DragonNest/GameCommon/DnBoneCrushBlow.cpp
2024-12-19 09:48:26 +08:00

140 lines
No EOL
3.5 KiB
C++

#include "StdAfx.h"
#include "DnBoneCrushBlow.h"
#include "DnSkill.h"
#if !defined( USE_BOOST_MEMPOOL )
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
#endif // #if !defined( USE_BOOST_MEMPOOL )
CDnBoneCrushBlow::CDnBoneCrushBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_161;
SetValue( szValue );
m_nAddDamage = atoi( szValue );
m_bOnDamaged = false;
#ifdef _GAMESERVER
AddCallBackType( SB_ONCALCDAMAGE );
#endif
}
CDnBoneCrushBlow::~CDnBoneCrushBlow(void)
{
}
void CDnBoneCrushBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
{
__super::OnBegin(LocalTime, fDelta);
}
void CDnBoneCrushBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
__super::Process(LocalTime, fDelta);
#if defined(_GAMESERVER)
#if defined(PRE_FIX_61382)
DnActorHandle hActor = CDnActor::GetOwnerActorHandle(m_hActor);
//#30953 1타 2킬 상황 막음. - 액터가 죽었으면 데미지 처리 안되도록..
if (m_bOnDamaged && hActor && !hActor->IsDie())
{
m_hActor->RequestDamageFromStateBlow(GetMySmartPtr(), m_nAddDamage);
m_bOnDamaged = false;
// 죽었나 체크
if( hActor->IsDie() )
hActor->Die( m_ParentSkillInfo.hSkillUser );
OutputDebug("%s Damage :: %d\n", __FUNCTION__, m_nAddDamage);
}
#else
//#30953 1타 2킬 상황 막음. - 액터가 죽었으면 데미지 처리 안되도록..
if (m_bOnDamaged && m_hActor && !m_hActor->IsDie())
{
m_hActor->RequestDamageFromStateBlow(GetMySmartPtr(), m_nAddDamage);
m_bOnDamaged = false;
// 죽었나 체크
if( m_hActor->GetHP() <= 0.f )
m_hActor->Die( m_ParentSkillInfo.hSkillUser );
OutputDebug("%s Damage :: %d\n", __FUNCTION__, m_nAddDamage);
}
#endif // PRE_FIX_61382
#endif // _GAMESERVER
}
void CDnBoneCrushBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
__super::OnEnd(LocalTime, fDelta);
}
#if defined(_GAMESERVER)
float CDnBoneCrushBlow::OnCalcDamage( float fOriginalDamage, CDnDamageBase::SHitParam& HitParam )
{
//여기 들어 오면 맞은거.. 플래그 설정 해놓고.. Process에서 추가 데미지 요청하고 리셋..
m_bOnDamaged = true;
return 0.0f;
}
#endif // _GAMESERVER
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnBoneCrushBlow::AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//필요한 값 변수
int iValue[2];
//////////////////////////////////////////////////////////////////////////
//첫번째 값
iValue[0] = atoi( szOrigValue );
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//두번째
iValue[1] = atoi( szAddValue );
//////////////////////////////////////////////////////////////////////////
//두 값을 더한다.
int iResultValue = iValue[0] + iValue[1];
sprintf_s(szBuff, "%d", iResultValue);
szNewValue = szBuff;
}
void CDnBoneCrushBlow::RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//필요한 값 변수
int iValue[2];
//////////////////////////////////////////////////////////////////////////
//첫번째 값
iValue[0] = atoi( szOrigValue );
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//두번째
iValue[1] = atoi( szAddValue );
//////////////////////////////////////////////////////////////////////////
//두 값을 더한다.
int iResultValue = iValue[0] - iValue[1];
sprintf_s(szBuff, "%d", iResultValue);
szNewValue = szBuff;
}
#endif // PRE_ADD_PREFIX_SYSTE_RENEW