191 lines
5.7 KiB
C++
191 lines
5.7 KiB
C++
#include "StdAfx.h"
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#include "DnDissolveDebufBlow.h"
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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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CDnDissolveDebufBlow::CDnDissolveDebufBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
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{
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m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_069;
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SetValue( szValue );
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//m_nValue = atoi( szValue );
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m_fValue = (float)atof(szValue);
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}
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CDnDissolveDebufBlow::~CDnDissolveDebufBlow(void)
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{
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}
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bool CDnDissolveDebufBlow::_IsBadStateBlow( DnBlowHandle hBlow )
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{
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return hBlow->GetBlowIndex() == STATE_BLOW::BLOW_041 ||
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hBlow->GetBlowIndex() == STATE_BLOW::BLOW_042 ||
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hBlow->GetBlowIndex() == STATE_BLOW::BLOW_043 ||
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hBlow->GetBlowIndex() == STATE_BLOW::BLOW_044 ||
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hBlow->GetBlowIndex() == STATE_BLOW::BLOW_045 || // 수면
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hBlow->GetBlowIndex() == STATE_BLOW::BLOW_078 || // 스킬 사용 불가 상태효과
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hBlow->GetBlowIndex() == STATE_BLOW::BLOW_070 ||
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hBlow->GetBlowIndex() == STATE_BLOW::BLOW_071;
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}
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void CDnDissolveDebufBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
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{
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#ifdef _GAMESERVER
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// 해제 단위는 상태효과 갯수가 아니라 디버프 스킬 묶음 단위.
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multimap<int, DnBlowHandle> mmapDebuffBlowsBySkill;
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int iDissolveCount = 0;
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int iNumAppliedBlow = m_hActor->GetNumAppliedStateBlow();
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vector<int> vlDebuffSkillID;
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for( int iBlow = 0; iBlow < iNumAppliedBlow; ++iBlow )
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{
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DnBlowHandle hBlow = m_hActor->GetAppliedStateBlow( iBlow );
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if( !hBlow )
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continue;
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CDnSkill::SkillInfo* pSkillInfo = const_cast<CDnSkill::SkillInfo*>(hBlow->GetParentSkillInfo());
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if( pSkillInfo && pSkillInfo->iSkillID )
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{
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// 안좋은 상태효과. 감전, 중독, 화상, 행동불가, 이동불가, 혹은 디버프로 셋팅된 스킬들
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if( (0 == pSkillInfo->iDissolvable) &&
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(CDnSkill::Debuff == pSkillInfo->eDurationType || _IsBadStateBlow(hBlow)) )
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{
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// 만약 디버프이고 지정된 나쁜 상태효과가 아니라면 팀에 대한 고려가 있어야 한다.
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bool bBadBlow = true;
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if( (pSkillInfo->hSkillUser) && (false == _IsBadStateBlow(hBlow)) )
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{
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bBadBlow = false;
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bool bOtherTeam = (m_hActor->GetTeam() != pSkillInfo->hSkillUser->GetTeam());
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if( (CDnSkill::Enemy == pSkillInfo->eTargetType) && bOtherTeam )
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{
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bBadBlow = true;
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}
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// 버블버블처럼 스킬 타겟타입이 All 이고 각 상태효과별로 타겟이 있는 경우.
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if( (CDnSkill::All == pSkillInfo->eTargetType) && bOtherTeam )
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{
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DnSkillHandle hSkill = pSkillInfo->hSkillUser->FindSkill( pSkillInfo->iSkillID );
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if( hSkill )
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{
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DWORD dwNumSE = hSkill->GetStateEffectCount();
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for( DWORD dwSE = 0; dwSE < dwNumSE; ++dwSE )
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{
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const CDnSkill::StateEffectStruct* pSE = hSkill->GetStateEffectFromIndex( dwSE );
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if( pSE && pSE->ApplyType == CDnSkill::StateEffectApplyType::ApplyEnemy )
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{
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if( (STATE_BLOW::emBLOW_INDEX)pSE->nID == hBlow->GetBlowIndex() )
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{
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bBadBlow = true;
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break;
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}
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}
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}
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}
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}
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}
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if( bBadBlow )
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{
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mmapDebuffBlowsBySkill.insert( make_pair(pSkillInfo->iSkillID, hBlow) );
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// 하나의 스킬에 여러개의 상태효과가 있을 수 있다. 유니크한 스킬 아이디만 넣어준다.
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if( vlDebuffSkillID.end() == find( vlDebuffSkillID.begin(), vlDebuffSkillID.end(), pSkillInfo->iSkillID ) )
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vlDebuffSkillID.push_back( pSkillInfo->iSkillID );
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}
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}
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}
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}
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DNVector(int) vlAppliedDebuffBlowIds;
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for( int i = 0; i < (int)vlDebuffSkillID.size(); ++i )
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{
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if( iDissolveCount >= (int)m_fValue )
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break;
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pair<multimap<int, DnBlowHandle>::iterator, multimap<int, DnBlowHandle>::iterator> iter_pair =
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mmapDebuffBlowsBySkill.equal_range( vlDebuffSkillID.at(i) );
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// 같은 스킬에서 비롯된 디버프 상태효과들을 모아둔다.
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multimap<int, DnBlowHandle>::iterator iter = iter_pair.first;
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for( iter; iter != iter_pair.second; ++iter )
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vlAppliedDebuffBlowIds.push_back( iter->second->GetBlowID() );
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++iDissolveCount;
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}
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// 해제 가능한 나쁜 스킬, 상태효과만 해제
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int iNumBlow = (int)vlAppliedDebuffBlowIds.size();
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for( int iBlow = 0; iBlow < iNumBlow; ++iBlow )
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{
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int iBlowID = vlAppliedDebuffBlowIds.at( iBlow );
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m_hActor->CmdRemoveStateEffectFromID( iBlowID );
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}
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#endif
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}
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void CDnDissolveDebufBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
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{
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}
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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void CDnDissolveDebufBlow::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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//필요한 값 변수
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float fValue[2];
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//////////////////////////////////////////////////////////////////////////
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//첫번째 값
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fValue[0] = (float)atof( szOrigValue );
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//두번째
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fValue[1] = (float)atof( szAddValue );
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//////////////////////////////////////////////////////////////////////////
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//두 값을 더한다.
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float fResultValue = fValue[0] + fValue[1];
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sprintf_s(szBuff, "%f", fResultValue);
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szNewValue = szBuff;
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}
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void CDnDissolveDebufBlow::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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//필요한 값 변수
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float fValue[2];
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//////////////////////////////////////////////////////////////////////////
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//첫번째 값
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fValue[0] = (float)atof( szOrigValue );
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//두번째
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fValue[1] = (float)atof( szAddValue );
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//////////////////////////////////////////////////////////////////////////
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//값 계산
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float fResultValue = fValue[0] - fValue[1];
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sprintf_s(szBuff, "%f", fResultValue);
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szNewValue = szBuff;
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}
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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