141 lines
No EOL
3.7 KiB
C++
141 lines
No EOL
3.7 KiB
C++
#include "StdAfx.h"
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#include "DnTransmitDamageBlow.h"
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#if defined(_GAMESERVER)
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#include "DnMonsterActor.h"
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#endif // _GAMESERVER
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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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CDnTransmitDamageBlow::CDnTransmitDamageBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
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{
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m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_051;
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SetValue( szValue );
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m_fValue = 0.0f;
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#if defined(PRE_FIX_61382)
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#else
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#if defined(_GAMESERVER)
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AddCallBackType( SB_ONCALCDAMAGE );
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#endif // _GAMESERVER
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#endif // PRE_FIX_61382
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}
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CDnTransmitDamageBlow::~CDnTransmitDamageBlow(void)
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{
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}
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void CDnTransmitDamageBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::OnBegin(LocalTime, fDelta);
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OutputDebug( "%s\n", __FUNCTION__ );
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}
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void CDnTransmitDamageBlow::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 CDnTransmitDamageBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
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{
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__super::OnEnd(LocalTime, fDelta);
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OutputDebug( "%s\n", __FUNCTION__);
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}
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#if defined(_GAMESERVER)
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#if defined(PRE_FIX_61382)
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void CDnTransmitDamageBlow::TransmitDamage( float fOriginalDamage, CDnDamageBase::SHitParam& HitParam )
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{
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if (m_hActor->IsMonsterActor())
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{
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DnActorHandle hSummonerActor;
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CDnMonsterActor* pMonsterActor = dynamic_cast<CDnMonsterActor*>(m_hActor.GetPointer());
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if (pMonsterActor)
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hSummonerActor = pMonsterActor->GetSummonerPlayerActor();
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if (hSummonerActor && hSummonerActor->IsDie() == false)
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{
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#if defined(PRE_FIX_59347) && !defined(PRE_FIX_67656)
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hSummonerActor->SetApplyPartsDamage(true);
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#endif // PRE_FIX_59347
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//일단 hSkillUser를 HitParam의 Hitter로 변경해서 호출 한다.
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//몬스터 생성시 패시브로 적용 된 상태효과라 스킬정보가 올바르지 않다.
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//실제 타격자를 이시점에 변경 해서 적용 해야 실제 타격자의 타격 처리가 될듯..
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m_ParentSkillInfo.hSkillUser = HitParam.hHitter;
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hSummonerActor->RequestDamageFromStateBlow(GetMySmartPtr(), (int)fOriginalDamage, &HitParam);
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#if defined(PRE_FIX_59347) && !defined(PRE_FIX_67656)
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hSummonerActor->SetApplyPartsDamage(false);
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#endif // PRE_FIX_59347
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if (hSummonerActor->IsDie())
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hSummonerActor->Die(HitParam.hHitter);
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}
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}
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}
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#else
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float CDnTransmitDamageBlow::OnCalcDamage( float fOriginalDamage, CDnDamageBase::SHitParam& HitParam )
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{
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if (m_hActor->IsMonsterActor())
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{
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DnActorHandle hSummonerActor;
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CDnMonsterActor* pMonsterActor = dynamic_cast<CDnMonsterActor*>(m_hActor.GetPointer());
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if (pMonsterActor)
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hSummonerActor = pMonsterActor->GetSummonerPlayerActor();
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if (hSummonerActor && hSummonerActor->IsDie() == false)
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{
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#if defined(PRE_FIX_59347) && !defined(PRE_FIX_67656)
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hSummonerActor->SetApplyPartsDamage(true);
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#endif // PRE_FIX_59347
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//일단 hSkillUser를 HitParam의 Hitter로 변경해서 호출 한다.
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//몬스터 생성시 패시브로 적용 된 상태효과라 스킬정보가 올바르지 않다.
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//실제 타격자를 이시점에 변경 해서 적용 해야 실제 타격자의 타격 처리가 될듯..
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m_ParentSkillInfo.hSkillUser = HitParam.hHitter;
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hSummonerActor->RequestDamageFromStateBlow(GetMySmartPtr(), (int)fOriginalDamage, &HitParam);
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#if defined(PRE_FIX_59347) && !defined(PRE_FIX_67656)
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hSummonerActor->SetApplyPartsDamage(false);
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#endif // PRE_FIX_59347
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if (hSummonerActor->IsDie())
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hSummonerActor->Die(HitParam.hHitter);
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}
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}
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return -fOriginalDamage;
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}
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#endif // PRE_FIX_61382
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#endif // _GAMESERVER
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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void CDnTransmitDamageBlow::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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}
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void CDnTransmitDamageBlow::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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szNewValue = szOrigValue;
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}
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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