217 lines
5.7 KiB
C++
217 lines
5.7 KiB
C++
#include "StdAfx.h"
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#include "DnTimeBoomBlow.h"
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#include "DnSkill.h"
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#ifdef _GAMESERVER
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#include "DnHighlanderBlow.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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CDnTimeBoomBlow::CDnTimeBoomBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
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{
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m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_170;
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SetValue( szValue );
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std::string str = szValue;//"폭발범위;폭발데미지";
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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_fLimitRadius = (float)atof( tokens[0].c_str() );
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m_nBoomDamage = atoi(tokens[1].c_str());
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}
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else
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{
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m_fLimitRadius = 0.0f;
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m_nBoomDamage = 0;
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OutputDebug("%s Invalid Value!!!!!!\n", __FUNCTION__);
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}
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// #ifndef _GAMESERVER
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// UseTableDefinedGraphicEffect( false );
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// #endif
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}
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CDnTimeBoomBlow::~CDnTimeBoomBlow(void)
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{
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}
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void CDnTimeBoomBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::OnBegin(LocalTime, fDelta);
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if( m_fLimitRadius == 0.0f || m_nBoomDamage == 0.0f)
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{
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SetState( STATE_BLOW::STATE_END );
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OutputDebug( "CDnTimeBoomBlow::Damage or IntervalTime was wrong!!\n" );
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}
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}
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void CDnTimeBoomBlow::Process( LOCAL_TIME LocalTime, float fDelta )
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{
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CDnBlow::Process( LocalTime, fDelta );
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//OutputDebug( "CDnFireBurnBlow::Process, Value:%2.2f (HP : %d ) \n", m_fValue, m_hActor->GetHP());
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}
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void CDnTimeBoomBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::OnEnd(LocalTime, fDelta);
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#if defined(_GAMESERVER)
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if (m_hActor && !m_hActor->IsDie())
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{
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DNVector(DnActorHandle) hVecList;
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//스킬을 사용한 액터를 확인한다.
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DnActorHandle hSkillActor;
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const CDnSkill::SkillInfo* pSkillInfo = GetParentSkillInfo();
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if (pSkillInfo)
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hSkillActor = pSkillInfo->hSkillUser;
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//이 상태효과가 적용된 액터를 기준으로 대상을 조사
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m_hActor->ScanActor( m_hActor->GetRoom(), *m_hActor->GetPosition(), m_fLimitRadius, hVecList );
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for( DWORD i=0; i<hVecList.size(); i++ ) {
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if( !hVecList[i]->IsHittable( m_hActor, LocalTime, NULL ) )
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continue;
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//스킬 사용 액터가 없으면 이 상태효과가 걸린 액터와 같은 팀
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if (!hSkillActor)
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{
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if (hVecList[i]->GetTeam() != m_hActor->GetTeam())
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continue;
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}
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//스킬 사용 액터가 있으면 스킬 사용 액터와 다른팀
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else
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{
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if (hVecList[i]->GetTeam() == hSkillActor->GetTeam())
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continue;
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}
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#if defined(PRE_FIX_61382)
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DnActorHandle hActor = CDnActor::GetOwnerActorHandle(hVecList[i]);
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if (hActor &&
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hActor->IsDie() == false)
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{
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hVecList[i]->RequestDamageFromStateBlow(GetMySmartPtr(), m_nBoomDamage);
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if (hActor->IsDie())
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hActor->Die(m_hActor);
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}
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#else
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hVecList[i]->RequestDamageFromStateBlow(GetMySmartPtr(), m_nBoomDamage);
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// 죽었나 체크
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if( hVecList[i]->GetHP() <= 0.f )
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hVecList[i]->Die( m_hActor );
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#endif // PRE_FIX_61382
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}
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}
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#endif // _GAMESERVER
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OutputDebug( "CDnFreezingShieldBlow::OnEnd\n");
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}
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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void CDnTimeBoomBlow::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 fLimitRadius[2] = { 0.0f, };
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int nBoomDamage[2] = { 0, };
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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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{
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fLimitRadius[0] = (float)atof( vlTokens[0][0].c_str() );
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nBoomDamage[0] = atoi( 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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{
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fLimitRadius[1] = (float)atof( vlTokens[1][0].c_str() );
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nBoomDamage[1] = atoi( 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 fResultLimitRadius = max(fLimitRadius[0], fLimitRadius[1]);
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int nResultBoomDamage = nBoomDamage[0] + nBoomDamage[1];
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sprintf_s(szBuff, "%f;%d", fResultLimitRadius, nResultBoomDamage);
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szNewValue = szBuff;
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}
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void CDnTimeBoomBlow::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 fLimitRadius[2] = { 0.0f, };
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int nBoomDamage[2] = { 0, };
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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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{
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fLimitRadius[0] = (float)atof( vlTokens[0][0].c_str() );
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nBoomDamage[0] = atoi( 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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{
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fLimitRadius[1] = (float)atof( vlTokens[1][0].c_str() );
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nBoomDamage[1] = atoi( 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 fResultLimitRadius = min(fLimitRadius[0], fLimitRadius[1]);
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int nResultBoomDamage = nBoomDamage[0] - nBoomDamage[1];
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sprintf_s(szBuff, "%f;%d", fResultLimitRadius, nResultBoomDamage);
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szNewValue = szBuff;
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}
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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