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

151 lines
3.8 KiB
C++

#include "StdAfx.h"
#include "DnAttackerHPRatio.h"
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
CDnAttackerHPRatio::CDnAttackerHPRatio( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_092;
SetValue( szValue );
m_fValue = (float)atof( szValue );
#ifdef _GAMESERVER
AddCallBackType( SB_ONDEFENSEATTACK );
AddCallBackType( SB_ONCALCDAMAGE );
#endif
}
CDnAttackerHPRatio::~CDnAttackerHPRatio(void)
{
}
void CDnAttackerHPRatio::OnSetParentSkillInfo()
{
#if defined( _GAMESERVER )
CalcHealValueLimit( m_StateBlow.emBlowIndex, m_fValue );
#endif
}
void CDnAttackerHPRatio::OnBegin( LOCAL_TIME LocalTime, float fDelta )
{
OutputDebug( "CDnAttackerHPRatio::OnBegin \n");
}
void CDnAttackerHPRatio::Process( LOCAL_TIME LocalTime, float fDelta )
{
CDnBlow::Process( LocalTime, fDelta );
}
void CDnAttackerHPRatio::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
OutputDebug( "CDnAttackerHPRatio::OnEnd \n");
}
#ifdef _GAMESERVER
// hp 를 Attacker 에게 채워주면서 자신은 슈퍼아머 처리등 데미지 처리를 해야하므로 false 를 리턴해서
// 데미지 처리 루틴 돌도록 해주고, OnCalcDamage 함수를 오버로딩해서 받았던 데미지를 없앤다.
bool CDnAttackerHPRatio::OnDefenseAttack( DnActorHandle hHitter, CDnState* pAttackerState, CDnDamageBase::SHitParam &HitParam, bool bHitSuccess )
{
// 때릴 때 마다 hp 를 비율로 적용시켜 줌
// HP 회복 패킷 보냄. (음수일수도 있음)
INT64 iMaxHP = hHitter->GetMaxHP();
INT64 iNowHP = hHitter->GetHP();
INT64 iDelta = INT64((float)iMaxHP*m_fValue);
INT64 iResultHP = iNowHP+iDelta;
if( iResultHP > iMaxHP )
{
iDelta = iMaxHP - iNowHP;
iResultHP = iMaxHP;
}
else
if( iResultHP < 0 )
{
iDelta = iDelta - iResultHP;
iResultHP = 0;
}
if( 0 != iDelta )
{
hHitter->SetHP( iResultHP );
hHitter->RequestHPMPDelta( CDnState::ElementEnum_Amount, iDelta, hHitter->GetUniqueID() );
}
// OnCalcDamage 에서 데미지를 0으로 만들기 때문에 슈퍼아머처리가 되면 자연스레 피격 액션이 나오지 않으므로
// 여기선 그냥 흘려보내면 된다.
//HitParam.szActionName.clear();
HitParam.vResistance = EtVector3( 0.0f, 0.0f, 0.0f );
HitParam.vVelocity = EtVector3( 0.0f, 0.0f, 0.0f );
HitParam.vViewVec = *(m_hActor->GetLookDir());
return false;
}
float CDnAttackerHPRatio::OnCalcDamage( float fOriginalDamage, CDnDamageBase::SHitParam& HitParam )
{
return -fOriginalDamage;
}
#endif
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnAttackerHPRatio::AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//필요한 값 변수
float fValue[2];
//////////////////////////////////////////////////////////////////////////
//첫번째 값
fValue[0] = (float)atof( szOrigValue );
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//두번째
fValue[1] = (float)atof( szAddValue );
//////////////////////////////////////////////////////////////////////////
//두 값을 더한다.
float fResultValue = fValue[0] + fValue[1];
sprintf_s(szBuff, "%f", fResultValue);
szNewValue = szBuff;
}
void CDnAttackerHPRatio::RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//필요한 값 변수
float fValue[2];
//////////////////////////////////////////////////////////////////////////
//첫번째 값
fValue[0] = (float)atof( szOrigValue );
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//두번째
fValue[1] = (float)atof( szAddValue );
//////////////////////////////////////////////////////////////////////////
//값 계산
float fResultValue = fValue[0] - fValue[1];
sprintf_s(szBuff, "%f", fResultValue);
szNewValue = szBuff;
}
#endif // PRE_ADD_PREFIX_SYSTE_RENEW