DragonNest/GameCommon/DnAddDamageOnCriticalBlow.cpp
Cussrro 47f7895977 Revert "修复编码问题"
This reverts commit 9e69c01767.
2024-12-21 10:04:04 +08:00

319 lines
No EOL
7.8 KiB
C++

#include "StdAfx.h"
#include "DnAddDamageOnCriticalBlow.h"
#include "DnSkill.h"
#if !defined( USE_BOOST_MEMPOOL )
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
#endif // #if !defined( USE_BOOST_MEMPOOL )
CDnAddDamageOnCriticalBlow::CDnAddDamageOnCriticalBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
#if !defined(_GAMESERVER)
,m_IntervalChecker( hActor, GetMySmartPtr() )
#endif // _GAMESERVER
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_169;
SetValue( szValue );
std::string str = szValue;//"확률;추가데미지비율";
std::vector<std::string> tokens;
std::string delimiters = ";";
//1. 상태효과 인덱스 리스트와 적용 레벨 구분
TokenizeA(str, tokens, delimiters);
if (2 == tokens.size())
{
m_fRate = m_fValue = (float)atof( tokens[0].c_str() );
m_fAddDamageRate = (float)atof(tokens[1].c_str());
}
else
{
m_fRate = m_fValue = 0.0f;
m_fAddDamageRate = 0.0f;
OutputDebug("%s Invalid Value!!!!\n", __FUNCTION__);
}
#ifdef _GAMESERVER
m_bCalcProb = false;
m_bOnDamaged = false;
AddCallBackType( SB_ONTARGETHIT );
#else
//기본적으로 이펙트 표시 하지 않도록..
UseTableDefinedGraphicEffect( false );
m_bGraphicEffectShow = false;
m_bTrigger = false;
#endif
}
CDnAddDamageOnCriticalBlow::~CDnAddDamageOnCriticalBlow(void)
{
}
void CDnAddDamageOnCriticalBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
{
__super::OnBegin(LocalTime, fDelta);
}
void CDnAddDamageOnCriticalBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
__super::Process(LocalTime, fDelta);
#if defined(_GAMESERVER)
m_bCalcProb = m_bOnDamaged = false;
#else
if (m_bTrigger)
{
if (m_bGraphicEffectShow)
{
_AttachGraphicEffect();
if( m_hEtcObjectEffect )
{
CEtActionBase::ActionElementStruct* pStruct = m_hEtcObjectEffect->GetElement( "Idle" );
if( pStruct )
m_IntervalChecker.OnBegin( LocalTime, pStruct->dwLength + 1000);
}
}
else
{
if (m_hEtcObjectEffect)
{
_DetachGraphicEffect();
m_IntervalChecker.OnEnd(LocalTime, fDelta);
}
}
m_bTrigger = false;
}
m_IntervalChecker.Process( LocalTime, fDelta );
#endif // _GAMESERVER
}
void CDnAddDamageOnCriticalBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
__super::OnEnd(LocalTime, fDelta);
#if !defined(_GAMESERVER)
_DetachGraphicEffect();
#endif // _GAMESERVER
}
#if defined(_GAMESERVER)
bool CDnAddDamageOnCriticalBlow::CalcProb()
{
bool bExecuteable = false;
//스킬 쿨타임 적용해야함..
//패시브 스킬일때만??
DnSkillHandle hSkill;
const CDnSkill::SkillInfo* pSkillInfo = GetParentSkillInfo();
if (pSkillInfo)
{
hSkill = m_hActor->FindSkill(pSkillInfo->iSkillID);
if (!hSkill)
return bExecuteable;
if (CDnSkill::UsingResult::Success != hSkill->CanExecute())
{
OutputDebug("%s CanExecute 실패\n", __FUNCTION__);
return bExecuteable;
}
}
else
return bExecuteable;
//확률 계산..
bExecuteable = rand() % 10000 <= (m_fRate * 10000.0f);
if (!bExecuteable)
{
OutputDebug("%s 확률 걸러짐\n", __FUNCTION__);
return bExecuteable;
}
//클라이언트에 패스브 스킬 쿨타임 적용을 위해 패킷 전송..
bool isPassiveSkill = CDnSkill::Passive == hSkill->GetSkillType();
if (isPassiveSkill)
{
BYTE pBuffer[128];
CPacketCompressStream Stream( pBuffer, 128 );
DWORD dwUniqueID = m_hActor ? m_hActor->GetUniqueID() : -1;
int nSkillID = hSkill->GetClassID();
Stream.Write( &dwUniqueID, sizeof(dwUniqueID) );
Stream.Write( &nSkillID, sizeof(nSkillID));
m_hActor->Send(eActor::SC_PASSIVESKILL_COOLTIME, &Stream);
}
if (hSkill)
hSkill->OnBeginCoolTime();
return bExecuteable;
}
void CDnAddDamageOnCriticalBlow::OnTargetHit( DnActorHandle hTargetActor )
{
//#30953 1타 2킬 상황 막음. - 액터가 죽었으면 데미지 처리 안되도록..
if (!hTargetActor || hTargetActor->IsDie())
return;
CDnDamageBase::SHitParam* pHitParam = hTargetActor->GetHitParam();
if (NULL == pHitParam || (pHitParam->HitType != CDnWeapon::HitTypeEnum::Critical))
return;
//확률 계산이 되어 있지 않다면 확률 계산으로 스킬 사용 여부를 확인한다.
if (false == m_bCalcProb)
{
m_bOnDamaged = CalcProb();
m_bCalcProb = true;
if (m_bOnDamaged)
{
//이펙트 표시용 패킷을 전송..
BYTE pBuffer[128];
CPacketCompressStream Stream( pBuffer, 128 );
DWORD dwUniqueID = m_hActor ? m_hActor->GetUniqueID() : -1;
bool bShowEffect = true;
Stream.Write( &dwUniqueID, sizeof(dwUniqueID) );
Stream.Write( &m_StateBlow.emBlowIndex, sizeof(m_StateBlow.emBlowIndex));
Stream.Write( &bShowEffect, sizeof(bShowEffect));
m_hActor->Send(eActor::SC_SHOW_STATE_EFFECT, &Stream);
}
}
if (m_bOnDamaged)
{
int nAddDamage = (int)(pHitParam->nCalcDamage * m_fAddDamageRate);
char buffer[65];
_itoa_s(nAddDamage, buffer, 65, 10 );
hTargetActor->CmdAddStateEffect(&m_ParentSkillInfo, STATE_BLOW::BLOW_177, 0, buffer, false, false);
}
}
#else
bool CDnAddDamageOnCriticalBlow::OnCustomIntervalProcess( void )
{
if (m_hEtcObjectEffect)
{
_DetachGraphicEffect();
m_IntervalChecker.OnEnd(0, 0.0f);
}
return true;
}
void CDnAddDamageOnCriticalBlow::ShowGraphicEffect(bool bShow)
{
m_bGraphicEffectShow = bShow;
m_bTrigger = true;
}
#endif // _GAMESERVER
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnAddDamageOnCriticalBlow::AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//파싱에 필요한 변수 선언
std::vector<string> vlTokens[2];
string strArgument[2];
//필요한 값 변수
float fRate[2] = { 0.0f, };
float fAddDamageRate[2] = { 0.0f, };
//////////////////////////////////////////////////////////////////////////
//첫번째 문자열 파싱.
strArgument[0] = szOrigValue;
TokenizeA( strArgument[0], vlTokens[0], ";" );
if( vlTokens[0].size() == 2 )
{
fRate[0] = (float)atof( vlTokens[0][0].c_str() );
fAddDamageRate[0] = (float)atof( vlTokens[0][1].c_str() );
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//두번째 문자열 파싱
strArgument[1] = szAddValue;
TokenizeA( strArgument[1], vlTokens[1], ";" );
if( vlTokens[1].size() == 2 )
{
fRate[1] = (float)atof( vlTokens[1][0].c_str() );
fAddDamageRate[1] = (float)atof( vlTokens[1][1].c_str() );
}
//////////////////////////////////////////////////////////////////////////
//두 값을 더한다.
float fResultValue = fRate[0] + fRate[1];
float fResultAddDamageRate = fAddDamageRate[0] + fAddDamageRate[1];
sprintf_s(szBuff, "%f;%f", fResultValue, fResultAddDamageRate);
szNewValue = szBuff;
}
void CDnAddDamageOnCriticalBlow::RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//파싱에 필요한 변수 선언
std::vector<string> vlTokens[2];
string strArgument[2];
//필요한 값 변수
float fRate[2] = { 0.0f, };
float fAddDamageRate[2] = { 0.0f, };
//////////////////////////////////////////////////////////////////////////
//첫번째 문자열 파싱.
strArgument[0] = szOrigValue;
TokenizeA( strArgument[0], vlTokens[0], ";" );
if( vlTokens[0].size() == 2 )
{
fRate[0] = (float)atof( vlTokens[0][0].c_str() );
fAddDamageRate[0] = (float)atof( vlTokens[0][1].c_str() );
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//두번째 문자열 파싱
strArgument[1] = szAddValue;
TokenizeA( strArgument[1], vlTokens[1], ";" );
if( vlTokens[1].size() == 2 )
{
fRate[1] = (float)atof( vlTokens[1][0].c_str() );
fAddDamageRate[1] = (float)atof( vlTokens[1][1].c_str() );
}
//////////////////////////////////////////////////////////////////////////
//두 값을 더한다.
float fResultValue = fRate[0] - fRate[1];
float fResultAddDamageRate = fAddDamageRate[0] - fAddDamageRate[1];
sprintf_s(szBuff, "%f;%f", fResultValue, fResultAddDamageRate);
szNewValue = szBuff;
}
#endif // PRE_ADD_PREFIX_SYSTE_RENEW