144 lines
No EOL
3.7 KiB
C++
144 lines
No EOL
3.7 KiB
C++
#include "StdAfx.h"
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#include "DnBloodSuckingBlow.h"
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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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CDnBloodSuckingBlow::CDnBloodSuckingBlow(DnActorHandle hActor, const char *szValue)
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: CDnBlow(hActor)
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{
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m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_227;
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SetValue(szValue);
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m_fValue = (float)atof(szValue);
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#ifdef _GAMESERVER
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AddCallBackType( SB_ONCALCDAMAGE );
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#endif
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}
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CDnBloodSuckingBlow::~CDnBloodSuckingBlow(void)
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{
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}
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void CDnBloodSuckingBlow::OnSetParentSkillInfo()
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{
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#if defined( _GAMESERVER )
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CalcHealValueLimit( m_StateBlow.emBlowIndex, m_fValue );
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#endif
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}
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void CDnBloodSuckingBlow::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 CDnBloodSuckingBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
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{
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if( m_hActor->IsDie() )
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{
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SetState( STATE_BLOW::STATE_END );
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return;
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}
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}
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void CDnBloodSuckingBlow::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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#ifdef _GAMESERVER
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float CDnBloodSuckingBlow::OnCalcDamage( float fOriginalDamage, CDnDamageBase::SHitParam& HitParam )
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{
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//같은 팀/다른 팀 경우 구분한다.
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if (m_ParentSkillInfo.hSkillUser)
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{
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//다른 팀인 경우
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if (m_ParentSkillInfo.hSkillUser->GetTeam() != m_hActor->GetTeam() &&
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fOriginalDamage > 0.0f )
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{
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//데미지의 %만큼..
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INT64 iDelta = INT64(fOriginalDamage * m_fValue);
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//받은 데미지의 %만큼을 자신(스킬 사용자)의 HP를 회복합니다.
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INT64 iSkillUserHP = m_ParentSkillInfo.hSkillUser->GetHP();
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INT64 iSkillUserMaxHP = m_ParentSkillInfo.hSkillUser->GetMaxHP();
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//스킬 사용자 maxHP를 넘지 않도록 보정 한다.
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INT64 iResult = iSkillUserHP + iDelta;
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if( iSkillUserMaxHP < iResult )
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{
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iResult = iSkillUserMaxHP;
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iDelta = iSkillUserMaxHP - iSkillUserHP;
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}
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m_ParentSkillInfo.hSkillUser->SetHP(iResult);
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m_ParentSkillInfo.hSkillUser->RequestHPMPDelta( CDnState::ElementEnum_Amount, iDelta, m_ParentSkillInfo.hSkillUser->GetUniqueID() );
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OutputDebug( "%s 스킬 사용자 HP증가 ActorID: %d : %d + %d = %d\n", __FUNCTION__, m_ParentSkillInfo.hSkillUser->GetUniqueID(), iSkillUserHP, iDelta, iResult );
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}
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}
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return 0.0f;
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}
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#endif
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#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
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void CDnBloodSuckingBlow::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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//필요한 값 변수
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float fValue[2];
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//////////////////////////////////////////////////////////////////////////
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//첫번째 값
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fValue[0] = (float)atof( szOrigValue );
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//두번째
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fValue[1] = (float)atof( szAddValue );
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//////////////////////////////////////////////////////////////////////////
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//두 값을 더한다.
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float fResultValue = fValue[0] + fValue[1];
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sprintf_s(szBuff, "%f", fResultValue);
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szNewValue = szBuff;
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}
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void CDnBloodSuckingBlow::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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//필요한 값 변수
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float fValue[2];
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//////////////////////////////////////////////////////////////////////////
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//첫번째 값
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fValue[0] = (float)atof( szOrigValue );
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//두번째
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fValue[1] = (float)atof( szAddValue );
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//////////////////////////////////////////////////////////////////////////
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//값 계산
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float fResultValue = fValue[0] - fValue[1];
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sprintf_s(szBuff, "%f", fResultValue);
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szNewValue = szBuff;
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}
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#endif // PRE_ADD_PREFIX_SYSTE_RENEW
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