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

173 lines
No EOL
4.5 KiB
C++

#include "StdAfx.h"
#include "DnBlockBlow.h"
#if defined( _GAMESERVER )
#include "DnPlayerActor.h"
#endif // #if defined( _GAMESERVER )
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
CDnBlockBlow::CDnBlockBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_030;
SetValue( szValue );
m_fValue = (float)atof( szValue );
m_iCanBlockCount = (int)m_fValue;
AddCallBackType( SB_ONDEFENSEATTACK );
}
CDnBlockBlow::~CDnBlockBlow(void)
{
}
void CDnBlockBlow::OnBegin(LOCAL_TIME LocalTime, float fDelta )
{
OutputDebug( "CDnBlockBlow::OnBegin, Value:%d \n", (int)m_fValue );
}
void CDnBlockBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
CDnBlow::Process( LocalTime, fDelta );
#ifdef _GAMESERVER
if( m_iCanBlockCount <= 0 )
{
// 클라에게 상태효과 제거하란 패킷만 보내고 서버에서는 순리대로 blow 를 해제시킨다.
m_hActor->CmdRemoveStateEffect( m_StateBlow.emBlowIndex, false );
SetState( STATE_BLOW::STATE_END );
}
#endif
}
void CDnBlockBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
OutputDebug( "CDnBlockBlow::OnEnd\n");
}
#ifdef _GAMESERVER
bool CDnBlockBlow::OnDefenseAttack( DnActorHandle hHitter, CDnState* pAttackerState, CDnDamageBase::SHitParam &HitParam, bool bHitSuccess )
{
// #25797 히트 시그널에 bIgnoreParring 이 켜져 있으면 발동하지 않는다.
if( HitParam.bIgnoreParring )
return false;
// 대포모드일때는 발동하지 않음.
// 블록 상태효과는 무조건 플레이어만 사용한다.
_ASSERT( m_hActor->IsPlayerActor() );
if( m_hActor->IsPlayerActor() )
{
CDnPlayerActor* pPlayerActor = static_cast<CDnPlayerActor*>(m_hActor.GetPointer());
if( pPlayerActor->IsCannonMode() )
return false;
// 무기를 들고 있지 않은 경우엔 발동하지 않음. #26772
if( false == (pPlayerActor->IsBattleMode() && pPlayerActor->GetWeapon( 0 ) && pPlayerActor->GetWeapon( 1 )) )
return false;
}
#if defined(PRE_FIX_BLOCK_CONDITION)
//블럭의 발동이 fDamage가 0이라도 적이라면 블럭 발동 가능 하도록..
//아군인 경우 기존 처럼 fDamage 가0이면 블럭 되지 않도록 함.
if (IsCanBlock(hHitter, m_hActor, HitParam) == false)
return false;
#else
// hit percent 가 0% 일 경우 발동하지 않는 것으로 됨. (#21175)
if( 0.0f == HitParam.fDamage )
return false;
#endif // PRE_FIX_BLOCK_CONDITION
bool bResult = false;
#if defined(PRE_ADD_49166)
// 피격자가 디버프 (Freezing / FrameStop) 상태효과가 적용되어 있는 경우는 블럭 발동 되지 않도록..
if (IsInVaildBlockCondition(m_hActor) == true)
return false;
#endif // PRE_ADD_49166
if( m_iCanBlockCount > 0 )
{
--m_iCanBlockCount;
HitParam.szActionName.assign( "Skill_Block" );
OutputDebug( "CDnBlockBlow::OnDefenseAttack, CanBlockCount:%d \n", m_iCanBlockCount );
// 걸어놓은 애들한테 알려줌. /////////////////////////////////////////////
boost::shared_ptr<IDnObserverNotifyEvent> pEvent( IDnObserverNotifyEvent::Create( EVENT_BUBBLE_BLOCK_SUCCESS ) );
pEvent->SetSkillID( m_ParentSkillInfo.iSkillID );
Notify( pEvent );
//////////////////////////////////////////////////////////////////////////
bResult = true;
}
return bResult;
}
#endif
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnBlockBlow::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 CDnBlockBlow::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