193 lines
5.6 KiB
C++
193 lines
5.6 KiB
C++
#include "StdAfx.h"
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#include "DnFinishAttackBlow.h"
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#include "DnSkill.h"
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#include "DnProjectile.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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CDnFinishAttackBlow::CDnFinishAttackBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
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{
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m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_159;
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SetValue( szValue );
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m_fDestHpRate = 0.0f;
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m_fAddDamageRate = 0.0f;
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std::string str = szValue;//"갯수;지속시간(ms(10000 == 1초))";
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std::vector<std::string> tokens;
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std::string delimiters = ";";
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//1. 상태효과 인덱스 리스트와 적용 레벨 구분
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TokenizeA(str, tokens, delimiters);
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if (2 == tokens.size())
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{
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m_fDestHpRate = (float)atof( tokens[0].c_str() );
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m_fAddDamageRate = (float)atof( tokens[1].c_str() );
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}
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else
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OutputDebug("%s Invalid value!!!\n", __FUNCTION__);
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#ifdef _GAMESERVER
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AddCallBackType( SB_ONTARGETHIT );
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#endif
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}
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CDnFinishAttackBlow::~CDnFinishAttackBlow(void)
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{
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}
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void CDnFinishAttackBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::OnBegin(LocalTime, fDelta);
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}
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void CDnFinishAttackBlow::Process( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::Process(LocalTime, fDelta);
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}
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void CDnFinishAttackBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::OnEnd(LocalTime, fDelta);
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}
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#if defined(_GAMESERVER)
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void CDnFinishAttackBlow::OnTargetHit( DnActorHandle hTargetActor )
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{
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//#30953 1타 2킬 상황 막음. - 액터가 죽었으면 데미지 처리 안되도록..
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if (!hTargetActor || hTargetActor->IsDie())
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return;
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CDnDamageBase::SHitParam* pHitParam = hTargetActor->GetHitParam();
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if( pHitParam->bFromProjectile && pHitParam->hWeapon )
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{
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if( pHitParam->hWeapon->GetWeaponType() == CDnWeapon::Projectile )
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{
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CDnProjectile *pProjectile = static_cast<CDnProjectile *>(pHitParam->hWeapon.GetPointer());
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if( pProjectile && pProjectile->GetParentSkill() )
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{
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if( pProjectile->GetParentSkill()->GetClassID() != GetParentSkillInfo()->iSkillID )
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return;
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}
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}
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}
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float fCurrentHPRate = hTargetActor->GetHPPercentFloat();
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if (fCurrentHPRate <= m_fDestHpRate)
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{
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//%당 추가 데미지 비율 계산
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//m_fDestHpRate = 0.4(40%), fCurrentHPRate = 0.3(30) = 0.1(10%)
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//1%당 추가 데미지 %를 계산을 위해 * 100.0f == (0.1 --> 10%) 이 결과값에 %당 추가 데미지 비율을 계산.
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float fDamageRate = ((m_fDestHpRate - fCurrentHPRate) * 100.0f) * m_fAddDamageRate;
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int nAddDamage = (int)(fDamageRate * pHitParam->nCalcDamage);
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//hTargetActor->RequestDamageFromStateBlow(GetMySmartPtr(), nAddDamage);
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char buffer[65];
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_itoa_s(nAddDamage, buffer, 65, 10 );
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hTargetActor->CmdAddStateEffect(&m_ParentSkillInfo, STATE_BLOW::BLOW_177, 0, buffer, false, false);
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OutputDebug("%s Damage비율 %f, 추가 데미지 %d\n", __FUNCTION__, fDamageRate, nAddDamage);
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}
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}
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#endif // _GAMESERVER
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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void CDnFinishAttackBlow::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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//파싱에 필요한 변수 선언
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std::vector<string> vlTokens[2];
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string strArgument[2];
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//필요한 값 변수
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float fDestHpRate[2] = {0.0f, };
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float fAddDamageRate[2] = {0.0f, };
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//////////////////////////////////////////////////////////////////////////
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//첫번째 문자열 파싱.
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strArgument[0] = szOrigValue;
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TokenizeA( strArgument[0], vlTokens[0], ";" );
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if( vlTokens[0].size() == 2 ) {
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fDestHpRate[0] = (float)atof( vlTokens[0][0].c_str() );
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fAddDamageRate[0] = (float)atof( vlTokens[0][1].c_str() );
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//두번째 문자열 파싱
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strArgument[1] = szAddValue;
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TokenizeA( strArgument[1], vlTokens[1], ";" );
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if( vlTokens[1].size() == 2 ) {
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fDestHpRate[1] = (float)atof( vlTokens[1][0].c_str() );
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fAddDamageRate[1] = (float)atof( vlTokens[1][1].c_str() );
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}
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//////////////////////////////////////////////////////////////////////////
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//두 값을 더한다.
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float fResultDestHpRate = fDestHpRate[0] + fDestHpRate[1];
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float fResultAddDamageRate = fAddDamageRate[0] + fAddDamageRate[1];
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sprintf_s(szBuff, "%f;%f", fResultDestHpRate, fResultAddDamageRate);
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szNewValue = szBuff;
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}
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void CDnFinishAttackBlow::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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//파싱에 필요한 변수 선언
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std::vector<string> vlTokens[2];
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string strArgument[2];
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//필요한 값 변수
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float fDestHpRate[2] = {0.0f, };
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float fAddDamageRate[2] = {0.0f, };
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//////////////////////////////////////////////////////////////////////////
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//첫번째 문자열 파싱.
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strArgument[0] = szOrigValue;
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TokenizeA( strArgument[0], vlTokens[0], ";" );
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if( vlTokens[0].size() == 2 ) {
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fDestHpRate[0] = (float)atof( vlTokens[0][0].c_str() );
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fAddDamageRate[0] = (float)atof( vlTokens[0][1].c_str() );
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//두번째 문자열 파싱
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strArgument[1] = szAddValue;
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TokenizeA( strArgument[1], vlTokens[1], ";" );
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if( vlTokens[1].size() == 2 ) {
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fDestHpRate[1] = (float)atof( vlTokens[1][0].c_str() );
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fAddDamageRate[1] = (float)atof( vlTokens[1][1].c_str() );
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}
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//////////////////////////////////////////////////////////////////////////
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//두 값을 더한다.
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float fResultDestHpRate = fDestHpRate[0] - fDestHpRate[1];
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float fResultAddDamageRate = fAddDamageRate[0] - fAddDamageRate[1];
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sprintf_s(szBuff, "%f;%f", fResultDestHpRate, fResultAddDamageRate);
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szNewValue = szBuff;
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}
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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