151 lines
No EOL
4.7 KiB
C++
151 lines
No EOL
4.7 KiB
C++
#include "StdAfx.h"
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#include "DnWorldSkillUserProp.h"
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#include "DnSkill.h"
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CDnWorldSkillUserProp::CDnWorldSkillUserProp(CMultiRoom* pRoom) : CDnWorldActProp( pRoom ),
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m_iUseType( ONCE ),
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m_fCheckRadius( 0.0f ),
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m_iActivateElementIndex( -1 ),
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m_iIdleElementIndex(0),
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m_iNowActionElementIndex(0)
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{
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}
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CDnWorldSkillUserProp::~CDnWorldSkillUserProp(void)
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{
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}
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bool CDnWorldSkillUserProp::Initialize( CEtWorldSector *pParentSector, const char *szPropName, EtVector3 &vPos, EtVector3 &vRotate, EtVector3 &vScale )
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{
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if( CDnWorldActProp::Initialize( pParentSector, szPropName, vPos, vRotate, vScale ) == false ) return false;
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if( m_hMonster ) *m_hMonster->GetMatEx() = *GetMatEx();
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return true;
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}
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bool CDnWorldSkillUserProp::InitializeTable(int nTableID )
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{
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if( CDnWorldActProp::InitializeTable( nTableID ) == false ) return false;
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if( GetData() )
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{
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SkillUserStruct* pStruct = (SkillUserStruct*)GetData();
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// 임시로 걍 고블린 액터 하나 만들어두면 된다. (몬스터 테이블 101번)
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int iMonsterTableID = 101;
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int iSkillID = pStruct->SkillTableID;
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int iSkillLevel = pStruct->SkillLevel;
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m_fCheckRadius = pStruct->fRadius;
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m_iUseType = pStruct->UseType;
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}
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return true;
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}
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bool CDnWorldSkillUserProp::CreateObject()
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{
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bool bResult = CDnWorldActProp::CreateObject();
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m_iIdleElementIndex = GetElementIndex( "Idle" );
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m_iActivateElementIndex = GetElementIndex( "Activate" );
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return bResult;
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}
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void CDnWorldSkillUserProp::Process( LOCAL_TIME LocalTime, float fDelta )
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{
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*(m_hMonster->GetMatEx()) = m_Cross;
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m_iNowActionElementIndex = GetElementIndex( GetCurrentAction() );
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// TODO: 일단 테스트이므로 곧장 activate 되도록 하자.
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if( m_iActivateElementIndex != m_iNowActionElementIndex )
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CmdAction( "Activate" );
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// TODO: 어쩔 수 없이 매 프레임 ScanActor를 해야 함. 피아구분에 따라 Scan 하는 것이 다르도록 해야함.
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// 일단 현재는 범위 체크로 오라와 같은 역할을 하도록 한다.
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DNVector(DnActorHandle) vlNeighboringActors;
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CDnActor::ScanActor( GetRoom(), *GetPosition(), m_fCheckRadius, vlNeighboringActors );
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if( false == vlNeighboringActors.empty() )
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{
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// 영향 받는 액터들을 갱신함
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set<DWORD> setPrevAffectedActorsID = m_setAffectedActorsID;
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m_setAffectedActorsID.clear();
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for( int i = 0; i < (int)vlNeighboringActors.size(); ++i )
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m_setAffectedActorsID.insert( vlNeighboringActors.at(i)->GetUniqueID() );
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switch( m_iUseType )
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{
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case ONCE:
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{
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}
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break;
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case CONTINUOUS:
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{
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// set 의 차집합으로 새로 들어간 녀석과 빠진 녀석들을 골라냄.
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vector<DWORD> vlNewMember;
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set_difference( m_setAffectedActorsID.begin(), m_setAffectedActorsID.end(), setPrevAffectedActorsID.begin(), setPrevAffectedActorsID.end(),
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back_inserter(vlNewMember) );
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vector<DWORD> vlOutMember;
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set_difference( setPrevAffectedActorsID.begin(), setPrevAffectedActorsID.end(), m_setAffectedActorsID.begin(), m_setAffectedActorsID.end(),
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back_inserter(vlOutMember) );
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int iNumNewMember = (int)vlNewMember.size();
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for( int iMember = 0; iMember < iNumNewMember; ++iMember )
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{
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// 스킬이 갖고 있는 상태효과 추가..
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DnActorHandle hNewMember = CDnActor::FindActorFromUniqueID( GetRoom(), vlNewMember.at(iMember) );
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if( hNewMember )
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{
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DWORD dwNumStateEffect = m_hSkill->GetStateEffectCount();
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for( DWORD dwStateEffect = 0; dwStateEffect < dwNumStateEffect; ++dwStateEffect )
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{
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const CDnSkill::StateEffectStruct* pSE = m_hSkill->GetStateEffectFromIndex( dwStateEffect );
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hNewMember->CmdAddStateEffect( m_hSkill->GetInfo(), (STATE_BLOW::emBLOW_INDEX)pSE->nID, -1/*SE.nDurationTime*/, pSE->szValue.c_str() );
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}
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}
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}
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int iNumOutMember = (int)vlOutMember.size();
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for( int iMember = 0; iMember < iNumOutMember; ++iMember )
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{
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// 스킬이 갖고 있는 상태효과 제거.
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DnActorHandle hOutMember = CDnActor::FindActorFromUniqueID( GetRoom(), vlOutMember.at(iMember) );
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if( hOutMember )
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{
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DWORD dwNumStateEffect = m_hSkill->GetStateEffectCount();
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for( DWORD dwStateEffect = 0; dwStateEffect < dwNumStateEffect; ++dwStateEffect )
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{
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const CDnSkill::StateEffectStruct* pSE = m_hSkill->GetStateEffectFromIndex( dwStateEffect );
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hOutMember->CmdRemoveStateEffect( (STATE_BLOW::emBLOW_INDEX)pSE->nID );
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//hOutMember->DelStateBlow( (STATE_BLOW::emBLOW_INDEX)SE.nID );
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}
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}
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}
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}
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break;
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}
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}
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}
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void CDnWorldSkillUserProp::OnSignal( SignalTypeEnum Type, void* pPtr, LOCAL_TIME LocalTime, LOCAL_TIME SignalStartTime, LOCAL_TIME SignalEndTime, int nSignalIndex )
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{
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//switch( Type )
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//{
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// case STE_UsePropSkill:
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// {
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// CmdAction( "Activate" );
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// }
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// break;
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//}
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} |