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

217 lines
5.7 KiB
C++

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