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

193 lines
5.6 KiB
C++

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