688 lines
No EOL
20 KiB
C++
688 lines
No EOL
20 KiB
C++
#include "StdAfx.h"
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#include "DnElectricShockBlow.h"
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#include "DnMonsterActor.h"
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#include "DnTableDB.h"
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#include "DnCantMoveBlow.h"
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#include "DnCantActionBlow.h"
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#include "DnBasicBlow.h"
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#include "DnMonsterActor.h"
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#include "DnWorld.h"
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#ifdef _GAMESERVER
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#include "DnGameRoom.h"
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#include "DnGameDataManager.h"
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#include "DnUserSession.h"
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#else
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#include "DnCamera.h"
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#endif
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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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const LOCAL_TIME STIFF_CHECK_INTERVAL = 5000;
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const int DEFAULT_STIFF_PROBABILITY = 150; // 5초마다 경직에 걸릴 확률 15% 백분율 * 10 단위임
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const int ELECTRIC_ACTION_FRAME = 18; // 감전 액션 프레임
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#define SHOCK_ACTION_NAME "Shock"
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#define AIR_SHOCK_ACTION_NAME "Hit_AirBounce"
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#define DOWN_SHOCK_ACTION_NAME "Down_SmallBounce"
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#define TRANSFER_FACTOR_NUMBER 3
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#if defined(_GAMESERVER)
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extern int GetGaussianRandom( int nMin, int nMax, CMultiRoom *pRoom );
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#endif // _GAMESERVER
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CDnElectricShockBlow::CDnElectricShockBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor ),
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m_StartTime( 0 ),
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m_LastCheckTime( 0 ),
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m_LastStiffStartTime( 0 ),
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m_fDamageProb( 0.0f ),
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m_fIntervalDamage( 0.0f ),
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m_bStiff( false ),
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m_bAirStiff( false ),
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m_pCantMove( new CDnCantMoveBlow(m_hActor, NULL) ),
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m_pCantAction( new CDnCantActionBlow(m_hActor, NULL) ),
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m_bMyLocalPlayer( false ),
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m_fAddSuccessProb( 0.0f ),
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m_fLightResistDelta( 0.0f ),
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m_pLightDefenseBlow( NULL ),
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m_bBossMonster( false ),
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m_bNestMap( false )
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{
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m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_043;
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SetValue( szValue );
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// 첫번째 인자는 감전 확률. 두번째 인자는 빛속성 변화값 비율 (0.0~1.0)
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string strValue(szValue);
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int iSemiColonIndex = (int)strValue.find_first_of( ';', 0 );
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bool bExistingLightResistArg = (string::npos != iSemiColonIndex);
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if( bExistingLightResistArg )
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{
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std::vector< std::string > tokens;
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TokenizeA( strValue, tokens, std::string(";") );
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int nTokenSize = (int)tokens.size();
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if( nTokenSize >= 2 )
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{
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m_fAddSuccessProb = (float)atof( tokens[0].c_str() );
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m_fLightResistDelta = (float)atof( tokens[1].c_str() );
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if (nTokenSize == TRANSFER_FACTOR_NUMBER)
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m_fDamageProb = (float)atof( tokens[2].c_str() );
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}
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}
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else
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{
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m_fAddSuccessProb = (float)atof( strValue.c_str() );
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}
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#ifndef _GAMESERVER
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//UseDefaultGraphicEffect( false );
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m_bMyLocalPlayer = (CDnActor::s_hLocalActor == m_hActor);
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#endif
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// #28385 네스트맵인지 아닌지 구분해 둔다. pvp 인 경우를 제외하고.
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#ifdef _GAMESERVER
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CDNGameRoom* pGameRoom = static_cast<CDNGameRoom*>(m_hActor->GetRoom());
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if( false == pGameRoom->bIsPvPRoom() )
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{
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UINT uiSessionID = 0;
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pGameRoom->GetLeaderSessionID( uiSessionID );
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CDNUserSession *pUserSession = pGameRoom ? pGameRoom->GetUserSession(uiSessionID) : NULL;
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if( pUserSession )
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{
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const TMapInfo* pMapData = g_pDataManager->GetMapInfo( pUserSession->GetMapIndex() );
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if( pMapData )
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#if defined(PRE_ADD_DRAGON_FELLOWSHIP)
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m_bNestMap = CDnBlow::CheckEffectIgnoreMapType(pMapData->MapType, pMapData->MapSubType);
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#else // #if defined(PRE_ADD_DRAGON_FELLOWSHIP)
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m_bNestMap = (GlobalEnum::MAP_DUNGEON == pMapData->MapType) &&
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((GlobalEnum::MAPSUB_NEST == pMapData->MapSubType) ||(GlobalEnum::MAPSUB_NESTNORMAL == pMapData->MapSubType));
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#endif // #if defined(PRE_ADD_DRAGON_FELLOWSHIP)
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}
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}
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#else
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#if defined(PRE_ADD_DRAGON_FELLOWSHIP)
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m_bNestMap = CDnBlow::CheckEffectIgnoreMapType();
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#else // #if defined(PRE_ADD_DRAGON_FELLOWSHIP)
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CDnWorld* pWorld = CDnWorld::GetInstancePtr();
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m_bNestMap = (CDnWorld::MapTypeEnum::MapTypeDungeon == pWorld->GetMapType()) &&
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((CDnWorld::MapSubTypeEnum::MapSubTypeNest == pWorld->GetMapSubType() || CDnWorld::MapSubTypeEnum::MapSubTypeNestNormal == pWorld->GetMapSubType()));
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#endif // #if defined(PRE_ADD_DRAGON_FELLOWSHIP)
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#endif
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}
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CDnElectricShockBlow::~CDnElectricShockBlow(void)
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{
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SAFE_DELETE( m_pCantMove );
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SAFE_DELETE( m_pCantAction );
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if( m_pLightDefenseBlow ) {
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m_pLightDefenseBlow->OnEnd( 0, 0.f );
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SAFE_DELETE( m_pLightDefenseBlow );
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}
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}
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#ifdef _GAMESERVER
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bool CDnElectricShockBlow::CanBegin( void )
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{
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bool bResult = true;
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// 라이트 내성 체크.
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DNTableFileFormat* pSox = NULL;
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int iClassID = m_hActor->GetClassID();
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int nWeightItemID = 0;
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float fWeight = 0.0f;
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// 플레이어인 경우에만 속성 가중치 적용.
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bool bPlayer = false;
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if( m_hActor->GetActorType() <= CDnActor::Reserved6 )
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bPlayer = true;
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if( bPlayer )
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{
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fWeight = CPlayerWeightTable::GetInstance().GetValue( iClassID, CPlayerWeightTable::ElementDefense );
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}
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// <피격자의 감전회피확률> = <빛속성 내성 x PlayerWeightTable의 속성방어값>
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// 피격대상의 실제감전에 걸릴 확률 = <스킬의 감전확률> - <피격자의 감전회피확률>
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float fAvoidProb = 1.0f - (m_fAddSuccessProb - (m_hActor->GetElementDefense( CDnState::Light ) * fWeight));
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if( _rand(GetRoom()) % 10000 <= int(fAvoidProb * 10000.0f) )
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{
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// 호출한 쪽에서 CanBegin 호출하고 실패시 즉시 상태효과 삭제토록 변경.
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//SetState( STATE_BLOW::STATE_END );
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OutputDebug( "CDnElectricShockBlow::CanAdd - Shock Fail\n" );
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bResult = false;
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}
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return bResult;
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}
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#endif
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void CDnElectricShockBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
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{
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m_bStiff = false;
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m_StartTime = 0;
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m_LastCheckTime = 0;
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m_LastStiffStartTime = 0;
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m_StartTime = LocalTime;
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m_LastCheckTime = LocalTime;
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// #27679 네임드, 보스, 8인 네스트보스에게는 효과는 적용되나 실제로 결빙의 부가효과가 적용되진 않는다.
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bool m_bIgnoreActionEffect = false;
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if( m_bNestMap )
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{
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if( m_hActor->IsMonsterActor() )
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{
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CDnMonsterActor* pMonsterActor = static_cast<CDnMonsterActor*>(m_hActor.GetPointer());
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if( (CDnMonsterState::Boss == pMonsterActor->GetGrade() ||
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CDnMonsterState::BossHP4 == pMonsterActor->GetGrade() ||
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CDnMonsterState::NestBoss == pMonsterActor->GetGrade() ||
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CDnMonsterState::NestBoss8 == pMonsterActor->GetGrade()) )
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{
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m_bIgnoreActionEffect = true;
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}
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}
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}
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// #51048 상태효과가 있는 경우 네스트 네임드급 몬스터들과 동일한 취급을 받는다.
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// 독립적으로 상태효과가 박히는 것이므로 맵과 관계 없다.
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if( m_hActor->IsAppliedThisStateBlow(STATE_BLOW::BLOW_235) )
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{
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m_bIgnoreActionEffect = true;
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}
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if( m_bIgnoreActionEffect )
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{
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m_fAddSuccessProb = 0.0f;
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m_bBossMonster = true;
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}
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// 빛속성 조절 능력치가 있다면 처리 해줌.
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if( 0.0f != m_fLightResistDelta )
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{
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char acResist[ 256 ] = { 0 };
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sprintf_s( acResist, "%2.2f", m_fLightResistDelta );
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m_pLightDefenseBlow = new CDnBasicBlow(m_hActor, acResist);
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m_pLightDefenseBlow->SetBlow( STATE_BLOW::BLOW_038 );
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m_pLightDefenseBlow->SetParentSkillInfo(&m_ParentSkillInfo);
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m_pLightDefenseBlow->OnBegin( LocalTime, fDelta );
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}
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OutputDebug( "CDnElectricShockBlow::OnBegin, Value:%d \n", (int)m_fAddSuccessProb );
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}
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void CDnElectricShockBlow::OnCmdActionFromPacket( const char* pActionName )
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{
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// 몬스터인경우 클라가 서버에서로부터 공중 감전 액션이 왔을 때 적절한 가속도를 셋팅해야 공중에 떠 있지 않는다.
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// 플레이어인 경우 서버가 플레이어 클라이언트로부터 공중 감전 액션이 왔을 때 적절한 가속도를 셋팅해야 공중에 떠 있지 않는다.
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if( pActionName )
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{
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if( strcmp( AIR_SHOCK_ACTION_NAME, pActionName ) == 0 )
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{
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m_hActor->SetVelocityY( 3.0f );
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m_hActor->SetDownRemainDelta( 3.0f );
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m_hActor->SetResistanceY( -15.0f );
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m_hActor->CancelUsingSkill();
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#ifdef _GAMESERVER
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m_hActor->ResetSkillSuperAmmor();
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#endif
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}
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}
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}
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void CDnElectricShockBlow::Process( LOCAL_TIME LocalTime, float fDelta )
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{
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CDnBlow::Process( LocalTime, fDelta );
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// 죽은 상태면 패스
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if( m_hActor->IsDie() )
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return;
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// 자기 자신인 경우 여기서 감전 액션 및 이동/행동 불가 처리를 하고,
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// 다른 플레이어/몬스터인 경우엔 서버로부터 패킷을 받아서 처리한다.
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// 클라이언트의 경우 다른 플레이어/몬스터인 경우에도 이 루틴은 돌아가지 않는다.
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#ifndef _GAMESERVER
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if( false == m_bMyLocalPlayer )
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return;
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#endif
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if( false == m_bBossMonster )
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{
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if( STIFF_CHECK_INTERVAL < LocalTime - m_LastCheckTime )
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{
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m_LastCheckTime = LocalTime;
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#ifdef _GAMESERVER
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//데미지가 있는 경우..(죽은 상태는 위에서 확인..)
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#if defined(PRE_FIX_61382)
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DnActorHandle hActor = CDnActor::GetOwnerActorHandle(m_hActor);
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if (m_fIntervalDamage > 0.0f &&
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hActor &&
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hActor->IsDie() == false)
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{
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CDnState::ElementEnum eBackUpElement = m_ParentSkillInfo.eSkillElement;
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m_ParentSkillInfo.eSkillElement = CDnState::ElementEnum::Light;
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m_hActor->RequestDamageFromStateBlow(GetMySmartPtr(), (int)m_fIntervalDamage);
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m_ParentSkillInfo.eSkillElement = eBackUpElement;
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if (hActor->IsDie())
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hActor->OnDie(m_ParentSkillInfo.hSkillUser);
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}
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#else
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if (m_fIntervalDamage > 0.0f && m_hActor->IsDie() == false)
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{
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CDnState::ElementEnum eBackUpElement = m_ParentSkillInfo.eSkillElement;
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m_ParentSkillInfo.eSkillElement = CDnState::ElementEnum::Light;
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m_hActor->RequestDamageFromStateBlow(GetMySmartPtr(), (int)m_fIntervalDamage);
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m_ParentSkillInfo.eSkillElement = eBackUpElement;
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if (m_hActor->IsDie())
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m_hActor->OnDie(m_ParentSkillInfo.hSkillUser);
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}
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#endif // PRE_FIX_61382
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#endif // #ifdef _GAMESERVER
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if( false == m_bStiff )
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{
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bool bAir = m_hActor->IsAir();
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if( bAir )
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{
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m_hActor->CmdAction( AIR_SHOCK_ACTION_NAME, 0, 3.0f, true, true );
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// 적당히 가속도를 준다.
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m_hActor->SetVelocityY( 3.0f );
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m_hActor->SetDownRemainDelta( 3.0f );
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m_hActor->SetResistanceY( -15.0f );
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m_hActor->CancelUsingSkill();
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#ifdef _GAMESERVER
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m_hActor->ResetSkillSuperAmmor();
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#endif
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#ifndef _GAMESERVER
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DnCameraHandle hCamera = CDnCamera::GetActiveCamera();
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hCamera->SetFreeze( true ); // 따로 풀어주지 않아도 알아서 일어날 때 풀림
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#endif
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m_bAirStiff = true;
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}
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else
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if( m_hActor->IsMovable() || m_hActor->IsAttack() )
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{
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m_hActor->CmdAction( SHOCK_ACTION_NAME );
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if( m_hActor->IsAttack() )
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{
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m_hActor->CancelUsingSkill();
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#ifdef _GAMESERVER
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m_hActor->ResetSkillSuperAmmor();
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#endif
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}
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}
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else
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if( m_hActor->IsDown() )
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m_hActor->CmdAction( DOWN_SHOCK_ACTION_NAME );
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if (m_pCantMove) m_pCantMove->OnBegin( LocalTime, fDelta );
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if (m_pCantAction) m_pCantAction->OnBegin( LocalTime, fDelta );
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m_LastStiffStartTime = LocalTime;
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if( false == bAir )
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m_bStiff = true;
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}
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}
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if( m_bStiff )
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{
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float fFPS = m_hActor->CDnActionBase::GetFPS();
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if( int((float)ELECTRIC_ACTION_FRAME / fFPS * 1000) < LocalTime - m_LastStiffStartTime )
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{
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if (m_pCantMove) m_pCantMove->OnEnd( LocalTime, fDelta );
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if (m_pCantAction) m_pCantAction->OnEnd( LocalTime, fDelta );
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if( (false == m_hActor->IsDie()) && !(m_hActor->GetState() & CDnActorState::Down) )
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m_hActor->CmdAction( "Stand" );
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m_bStiff = false;
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}
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}
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else
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if( m_bAirStiff )
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{
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float fFPS = m_hActor->CDnActionBase::GetFPS();
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if( int((float)ELECTRIC_ACTION_FRAME / fFPS * 1000) < LocalTime - m_LastStiffStartTime )
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{
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if (m_pCantMove) m_pCantMove->OnEnd( LocalTime, fDelta );
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if (m_pCantAction) m_pCantAction->OnEnd( LocalTime, fDelta );
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m_bAirStiff = false;
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}
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}
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}
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}
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void CDnElectricShockBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
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{
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if( m_bStiff || m_bAirStiff )
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{
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if (m_pCantMove) m_pCantMove->OnEnd( LocalTime, fDelta );
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if (m_pCantAction) m_pCantAction->OnEnd( LocalTime, fDelta );
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if( m_bStiff )
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{
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if( false == m_hActor->IsDie() && !(m_hActor->GetState() & CDnActorState::Down))
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m_hActor->CmdAction( "Stand" );
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}
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}
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// 빛속성 조절 능력치가 있다면 처리 해줌.
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if( 0.0f != m_fLightResistDelta && m_pLightDefenseBlow )
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{
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m_pLightDefenseBlow->OnEnd( LocalTime, fDelta );
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SAFE_DELETE( m_pLightDefenseBlow );
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}
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OutputDebug( "CDnElectricShockBlow::OnEnd (Id:%d)\n", GetBlowID() );
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}
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bool CDnElectricShockBlow::CalcDuplicateValue( const char* szValue )
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{
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float fAddSuccessProb = 0.0f;
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float fLightResistDelta;
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// 첫번째 인자는 감전 확률. 두번째 인자는 빛속성 변화값 비율 (0.0~1.0)
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string strValue( szValue );
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int iSemiColonIndex = (int)strValue.find_first_of( ';', 0 );
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bool bExistingLightResistArg = (string::npos != iSemiColonIndex);
|
|
if( bExistingLightResistArg )
|
|
{
|
|
string strProb = strValue.substr( 0, iSemiColonIndex );
|
|
string strLightResistDelta = strValue.substr( iSemiColonIndex+1, strValue.length() );
|
|
|
|
// 확률
|
|
fAddSuccessProb = (float)atof( strProb.c_str() );
|
|
fLightResistDelta = (float)atof( strLightResistDelta.c_str() );
|
|
|
|
m_fAddSuccessProb += fAddSuccessProb;
|
|
m_fLightResistDelta += fLightResistDelta;
|
|
|
|
// 빛속성 조절 능력치가 있다면 처리 해줌.
|
|
if( m_pLightDefenseBlow )
|
|
{
|
|
m_pLightDefenseBlow->OnEnd( 0, 0.f );
|
|
SAFE_DELETE( m_pLightDefenseBlow );
|
|
|
|
char acResist[ 256 ] = { 0 };
|
|
sprintf_s( acResist, "%2.2f", m_fLightResistDelta );
|
|
m_pLightDefenseBlow = new CDnBasicBlow( m_hActor, acResist );
|
|
m_pLightDefenseBlow->OnBegin( 0, 0.0f );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fAddSuccessProb = (float)atof( strValue.c_str() );
|
|
|
|
m_fAddSuccessProb += fAddSuccessProb;
|
|
}
|
|
|
|
// #27679 네임드, 보스, 8인 네스트보스에게는 효과는 적용되나 실제로 결빙의 부가효과가 적용되진 않는다.
|
|
if( m_bNestMap )
|
|
{
|
|
if( m_hActor->IsMonsterActor() )
|
|
{
|
|
CDnMonsterActor* pMonsterActor = static_cast<CDnMonsterActor*>(m_hActor.GetPointer());
|
|
if( (CDnMonsterState::Boss == pMonsterActor->GetGrade() ||
|
|
CDnMonsterState::BossHP4 == pMonsterActor->GetGrade() ||
|
|
CDnMonsterState::NestBoss == pMonsterActor->GetGrade() ||
|
|
CDnMonsterState::NestBoss8 == pMonsterActor->GetGrade()) )
|
|
{
|
|
m_fAddSuccessProb = 0.0f;
|
|
m_bBossMonster = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#if defined(_GAMESERVER)
|
|
float CDnElectricShockBlow::CalcIntervalDamage(CDnState::ElementEnum haElement)
|
|
{
|
|
float fCalcDamage = 1.0f;
|
|
|
|
//마법 공격력..
|
|
int HitterAttackValue[2] = {0, };
|
|
CDnState *pState = NULL;
|
|
if (m_ParentSkillInfo.hSkillUser)
|
|
pState = static_cast<CDnActorState *>(m_ParentSkillInfo.hSkillUser.GetPointer());
|
|
|
|
if (pState)
|
|
{
|
|
//스킬 사용자의 마법 공격력을 가져 온다.(스킬에 의한 증가량?은 무시, 버프는 포함?)
|
|
if (m_ParentSkillInfo.hSkillUser)
|
|
{
|
|
HitterAttackValue[0] = m_ParentSkillInfo.hSkillUser->GetAttackMMinWithoutSkill();//pState->GetAttackMMin();
|
|
HitterAttackValue[1] = m_ParentSkillInfo.hSkillUser->GetAttackMMaxWithoutSkill();//pState->GetAttackMMax();
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// 속성 가중치
|
|
float fElementWeight = 1.f;
|
|
fElementWeight = ( ( 1.f + pState->GetElementAttack( haElement ) ) * ( 1.f - m_hActor->GetElementDefense( haElement ) ) );
|
|
#ifndef PRE_ADD_BUFF_STATE_LIMIT
|
|
fElementWeight = max( fElementWeight, CGlobalWeightTable::GetInstance().GetValue( CGlobalWeightTable::ElementMinRevision ) );
|
|
#endif
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//방어력..
|
|
float fDefensePower = 1.f;
|
|
float fDefenseWeight = 0.0f;
|
|
int nDefense = 0;
|
|
|
|
nDefense = m_hActor->GetDefenseM();
|
|
fDefenseWeight = m_ParentSkillInfo.hSkillUser->GetDefenseConstant();
|
|
|
|
fDefensePower = nDefense / fDefenseWeight;
|
|
if( fDefensePower < 0.f ) fDefensePower = 0.f;
|
|
else if( fDefensePower > CGlobalWeightTable::GetInstance().GetValue( CGlobalWeightTable::DefenseMax ) )
|
|
fDefensePower = CGlobalWeightTable::GetInstance().GetValue( CGlobalWeightTable::DefenseMax );
|
|
|
|
fDefensePower = 1.f - fDefensePower;
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
fCalcDamage = (float)GetGaussianRandom( HitterAttackValue[0], HitterAttackValue[1], m_hActor->GetRoom() ) * fElementWeight;
|
|
|
|
|
|
fCalcDamage = fCalcDamage * m_fDamageProb * fDefensePower;
|
|
}
|
|
else
|
|
fCalcDamage = 1.0f;
|
|
|
|
return fCalcDamage;
|
|
}
|
|
|
|
void CDnElectricShockBlow::OnSetParentSkillInfo()
|
|
{
|
|
m_fIntervalDamage = CalcIntervalDamage(CDnState::Dark);
|
|
}
|
|
|
|
#endif // #if defined(_GAMESERVER)
|
|
|
|
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
|
|
void CDnElectricShockBlow::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];
|
|
|
|
int nValueCount = 0;
|
|
|
|
//필요한 값 변수
|
|
float fAddSuccessProb[2] = {0.0f, };
|
|
float fLightResistDelta[2] = {0.0f, };
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//첫번째 문자열 파싱.
|
|
strArgument[0] = szOrigValue;
|
|
TokenizeA( strArgument[0], vlTokens[0], ";" );
|
|
|
|
if( vlTokens[0].size() > 1 ) {
|
|
fAddSuccessProb[0] = (float)atof( vlTokens[0][0].c_str() );
|
|
fLightResistDelta[0] = (float)atof( vlTokens[0][1].c_str() );
|
|
|
|
nValueCount = 2;
|
|
}
|
|
else
|
|
{
|
|
fAddSuccessProb[0] = (float)atof( szOrigValue );
|
|
fLightResistDelta[0] = 0.0f;
|
|
|
|
nValueCount = 1;
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//두번째 문자열 파싱
|
|
strArgument[1] = szAddValue;
|
|
TokenizeA( strArgument[1], vlTokens[1], ";" );
|
|
|
|
if( vlTokens[1].size() > 1 ) {
|
|
fAddSuccessProb[1] = (float)atof( vlTokens[1][0].c_str() );
|
|
fLightResistDelta[1] = (float)atof( vlTokens[1][1].c_str() );
|
|
}
|
|
else
|
|
{
|
|
fAddSuccessProb[1] = (float)atof( szOrigValue );
|
|
fLightResistDelta[1] = 0.0f;
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
//두 값을 계산.
|
|
float fResultAddSuccessProb = fAddSuccessProb[0] + fAddSuccessProb[1];
|
|
float fResultLightResistDelta = fLightResistDelta[0] + fLightResistDelta[1];
|
|
|
|
if (nValueCount == 2)
|
|
{
|
|
sprintf_s(szBuff, "%f;%f", fResultAddSuccessProb, fResultLightResistDelta);
|
|
}
|
|
else
|
|
{
|
|
sprintf_s(szBuff, "%f", fResultAddSuccessProb);
|
|
}
|
|
|
|
szNewValue = szBuff;
|
|
}
|
|
|
|
void CDnElectricShockBlow::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];
|
|
|
|
int nValueCount = 0;
|
|
|
|
//필요한 값 변수
|
|
float fAddSuccessProb[2] = {0.0f, };
|
|
float fLightResistDelta[2] = {0.0f, };
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//첫번째 문자열 파싱.
|
|
strArgument[0] = szOrigValue;
|
|
TokenizeA( strArgument[0], vlTokens[0], ";" );
|
|
|
|
if( vlTokens[0].size() > 1 ) {
|
|
fAddSuccessProb[0] = (float)atof( vlTokens[0][0].c_str() );
|
|
fLightResistDelta[0] = (float)atof( vlTokens[0][1].c_str() );
|
|
|
|
nValueCount = 2;
|
|
}
|
|
else
|
|
{
|
|
fAddSuccessProb[0] = (float)atof( szOrigValue );
|
|
fLightResistDelta[0] = 0.0f;
|
|
|
|
nValueCount = 1;
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//두번째 문자열 파싱
|
|
strArgument[1] = szAddValue;
|
|
TokenizeA( strArgument[1], vlTokens[1], ";" );
|
|
|
|
if( vlTokens[1].size() > 1 ) {
|
|
fAddSuccessProb[1] = (float)atof( vlTokens[1][0].c_str() );
|
|
fLightResistDelta[1] = (float)atof( vlTokens[1][1].c_str() );
|
|
}
|
|
else
|
|
{
|
|
fAddSuccessProb[1] = (float)atof( szOrigValue );
|
|
fLightResistDelta[1] = 0.0f;
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
//두 값을 계산.
|
|
float fResultAddSuccessProb = fAddSuccessProb[0] - fAddSuccessProb[1];
|
|
float fResultLightResistDelta = fLightResistDelta[0] - fLightResistDelta[1];
|
|
|
|
if (nValueCount == 2)
|
|
{
|
|
sprintf_s(szBuff, "%f;%f", fResultAddSuccessProb, fResultLightResistDelta);
|
|
}
|
|
else
|
|
{
|
|
sprintf_s(szBuff, "%f", fResultAddSuccessProb);
|
|
}
|
|
|
|
szNewValue = szBuff;
|
|
}
|
|
#endif // PRE_ADD_PREFIX_SYSTE_RENEW
|
|
|
|
|
|
#if defined(PRE_FIX_51048)
|
|
void CDnElectricShockBlow::RemoveDebufAction(LOCAL_TIME LocalTime, float fDelta)
|
|
{
|
|
m_fAddSuccessProb = 0.0f;
|
|
m_bBossMonster = true;
|
|
|
|
if( m_bStiff || m_bAirStiff )
|
|
{
|
|
if (m_pCantMove) m_pCantMove->OnEnd(LocalTime, fDelta);
|
|
if (m_pCantAction) m_pCantAction->OnEnd(LocalTime, fDelta);
|
|
|
|
SAFE_DELETE( m_pCantMove );
|
|
SAFE_DELETE( m_pCantMove );
|
|
|
|
if( m_bStiff )
|
|
{
|
|
if( false == m_hActor->IsDie() && !(m_hActor->GetState() & CDnActorState::Down))
|
|
m_hActor->CmdAction( "Stand" );
|
|
}
|
|
}
|
|
}
|
|
#endif // PRE_FIX_51048
|