigValue;
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}
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void CDnAddStateOnTimerBlow::RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
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{
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char szBuff[128] = {0, };
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szNewValue = szOrigValue;
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}
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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