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

161 lines
4 KiB
C++

#include "StdAfx.h"
#include "DnRemoveStateBlow.h"
#if defined( _GAMESERVER )
#include "DnPlayerActor.h"
#endif // #if defined( _GAMESERVER )
#if !defined( USE_BOOST_MEMPOOL )
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
#endif // #if !defined( USE_BOOST_MEMPOOL )
CDnRemoveStateBlow::CDnRemoveStateBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_211;
SetValue( szValue );
m_fValue = 0.0f;
SetInfo(szValue);
}
CDnRemoveStateBlow::~CDnRemoveStateBlow(void)
{
}
void CDnRemoveStateBlow::SetInfo(const char* szValue)
{
std::string str = szValue;//"ID1;ID2;.....;";//제거할 스킬 ID리스트 나열..
std::vector<std::string> tokens;
std::string delimiters = ";";
//
TokenizeA(str, tokens, delimiters);
int nCount = (int)tokens.size();
for (int i = 0; i < nCount; ++i)
{
int nSkillID = atoi(tokens[i].c_str());
if (nSkillID != 0)
m_SkillIDList.insert(std::make_pair(nSkillID, nSkillID));
else
OutputDebug("%s SkillID[%d]=%s is invalid!!!\n", __FUNCTION__, i, tokens[i].c_str());
}
}
void CDnRemoveStateBlow::OnBegin(LOCAL_TIME LocalTime, float fDelta )
{
__super::OnBegin(LocalTime, fDelta);
#if defined(_GAMESERVER)
RemoveStateBlowBySkillID();
#endif // _GAMESERVER
}
void CDnRemoveStateBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
__super::Process( LocalTime, fDelta );
}
void CDnRemoveStateBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
__super::OnEnd(LocalTime, fDelta);
}
#if defined(_GAMESERVER)
void CDnRemoveStateBlow::RemoveStateBlowBySkillID()
{
DNVector(DnBlowHandle) vlBlowList;
FindSkillBlowList(m_hActor, vlBlowList);
int nBlowCount = (int)vlBlowList.size();
for (int n = 0; n < nBlowCount; ++n)
{
DnBlowHandle hBlow = vlBlowList[n];
if (!hBlow)
continue;
// 스킬 유저 액터 확인은 안 하는걸로..(프랍?에 의해서 추가된 상태효과는 스킬 유저 액터가 없음.)
CDnSkill::SkillInfo* pSkillInfo = const_cast<CDnSkill::SkillInfo*>(hBlow->GetParentSkillInfo());
if (!pSkillInfo /*|| !pSkillInfo->hSkillUser*/)
continue;
//자신에게 적용할 상태효과를 예약한다..
m_hActor->CmdRemoveStateEffectFromID(hBlow->GetBlowID());
}
}
bool CDnRemoveStateBlow::FindSkillID(int nSkillID)
{
std::map<int, int>::iterator iter = m_SkillIDList.find(nSkillID);
return (iter != m_SkillIDList.end());
}
void CDnRemoveStateBlow::FindSkillBlowList(DnActorHandle hActor, DNVector(DnBlowHandle)& vlBlowList)
{
if (!hActor)
return;
int nStateBlowCount = hActor->GetNumAppliedStateBlow();
for (int i = 0; i < nStateBlowCount; ++i)
{
DnBlowHandle hBlow = hActor->GetAppliedStateBlow(i);
if (!hBlow)
continue;
CDnSkill::SkillInfo* pSkillInfo = const_cast<CDnSkill::SkillInfo*>(hBlow->GetParentSkillInfo());
//스킬 정보가 없으면 건너뜀. (스킬 유저가 없을 수 있음..(프랍?에 의해 적용된 상태효과)
if (!pSkillInfo /*|| !pSkillInfo->hSkillUser*/)
continue;
if (FindSkillID(pSkillInfo->iSkillID))
vlBlowList.push_back(hBlow);
}
}
#endif // _GAMESERVER
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnRemoveStateBlow::AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
szNewValue = szOrigValue;
//szOrigValue 마지막에 ";"가 없으면 추가 해서 szAddValue를 추가 한다.
int nLength = (int)strlen(szOrigValue);
if (nLength == 0 || szOrigValue[nLength - 1] == ';')
szNewValue += szAddValue;
else
{
szNewValue += ";";
szNewValue += szAddValue;
}
}
void CDnRemoveStateBlow::RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//"###;###;###;###;....;##;##;##"
//|<--이전 문자열----->|<-AddValue->|
//szOrigValue에서 szAddValue 문자열길이 만큼 뒤에서 자른다.
int nOrigLength = (int)strlen(szOrigValue);
int nAddLength = (int)strlen(szAddValue);
int nCount = nOrigLength - nAddLength;
sprintf_s(szBuff, "%s", szOrigValue);
szBuff[nCount] = 0;
szNewValue = szBuff;
}
#endif // PRE_ADD_PREFIX_SYSTE_RENEW