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

154 lines
3.7 KiB
C++

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