#include "StdAfx.h" #include "DnEmblemFactory.h" #include "SundriesFunc.h" CDnEmblemFactory::CDnEmblemFactory(void) { } CDnEmblemFactory::~CDnEmblemFactory(void) { SAFE_DELETE_PVEC( m_vlpCompoundInfo ); SAFE_DELETE_PVEC( m_vlpPlateInfo ); SAFE_DELETE_PVEC( m_vlpJewelInfo ); } bool CDnEmblemFactory::InitializeTable( void ) { bool bResult = true; // 조합 테이블 데이터 퍼옴. //DNTableFileFormat* pCompoundTable = new DNTableFileFormat( "R:/GameRes/Resource/Ext/EmblemCompoundTable.ext" ); DNTableFileFormat* pCompoundTable = GetDNTable( CDnTableDB::TEMBLEMCOMPOUND ); char acBuf[ 256 ]; int iNumItem = pCompoundTable->GetItemCount(); m_vlpPlateInfo.reserve( iNumItem ); for( int iItem = 1; iItem <= iNumItem; ++iItem ) { S_EMBLEM_COMPOUND_INFO* pNewCompoundInfo = new S_EMBLEM_COMPOUND_INFO; for( DWORD dwHole = 1; dwHole <= NUM_MAX_PLATE_HOLE; ++dwHole ) { ZeroMemory( acBuf, sizeof(acBuf) ); sprintf_s( acBuf, "_Hole%d_ItemID", dwHole ); int iJewelItemID = pCompoundTable->GetFieldFromLablePtr( iItem, acBuf )->GetInteger(); if( iJewelItemID > 0 ) // 0 번 아이템 인덱스는 테이블에서 디폴트값, 존재하지 않는 테이블 인덱스이므로 넣지 않는다. pNewCompoundInfo->setHoleItemID.insert( iJewelItemID ); ZeroMemory( acBuf, sizeof(acBuf) ); sprintf_s( acBuf, "_AllowShowHoleInfo_%d", dwHole ); pNewCompoundInfo->abShowHoleInfo[dwHole-1] = pCompoundTable->GetFieldFromLablePtr( iItem, acBuf )->GetInteger() ? true : false; } pNewCompoundInfo->iResultItemID = pCompoundTable->GetFieldFromLablePtr( iItem, "_ResultItemIndex" )->GetInteger(); pNewCompoundInfo->bAllowShowResult = pCompoundTable->GetFieldFromLablePtr( iItem, "_AllowShowResult" )->GetInteger() ? true : false; m_vlpCompoundInfo.push_back( pNewCompoundInfo ); } // 플레이트 정보 퍼옴 DNTableFileFormat* pPlateTable = GetDNTable( CDnTableDB::TPLATE ); //DNTableFileFormat* pPlateTable = new DNTableFileFormat( "R:/GameRes/Resource/Ext/PlateTable.ext" ); iNumItem = pPlateTable->GetItemCount(); m_vlpPlateInfo.reserve( iNumItem ); for( int iItem = 1; iItem <= iNumItem; ++iItem ) { S_PLATE_INFO* pNewPlateInfo = new S_PLATE_INFO; pNewPlateInfo->iItemID = pPlateTable->GetFieldFromLablePtr( iItem, "_ItemID" )->GetInteger(); // 다른 플레이트에 같은 아이템 아이디가 있는지 검증한다. #ifdef _DEBUG if( 0 != pNewPlateInfo->iItemID ) { vector::iterator iter = find_if( m_vlpPlateInfo.begin(), m_vlpPlateInfo.end(), FindByItemID(pNewPlateInfo->iItemID) ); if( iter != m_vlpPlateInfo.end() ) { _ASSERT( "플레이트 테이블에 중복된 아이템 인덱스가 있습니다!" ); // 메모리 해제도 안되고 리턴. 이런 경우는 있으면 안되기 때문에.. return false; } } #endif const char* pUIFileName = pPlateTable->GetFieldFromLablePtr( iItem, "_BackgroundTexture" )->GetString(); //if( NULL == pUIFileName ) //{ // //OutputDebug( "[Plate Table Error!!] ItemID: %d UIFile 항목이 비어 있습니다!\n", iItem ); // //_ASSERT( ! ); // //return false; // //continue; //} //// 제대로 데이터 써 넣으면 else 빼내야 함.. //else pNewPlateInfo->strBGTextureFileName.assign( pUIFileName ); pNewPlateInfo->iSlotTypeIndex = pPlateTable->GetFieldFromLablePtr( iItem, "_SlotTypeIndex" )->GetInteger(); pNewPlateInfo->iNumSlot = pPlateTable->GetFieldFromLablePtr( iItem, "_SlotNumber" )->GetInteger(); char acBuf[ 256 ]; ZeroMemory( acBuf, sizeof(acBuf) ); for( DWORD i = 0; i < NUM_MAX_JEWEL_COMPOUND; ++i ) { // 0 번이면 없는 것임 sprintf_s( acBuf, "_CompoundTableIndex%d", i+1 ); pNewPlateInfo->aiCompoundTableIndex[ i ] = pPlateTable->GetFieldFromLablePtr( iItem, acBuf )->GetInteger(); if( pNewPlateInfo->aiCompoundTableIndex[ i ] > 0 ) { int iNumCompoundJewelSlot = (int)m_vlpCompoundInfo.at( pNewPlateInfo->aiCompoundTableIndex[ i ] - 1 )->setHoleItemID.size(); if( iNumCompoundJewelSlot != pNewPlateInfo->iNumSlot ) { OutputDebug( "[EmblemFactory Error] 플레이트와 조합테이블에서 슬롯 갯수가 서로 다름 (Plate Table ID: %d, %d번째 조합, 슬롯:%d, Compound Table ID: %d 슬롯:%d)\n", iItem, i+1, pNewPlateInfo->iNumSlot, pNewPlateInfo->aiCompoundTableIndex[ i ], iNumCompoundJewelSlot ); bResult = false; } } } pNewPlateInfo->bLostJewelWhenFailed = pPlateTable->GetFieldFromLablePtr( iItem, "_LostJewelWhenFailed" )->GetInteger() ? true : false; pNewPlateInfo->bLostPlateWhenFailed = pPlateTable->GetFieldFromLablePtr( iItem, "_LostPlateWhenFailed" )->GetInteger() ? true : false; pNewPlateInfo->iCompositionFailProb = pPlateTable->GetFieldFromLablePtr( iItem, "_CompositionFailProb" )->GetInteger(); pNewPlateInfo->bAllowShowProb = pPlateTable->GetFieldFromLablePtr( iItem, "_AllowShowProb" )->GetInteger() ? true : false; pNewPlateInfo->bLostJewelWhenFailedProb = pPlateTable->GetFieldFromLablePtr( iItem, "_LostJewelWhenFailedProb" )->GetInteger() ? true : false; pNewPlateInfo->bLostPlateWhenFailedProb = pPlateTable->GetFieldFromLablePtr( iItem, "_LostPlateWhenFailedProb" )->GetInteger() ? true : false; pNewPlateInfo->iCost = pPlateTable->GetFieldFromLablePtr( iItem, "_Cost" )->GetInteger(); m_vlpPlateInfo.push_back( pNewPlateInfo ); } // Jewel 테이블 정보 퍼옴 //DNTableFileFormat* pJewelTable = new DNTableFileFormat( "R:/GameRes/Resource/Ext/JewelTable.ext" ); DNTableFileFormat* pJewelTable = GetDNTable( CDnTableDB::TJEWEL ); iNumItem = pJewelTable->GetItemCount(); m_vlpJewelInfo.reserve( iNumItem ); for( int iItem = 1; iItem <= iNumItem; ++iItem ) { S_JEWEL_INFO* pNewJewelInfo = new S_JEWEL_INFO; pNewJewelInfo->iItemID = pJewelTable->GetFieldFromLablePtr( iItem, "_ItemID" )->GetInteger(); pNewJewelInfo->iGrade = pJewelTable->GetFieldFromLablePtr( iItem, "_Grade" )->GetInteger(); pNewJewelInfo->iColor = pJewelTable->GetFieldFromLablePtr( iItem, "_Color" )->GetInteger(); pNewJewelInfo->iNeedUpgradeCount = pJewelTable->GetFieldFromLablePtr( iItem, "_NeedUpgradeCount" )->GetInteger(); pNewJewelInfo->iNextGradeItemIndex = pJewelTable->GetFieldFromLablePtr( iItem, "_NextGradeItemIndex" )->GetInteger(); pNewJewelInfo->iCost = pJewelTable->GetFieldFromLablePtr( iItem, "_Cost" )->GetInteger(); m_vlpJewelInfo.push_back( pNewJewelInfo ); } return bResult; } int CDnEmblemFactory::_ValidateUpgradeJewel( S_JEWEL_INFO* pJewelInfo, int iNumJewel ) { // TODO: 아이템 아이디 얻어서 가능한 등급인지 체크 //pJewelInfo->iItemID int iResult = 0; if( pJewelInfo->iNeedUpgradeCount <= iNumJewel ) { iResult = pJewelInfo->iNextGradeItemIndex; } return iResult; } int CDnEmblemFactory::_ValidateCompound( S_PLATE_INFO* pPlateInfo, const multiset& setJewelItemID ) { int iResult = 0; // 이 플레이트에서 조합할 수 있는 경우의 수를 뽑아온다. (최대 10개 for( int i = 0; i < NUM_MAX_PLATE_HOLE; ++i ) { int iCompoundIndex = pPlateInfo->aiCompoundTableIndex[ i ]; if( iCompoundIndex <= 0 ) continue; // 마찬가지로 테이블 인덱스는 1부터 시작하므로.. S_EMBLEM_COMPOUND_INFO* pCompoundInfo = m_vlpCompoundInfo.at( iCompoundIndex-1 ); if( pCompoundInfo->setHoleItemID == setJewelItemID ) { iResult = iCompoundIndex; break; } } return iResult; } int CDnEmblemFactory::UpgradeJewel( int iJewelItemID, int iNumJewel, /*OUT*/ int* pCost, /*OUT*/ int* pNumUse ) { int iNewJewelItemID = 0; vector::iterator iter = find_if( m_vlpJewelInfo.begin(), m_vlpJewelInfo.end(), FindByItemID(iJewelItemID) ); if( m_vlpJewelInfo.end() == iter ) return false; S_JEWEL_INFO* pJewelInfo = *iter; iNewJewelItemID = _ValidateUpgradeJewel( pJewelInfo, iNumJewel ); if( iNewJewelItemID > 0 ) { if( pCost ) *pCost = pJewelInfo->iCost; if( pNumUse ) *pNumUse = pJewelInfo->iNeedUpgradeCount; } return iNewJewelItemID; } int CDnEmblemFactory::Compound( int iPlateItemID, const multiset& setJewelItemID, int* pCost ) { int iEmblemItemID = 0; // 테이블 인덱스는 1부터 시작하므로.. vector::iterator iter = find_if( m_vlpPlateInfo.begin(), m_vlpPlateInfo.end(), FindByItemID(iPlateItemID) ); if( m_vlpPlateInfo.end() == iter ) return false; S_PLATE_INFO* pPlateInfo = *iter; int iResult = _ValidateCompound( pPlateInfo, setJewelItemID ); if( iResult > 0 ) { // 테이블의 인덱스는 1부터 시작한다.. 리스트 시작은 0 이므로, iEmblemItemID = m_vlpCompoundInfo.at( iResult-1 )->iResultItemID; _ASSERT( pCost && "비용은 반드시 리턴 받아야 함.." ); if( pCost ) *pCost = pPlateInfo->iCost; } return iEmblemItemID; } // 데이터 조회 함수들 const CDnEmblemFactory::S_EMBLEM_COMPOUND_INFO* CDnEmblemFactory::GetEmblemCompoundInfo( int iIndex ) const { const S_EMBLEM_COMPOUND_INFO* pResult = NULL; if( iIndex < (int)m_vlpCompoundInfo.size() ) pResult = m_vlpCompoundInfo.at( iIndex ); return pResult; } const CDnEmblemFactory::S_PLATE_INFO* CDnEmblemFactory::GetPlateInfoByIndex( int iIndex ) const { const S_PLATE_INFO* pResult = NULL; if( iIndex < (int)m_vlpPlateInfo.size() ) pResult = m_vlpPlateInfo.at( iIndex ); return pResult; } const CDnEmblemFactory::S_PLATE_INFO* CDnEmblemFactory::GetPlateInfoByItemID( int iItemID ) const { const S_PLATE_INFO* pResult = NULL; vector::const_iterator iter = find_if( m_vlpPlateInfo.begin(), m_vlpPlateInfo.end(), FindByItemID(iItemID) ); if( m_vlpPlateInfo.end() != iter ) pResult = *iter; return pResult; } const CDnEmblemFactory::S_JEWEL_INFO* CDnEmblemFactory::GetJewelInfoByIndex( int iIndex ) const { const S_JEWEL_INFO* pResult = NULL; if( iIndex < (int)m_vlpJewelInfo.size() ) pResult = m_vlpJewelInfo.at(iIndex); return pResult; } const CDnEmblemFactory::S_JEWEL_INFO* CDnEmblemFactory::GetJewelInfoByItemID( int iItemID ) const { const S_JEWEL_INFO* pResult = NULL; vector::const_iterator iter = find_if( m_vlpJewelInfo.begin(), m_vlpJewelInfo.end(), FindByItemID(iItemID) ); if( m_vlpJewelInfo.end() != iter ) pResult = *iter; return pResult; }