319 lines
No EOL
7.8 KiB
C++
319 lines
No EOL
7.8 KiB
C++
#include "StdAfx.h"
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#include "DnAddDamageOnCriticalBlow.h"
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#include "DnSkill.h"
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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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CDnAddDamageOnCriticalBlow::CDnAddDamageOnCriticalBlow( 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_169;
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SetValue( szValue );
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std::string str = szValue;//"확률;추가데미지비율";
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std::vector<std::string> tokens;
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std::string delimiters = ";";
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//1. 상태효과 인덱스 리스트와 적용 레벨 구분
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TokenizeA(str, tokens, delimiters);
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if (2 == tokens.size())
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{
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m_fRate = m_fValue = (float)atof( tokens[0].c_str() );
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m_fAddDamageRate = (float)atof(tokens[1].c_str());
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}
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else
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{
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m_fRate = m_fValue = 0.0f;
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m_fAddDamageRate = 0.0f;
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OutputDebug("%s Invalid Value!!!!\n", __FUNCTION__);
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}
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#ifdef _GAMESERVER
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m_bCalcProb = false;
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m_bOnDamaged = false;
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AddCallBackType( SB_ONTARGETHIT );
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#else
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//기본적으로 이펙트 표시 하지 않도록..
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UseTableDefinedGraphicEffect( false );
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m_bGraphicEffectShow = false;
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m_bTrigger = false;
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#endif
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}
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CDnAddDamageOnCriticalBlow::~CDnAddDamageOnCriticalBlow(void)
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{
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}
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void CDnAddDamageOnCriticalBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::OnBegin(LocalTime, fDelta);
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}
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void CDnAddDamageOnCriticalBlow::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_bCalcProb = m_bOnDamaged = false;
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#else
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if (m_bTrigger)
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{
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if (m_bGraphicEffectShow)
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{
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_AttachGraphicEffect();
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if( m_hEtcObjectEffect )
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{
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CEtActionBase::ActionElementStruct* pStruct = m_hEtcObjectEffect->GetElement( "Idle" );
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if( pStruct )
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m_IntervalChecker.OnBegin( LocalTime, pStruct->dwLength + 1000);
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}
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}
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else
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{
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if (m_hEtcObjectEffect)
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{
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_DetachGraphicEffect();
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m_IntervalChecker.OnEnd(LocalTime, fDelta);
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}
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}
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m_bTrigger = false;
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}
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m_IntervalChecker.Process( LocalTime, fDelta );
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#endif // _GAMESERVER
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}
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void CDnAddDamageOnCriticalBlow::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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_DetachGraphicEffect();
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#endif // _GAMESERVER
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}
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#if defined(_GAMESERVER)
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bool CDnAddDamageOnCriticalBlow::CalcProb()
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{
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bool bExecuteable = false;
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//스킬 쿨타임 적용해야함..
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//패시브 스킬일때만??
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DnSkillHandle hSkill;
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const CDnSkill::SkillInfo* pSkillInfo = GetParentSkillInfo();
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if (pSkillInfo)
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{
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hSkill = m_hActor->FindSkill(pSkillInfo->iSkillID);
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if (!hSkill)
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return bExecuteable;
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if (CDnSkill::UsingResult::Success != hSkill->CanExecute())
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{
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OutputDebug("%s CanExecute 실패\n", __FUNCTION__);
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return bExecuteable;
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}
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}
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else
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return bExecuteable;
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//확률 계산..
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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 bExecuteable;
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}
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//클라이언트에 패스브 스킬 쿨타임 적용을 위해 패킷 전송..
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bool isPassiveSkill = CDnSkill::Passive == hSkill->GetSkillType();
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if (isPassiveSkill)
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{
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BYTE pBuffer[128];
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CPacketCompressStream Stream( pBuffer, 128 );
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DWORD dwUniqueID = m_hActor ? m_hActor->GetUniqueID() : -1;
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int nSkillID = hSkill->GetClassID();
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Stream.Write( &dwUniqueID, sizeof(dwUniqueID) );
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Stream.Write( &nSkillID, sizeof(nSkillID));
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m_hActor->Send(eActor::SC_PASSIVESKILL_COOLTIME, &Stream);
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}
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if (hSkill)
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hSkill->OnBeginCoolTime();
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return bExecuteable;
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}
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void CDnAddDamageOnCriticalBlow::OnTargetHit( DnActorHandle hTargetActor )
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{
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//#30953 1타 2킬 상황 막음. - 액터가 죽었으면 데미지 처리 안되도록..
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if (!hTargetActor || hTargetActor->IsDie())
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return;
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CDnDamageBase::SHitParam* pHitParam = hTargetActor->GetHitParam();
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if (NULL == pHitParam || (pHitParam->HitType != CDnWeapon::HitTypeEnum::Critical))
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return;
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//확률 계산이 되어 있지 않다면 확률 계산으로 스킬 사용 여부를 확인한다.
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if (false == m_bCalcProb)
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{
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m_bOnDamaged = CalcProb();
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m_bCalcProb = true;
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if (m_bOnDamaged)
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{
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//이펙트 표시용 패킷을 전송..
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BYTE pBuffer[128];
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CPacketCompressStream Stream( pBuffer, 128 );
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DWORD dwUniqueID = m_hActor ? m_hActor->GetUniqueID() : -1;
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bool bShowEffect = true;
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Stream.Write( &dwUniqueID, sizeof(dwUniqueID) );
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Stream.Write( &m_StateBlow.emBlowIndex, sizeof(m_StateBlow.emBlowIndex));
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Stream.Write( &bShowEffect, sizeof(bShowEffect));
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m_hActor->Send(eActor::SC_SHOW_STATE_EFFECT, &Stream);
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}
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}
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if (m_bOnDamaged)
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{
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int nAddDamage = (int)(pHitParam->nCalcDamage * m_fAddDamageRate);
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char buffer[65];
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_itoa_s(nAddDamage, buffer, 65, 10 );
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hTargetActor->CmdAddStateEffect(&m_ParentSkillInfo, STATE_BLOW::BLOW_177, 0, buffer, false, false);
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}
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}
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#else
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bool CDnAddDamageOnCriticalBlow::OnCustomIntervalProcess( void )
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{
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if (m_hEtcObjectEffect)
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{
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_DetachGraphicEffect();
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m_IntervalChecker.OnEnd(0, 0.0f);
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}
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return true;
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}
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void CDnAddDamageOnCriticalBlow::ShowGraphicEffect(bool bShow)
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{
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m_bGraphicEffectShow = bShow;
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m_bTrigger = true;
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}
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#endif // _GAMESERVER
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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void CDnAddDamageOnCriticalBlow::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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//파싱에 필요한 변수 선언
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std::vector<string> vlTokens[2];
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string strArgument[2];
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//필요한 값 변수
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float fRate[2] = { 0.0f, };
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float fAddDamageRate[2] = { 0.0f, };
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//////////////////////////////////////////////////////////////////////////
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//첫번째 문자열 파싱.
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strArgument[0] = szOrigValue;
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TokenizeA( strArgument[0], vlTokens[0], ";" );
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if( vlTokens[0].size() == 2 )
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{
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fRate[0] = (float)atof( vlTokens[0][0].c_str() );
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fAddDamageRate[0] = (float)atof( vlTokens[0][1].c_str() );
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//두번째 문자열 파싱
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strArgument[1] = szAddValue;
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TokenizeA( strArgument[1], vlTokens[1], ";" );
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if( vlTokens[1].size() == 2 )
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{
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fRate[1] = (float)atof( vlTokens[1][0].c_str() );
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fAddDamageRate[1] = (float)atof( vlTokens[1][1].c_str() );
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}
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//////////////////////////////////////////////////////////////////////////
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//두 값을 더한다.
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float fResultValue = fRate[0] + fRate[1];
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float fResultAddDamageRate = fAddDamageRate[0] + fAddDamageRate[1];
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sprintf_s(szBuff, "%f;%f", fResultValue, fResultAddDamageRate);
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szNewValue = szBuff;
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}
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void CDnAddDamageOnCriticalBlow::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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//파싱에 필요한 변수 선언
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std::vector<string> vlTokens[2];
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string strArgument[2];
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//필요한 값 변수
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float fRate[2] = { 0.0f, };
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float fAddDamageRate[2] = { 0.0f, };
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//////////////////////////////////////////////////////////////////////////
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//첫번째 문자열 파싱.
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strArgument[0] = szOrigValue;
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TokenizeA( strArgument[0], vlTokens[0], ";" );
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if( vlTokens[0].size() == 2 )
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{
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fRate[0] = (float)atof( vlTokens[0][0].c_str() );
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fAddDamageRate[0] = (float)atof( vlTokens[0][1].c_str() );
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//두번째 문자열 파싱
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strArgument[1] = szAddValue;
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TokenizeA( strArgument[1], vlTokens[1], ";" );
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if( vlTokens[1].size() == 2 )
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{
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fRate[1] = (float)atof( vlTokens[1][0].c_str() );
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fAddDamageRate[1] = (float)atof( vlTokens[1][1].c_str() );
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}
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//////////////////////////////////////////////////////////////////////////
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//두 값을 더한다.
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float fResultValue = fRate[0] - fRate[1];
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float fResultAddDamageRate = fAddDamageRate[0] - fAddDamageRate[1];
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sprintf_s(szBuff, "%f;%f", fResultValue, fResultAddDamageRate);
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szNewValue = szBuff;
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}
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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