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

190 lines
5.7 KiB
C++

#include "StdAfx.h"
#include "DnAggroBlow.h"
#if defined( _GAMESERVER )
#include "DNAggroSystem.h"
#endif // #if defined( _GAMESERVER )
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
CDnAggroBlow::CDnAggroBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor ), m_fRange( 0.0f ),
m_fRangeSQ( 0.0f ), m_fRangeAngleByRadian( 0.0f )
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_066;
SetValue( szValue );
// 인자가 3개임. value;거리값;캐릭터의 전방기준 각도값.
string strValue( szValue );
// 스트링을 공백단위로 분할한 후
std::vector<string> vlTokens;
TokenizeA( strValue, vlTokens, ";" );
bool bValidArgument = (3 == (int)vlTokens.size());
_ASSERT( bValidArgument && "132번 프로보크 상태효과 인자 셋팅이 잘못되었습니다." );
if( bValidArgument )
{
m_fValue = (float)atoi(vlTokens.at( 0 ).c_str());
m_fRange = (float)atof(vlTokens.at( 1 ).c_str());
m_fRangeAngleByRadian = EtToRadian((float)atof(vlTokens.at( 2 ).c_str())) / 2.0f; // 전방기준 좌우 각도값이므로 2로 나눠줌.
m_fRangeSQ = m_fRange * m_fRange;
}
}
CDnAggroBlow::~CDnAggroBlow(void)
{
}
void CDnAggroBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
{
#if defined( _GAMESERVER )
if( IsPermanent() )
{
MatrixEx Cross = *m_hActor->GetMatEx();
EtVector3 vPlayerDir = Cross.m_vZAxis;
EtVec3Normalize( &vPlayerDir, &vPlayerDir );
CMultiRoom *pRoom = m_hActor->GetRoom();
for( DWORD i=0; i<STATIC_INSTANCE_(CDnActor::s_pVecProcessList).size(); i++ )
{
DnActorHandle hActor = STATIC_INSTANCE_(CDnActor::s_pVecProcessList)[i]->GetMySmartPtr();
if( hActor && hActor->IsMonsterActor() )
{
// 일정 거리 안에 있는 애들만 적용시켜준다.
EtVector3 vDistance = *hActor->GetPosition() - *m_hActor->GetPosition();
float fDistanceSQ = EtVec3LengthSq( &vDistance );
if( fDistanceSQ <= m_fRangeSQ )
{
// 캐릭터 전방 기준 일정 각도값 안에 들어온 애들만 적용시켜준다.
EtVector3 vDirToMonster;
EtVec3Normalize( &vDirToMonster, &vDistance );
float fDot = EtVec3Dot( &vPlayerDir, &vDirToMonster );
if( fDot <= m_fRangeAngleByRadian )
{
m_vlhApplyMonsters.push_back( hActor );
}
}
}
}
for( UINT i=0 ; i<m_vlhApplyMonsters.size() ; ++i )
{
DnActorHandle hActor = m_vlhApplyMonsters[i];
if( hActor && hActor->GetAggroSystem() )
hActor->GetAggroSystem()->AddAggro( m_hActor, static_cast<int>(m_fValue) );
}
}
#endif // #if defined( _GAMESERVER )
OutputDebug( "CDnAggroBlow::OnBegin\n" );
}
void CDnAggroBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
CDnBlow::Process( LocalTime, fDelta );
}
void CDnAggroBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
OutputDebug( "CDnAggroBlow::OnEnd\n" );
}
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnAggroBlow::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 변수
float fValue[2] = {0.0f, };
float fRange[2] = {0.0f, };
float fRangeAngle[2] = {0.0f, };
//////////////////////////////////////////////////////////////////////////
//첫번째 문자열 파싱.
strArgument[0] = szOrigValue;
TokenizeA( strArgument[0], vlTokens[0], ";" );
if( vlTokens[0].size() == 3 ) {
fValue[0] = (float)atof( vlTokens[0][0].c_str() );
fRange[0] = (float)atof( vlTokens[0][1].c_str() );
fRangeAngle[0] = (float)atof( vlTokens[0][2].c_str() );
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//두번째 문자열 파싱.
strArgument[1] = szAddValue;
TokenizeA( strArgument[1], vlTokens[1], ";" );
if( vlTokens[1].size() == 3 ) {
fValue[1] = (float)atof( vlTokens[1][0].c_str() );
fRange[1] = (float)atof( vlTokens[1][1].c_str() );
fRangeAngle[1] = (float)atof( vlTokens[1][2].c_str() );
}
//////////////////////////////////////////////////////////////////////////
float fResultValue = fValue[0] + fValue[1];
float fResultRange = max(fRange[0], fRange[1]);
float fResultRangeAngle = fRangeAngle[0] + fRangeAngle[1];
sprintf_s(szBuff, "%f;%f;%f", fResultValue, fResultRange, fResultRangeAngle);
szNewValue = szBuff;
}
void CDnAggroBlow::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 변수
float fValue[2] = {0.0f, };
float fRange[2] = {0.0f, };
float fRangeAngle[2] = {0.0f, };
//////////////////////////////////////////////////////////////////////////
//첫번째 문자열 파싱.
strArgument[0] = szOrigValue;
TokenizeA( strArgument[0], vlTokens[0], ";" );
if( vlTokens[0].size() == 3 ) {
fValue[0] = (float)atof( vlTokens[0][0].c_str() );
fRange[0] = (float)atof( vlTokens[0][1].c_str() );
fRangeAngle[0] = (float)atof( vlTokens[0][2].c_str() );
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//두번째 문자열 파싱.
strArgument[1] = szAddValue;
TokenizeA( strArgument[1], vlTokens[1], ";" );
if( vlTokens[1].size() == 3 ) {
fValue[1] = (float)atof( vlTokens[1][0].c_str() );
fRange[1] = (float)atof( vlTokens[1][1].c_str() );
fRangeAngle[1] = (float)atof( vlTokens[1][2].c_str() );
}
//////////////////////////////////////////////////////////////////////////
float fResultValue = fValue[0] - fValue[1];
float fResultRange = min(fRange[0], fRange[1]);
float fResultRangeAngle = fRangeAngle[0] - fRangeAngle[1];
sprintf_s(szBuff, "%f;%f;%f", fResultValue, fResultRange, fResultRangeAngle);
szNewValue = szBuff;
}
#endif // PRE_ADD_PREFIX_SYSTE_RENEW