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