458 lines
12 KiB
C++
458 lines
12 KiB
C++
#include "StdAfx.h"
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#include "DnAddStateOnConditionBlow.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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CDnAddStateOnConditionBlow::CDnAddStateOnConditionBlow( 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_172;
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SetValue( szValue );
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SetInfo(szValue);
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#ifdef _GAMESERVER
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AddCallBackType( SB_ONTARGETHIT );
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m_bCalcProb = false;
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m_bOnDamaged = false;
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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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CDnAddStateOnConditionBlow::~CDnAddStateOnConditionBlow(void)
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{
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}
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void CDnAddStateOnConditionBlow::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 CDnAddStateOnConditionBlow::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 CDnAddStateOnConditionBlow::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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void CDnAddStateOnConditionBlow::SetInfo(const char* szValue)
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{
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std::string str = szValue;//"[확률;HitStateIndex;HitAttackAttributeIndex;DestStateIndex;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_nHitStateBlowIndex = atoi(infoTokens[1].c_str());
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m_nHitAttackAttribute = atoi(infoTokens[2].c_str());
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m_nDestStateBlowIndex = atoi(infoTokens[3].c_str());
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m_nStateDurationTime = atoi(infoTokens[4].c_str());
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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 CDnAddStateOnConditionBlow::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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// 쿨타임 적용 요청 [2011/03/15 semozz]
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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 CDnAddStateOnConditionBlow::OnTargetHit( DnActorHandle hTargetActor )
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{
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if (!hTargetActor)
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return;
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// 1. HitStateIndex에 해당하는 상태효과가 있는지 확인.
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DNVector(DnBlowHandle) vlAppliedBlows;
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hTargetActor->GatherAppliedStateBlowByBlowIndex((STATE_BLOW::emBLOW_INDEX)m_nHitStateBlowIndex, vlAppliedBlows);
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if (vlAppliedBlows.empty())
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return;
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//////////////////////////////////////////////////////////////////////////
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//#52905 관련
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//추가 상태효과 지속 시간을 -1로 설정 했을 경우, 설정된 상태효과의 남은 시간으로 설정 하도록 한다.
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int nListCount = (int)vlAppliedBlows.size();
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float fDurationTime = 0.0f;
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for (int i = 0; i < nListCount; ++i)
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{
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DnBlowHandle hBlow = vlAppliedBlows[i];
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if (hBlow && hBlow->GetDurationTime() > fDurationTime)
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fDurationTime = hBlow->GetDurationTime();
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}
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//////////////////////////////////////////////////////////////////////////
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// 2. 공격 속성을 확인
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CDnDamageBase::SHitParam* pHitParam = hTargetActor->GetHitParam();
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if (NULL == pHitParam || pHitParam->HasElement != m_nHitAttackAttribute)
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return;
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// 3. 확률에 맞으면 적용
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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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//////////////////////////////////////////////////////////////////////////
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// #52905 관련
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// m_nStateDurationTime 이 -1로 설정 되어 있으면 위에서 저장해놓은 fDurationTime을 적용 하도록 한다.
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// fDurationTime은 1.0 -> 1초. ===> 1000분의 1초 단위로 변경 해야 한다.
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int nApplyDurationTime = m_nStateDurationTime;
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if (m_nStateDurationTime == -1)
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nApplyDurationTime = (int)(fDurationTime * 1000.0f);
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//////////////////////////////////////////////////////////////////////////
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if (m_bOnDamaged)
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hTargetActor->CmdAddStateEffect(&m_ParentSkillInfo, (STATE_BLOW::emBLOW_INDEX)m_nDestStateBlowIndex, nApplyDurationTime, m_strStateAttribute.c_str());
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}
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#else
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bool CDnAddStateOnConditionBlow::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 CDnAddStateOnConditionBlow::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
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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void CDnAddStateOnConditionBlow::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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std::string strValue[2];
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std::vector<std::string> tokens[2];
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std::string delimiters = "[]";
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float fRate[2] = {0.0f, };
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int nHitStateBlowIndex[2] = {0, };
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int nHitAttackAttribute[2] = {0, };
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int nDestStateBlowIndex[2] = {0, };
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int nStateDurationTime[2] = {0, };
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std::string szArgment[2];
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strValue[0] = szOrigValue;
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//1. 구분
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TokenizeA(strValue[0], tokens[0], delimiters);
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if (tokens[0].size() != 2)
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{
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OutputDebug("%s :: %s --> 상태효과 정보 점검 필요!!!\n", __FUNCTION__, szOrigValue);
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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][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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fRate[0] = (float)atof(infoTokens[0].c_str());
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nHitStateBlowIndex[0] = atoi(infoTokens[1].c_str());
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nHitAttackAttribute[0] = atoi(infoTokens[2].c_str());
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nDestStateBlowIndex[0] = atoi(infoTokens[3].c_str());
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nStateDurationTime[0] = atoi(infoTokens[4].c_str());
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}
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else
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OutputDebug("%s :: %s --> 상태효과 정보 점검 필요!!!\n", __FUNCTION__, szOrigValue);
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//3. 상태효과 설정값
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szArgment[0] = tokens[0][1];
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}
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//////////////////////////////////////////////////////////////////////////
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strValue[1] = szAddValue;
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//1. 구분
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TokenizeA(strValue[1], tokens[1], delimiters);
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if (tokens[1].size() != 2)
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{
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OutputDebug("%s :: %s --> 상태효과 정보 점검 필요!!!\n", __FUNCTION__, szAddValue);
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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[1][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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fRate[1] = (float)atof(infoTokens[0].c_str());
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nHitStateBlowIndex[1] = atoi(infoTokens[1].c_str());
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nHitAttackAttribute[1] = atoi(infoTokens[2].c_str());
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nDestStateBlowIndex[1] = atoi(infoTokens[3].c_str());
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nStateDurationTime[1] = atoi(infoTokens[4].c_str());
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}
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else
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OutputDebug("%s :: %s --> 상태효과 정보 점검 필요!!!\n", __FUNCTION__, szAddValue);
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//3. 상태효과 설정값
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szArgment[1] = tokens[1][1];
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}
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float fResultRate = fRate[0] + fRate[1];
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int nResultHitStateBlowIndex = nHitStateBlowIndex[0];
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int nResultHitAttackAttribute = nHitAttackAttribute[0];
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int nResultDestStateBlowIndex = nDestStateBlowIndex[0];
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int nResultStateDurationTime = max(nStateDurationTime[0], nStateDurationTime[1]);
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sprintf_s(szBuff, "[%f;%d;%d;%d;%d][%s]", fResultRate, nResultHitStateBlowIndex, nResultHitAttackAttribute, nResultDestStateBlowIndex, nResultStateDurationTime, szArgment[0].c_str());
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szNewValue = szBuff;
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}
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void CDnAddStateOnConditionBlow::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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std::string strValue[2];
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std::vector<std::string> tokens[2];
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std::string delimiters = "[]";
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float fRate[2] = {0.0f, };
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int nHitStateBlowIndex[2] = {0, };
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int nHitAttackAttribute[2] = {0, };
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int nDestStateBlowIndex[2] = {0, };
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int nStateDurationTime[2] = {0, };
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std::string szArgment[2];
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strValue[0] = szOrigValue;
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//1. 구분
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TokenizeA(strValue[0], tokens[0], delimiters);
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if (tokens[0].size() != 2)
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{
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OutputDebug("%s :: %s --> 상태효과 정보 점검 필요!!!\n", __FUNCTION__, szOrigValue);
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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][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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fRate[0] = (float)atof(infoTokens[0].c_str());
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nHitStateBlowIndex[0] = atoi(infoTokens[1].c_str());
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nHitAttackAttribute[0] = atoi(infoTokens[2].c_str());
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nDestStateBlowIndex[0] = atoi(infoTokens[3].c_str());
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nStateDurationTime[0] = atoi(infoTokens[4].c_str());
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}
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else
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OutputDebug("%s :: %s --> 상태효과 정보 점검 필요!!!\n", __FUNCTION__, szOrigValue);
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//3. 상태효과 설정값
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szArgment[0] = tokens[0][1];
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}
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//////////////////////////////////////////////////////////////////////////
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strValue[1] = szAddValue;
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//1. 구분
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TokenizeA(strValue[1], tokens[1], delimiters);
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if (tokens[1].size() != 2)
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{
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OutputDebug("%s :: %s --> 상태효과 정보 점검 필요!!!\n", __FUNCTION__, szAddValue);
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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[1][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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fRate[1] = (float)atof(infoTokens[0].c_str());
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nHitStateBlowIndex[1] = atoi(infoTokens[1].c_str());
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nHitAttackAttribute[1] = atoi(infoTokens[2].c_str());
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nDestStateBlowIndex[1] = atoi(infoTokens[3].c_str());
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nStateDurationTime[1] = atoi(infoTokens[4].c_str());
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}
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else
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OutputDebug("%s :: %s --> 상태효과 정보 점검 필요!!!\n", __FUNCTION__, szAddValue);
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//3. 상태효과 설정값
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szArgment[1] = tokens[1][1];
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}
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float fResultRate = fRate[0] + fRate[1];
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int nResultHitStateBlowIndex = nHitStateBlowIndex[0];
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int nResultHitAttackAttribute = nHitAttackAttribute[0];
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int nResultDestStateBlowIndex = nDestStateBlowIndex[0];
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int nResultStateDurationTime = max(nStateDurationTime[0], nStateDurationTime[1]);
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sprintf_s(szBuff, "[%f;%d;%d;%d;%d][%s]", fResultRate, nResultHitStateBlowIndex, nResultHitAttackAttribute, nResultDestStateBlowIndex, nResultStateDurationTime, szArgment[0].c_str());
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szNewValue = szBuff;
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}
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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