141 lines
3.4 KiB
C++
141 lines
3.4 KiB
C++
#include "StdAfx.h"
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#include "DnChangeWeaponBlow.h"
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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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int CDnChangeWeaponBlow::ms_InstanceCount = 0;
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std::vector<DnWeaponHandle> CDnChangeWeaponBlow::ms_WeaponList;
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CDnChangeWeaponBlow::CDnChangeWeaponBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
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{
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m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_238;
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SetValue( szValue );
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m_fValue = 0.0f;
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m_nWeaponIndex = 0;
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m_nWeaponID = 0;
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std::string str = szValue;
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std::vector<std::string> tokens;
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std::string delimiters = ";";
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TokenizeA(str, tokens, delimiters);
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if (tokens.size() == 2)
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{
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m_nWeaponIndex = atoi(tokens[0].c_str());
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m_nWeaponID = atoi(tokens[1].c_str());
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CreateWeapon();
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}
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else
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{
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OutputDebug("%s Invalid Value[%s]\n", __FUNCTION__, szValue);
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}
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ms_InstanceCount++;
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}
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CDnChangeWeaponBlow::~CDnChangeWeaponBlow(void)
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{
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ms_InstanceCount--;
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// if (ms_InstanceCount == 0)
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// {
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// SAFE_RELEASE_SPTRVEC(ms_WeaponList);
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// }
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}
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bool CDnChangeWeaponBlow::CanBegin( void )
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{
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bool bResult = true;
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//몬스터 액터인 경우만 사용 가능.
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if (m_hActor->IsMonsterActor() == false)
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return false;
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//Disarmament상태효과가 적용 되어 있으면 무기변경 상태효과는 적용할 수 없다.
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if (m_hActor && m_hActor->IsAppliedThisStateBlow(STATE_BLOW::BLOW_237))
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bResult = false;
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return bResult;
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}
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void CDnChangeWeaponBlow::CreateWeapon()
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{
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if (!m_hNewWeapon)
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{
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#if defined(_GAMESERVER)
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m_hNewWeapon = CDnWeapon::CreateWeapon(m_hActor->GetRoom(), m_nWeaponID, 0);
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#else
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m_hNewWeapon = CDnWeapon::CreateWeapon(m_nWeaponID, 0);
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#endif // _GAMESERVER
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//ms_WeaponList.push_back(m_hNewWeapon);
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}
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}
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void CDnChangeWeaponBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
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{
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OutputDebug( "%s\n", __FUNCTION__);
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#if defined(PRE_ADD_50917)
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if (m_hActor)
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m_hActor->AddChangeWeaponRefCount();
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//원래 무기로 되돌리는 기능은 제거 한다.
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// //최초에 원래 무기를 받아 놓는다.
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// if (m_hActor && m_hActor->GetChangeWeaponRefCount() == 1)
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// {
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// DnWeaponHandle hOrigWeapon = m_hActor->GetWeapon(m_nWeaponIndex);
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// bool bSelefDelete = m_hActor->GetWeaponSelfDelete(m_nWeaponIndex);
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//
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// m_hActor->SetOrigWeaponWhenChangeWeapon(hOrigWeapon, bSelefDelete);
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// }
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m_hActor->AttachWeapon(m_hNewWeapon, m_nWeaponIndex, true);
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#endif // PRE_ADD_50917
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}
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void CDnChangeWeaponBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
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{
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OutputDebug( "%s\n", __FUNCTION__);
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#if defined(PRE_ADD_50917)
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if (m_hActor)
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m_hActor->RemoveChangeWeaponRefCount();
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//원래 무기로 되돌리는 기능은 제거 한다.
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// if (m_hActor && m_hActor->GetChangeWeaponRefCount() == 0)
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// {
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// DnWeaponHandle hOrigWeapon = m_hActor->GetOrigWeaponWhenChangeWeapon();
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// bool bSelfDelete = m_hActor->GetOrigWeaponWhenChangeWeaponSelfDelete();
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//
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// if (hOrigWeapon)
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// m_hActor->AttachWeapon(hOrigWeapon, m_nWeaponIndex, bSelfDelete);
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// else
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// m_hActor->DetachWeapon(m_nWeaponIndex);
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// }
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#endif // PRE_ADD_50917
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}
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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void CDnChangeWeaponBlow::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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szNewValue = szOrigValue;
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}
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void CDnChangeWeaponBlow::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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szNewValue = szOrigValue;
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}
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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