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

150 lines
No EOL
3.7 KiB
C++

#include "StdAfx.h"
#include "DnHealingBlow.h"
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
// dnactor.cpp
#ifdef _GAMESERVER
extern int GetGaussianRandom( int nMin, int nMax, CMultiRoom *pRoom );
#endif
CDnHealingBlow::CDnHealingBlow( DnActorHandle hActor, const char* szValue ) : CDnBlow( hActor )
{
m_StateBlow.emBlowIndex = STATE_BLOW::BLOW_140;
// 이 상태효과는 따로 값을 쓰는 것은 없다..
SetValue( szValue );
m_fValue = (float)atof( szValue );
}
CDnHealingBlow::~CDnHealingBlow(void)
{
}
void CDnHealingBlow::OnSetParentSkillInfo()
{
#if defined( _GAMESERVER )
CalcHealValueLimit( m_StateBlow.emBlowIndex, m_fValue );
#endif
}
void CDnHealingBlow::OnBegin( LOCAL_TIME LocalTime, float fDelta )
{
#ifdef _GAMESERVER
// 걍 한방에 다 처리
INT64 iHP = m_hActor->GetHP();
INT64 iMaxHP = m_hActor->GetMaxHP();
// 사용자(스킬 시전자)의 <마법 공격력>*<효과 비율>만큼 대상의 HP를 회복시켜준다.
if( m_ParentSkillInfo.hSkillUser )
{
int iAttackMMin = m_ParentSkillInfo.hSkillUser->GetAttackMMin();
int iAttackMMax = m_ParentSkillInfo.hSkillUser->GetAttackMMax();
float fMAttack = (float)GetGaussianRandom( iAttackMMin, iAttackMMax, m_hActor->GetRoom() );
INT64 iDelta = INT64(fMAttack * m_fValue);
if(iDelta < 0 )
return; // 힐링블로우가 피가 깍이는 경우는 없다. 값이 꼬이거나 쓰레기값이 들어오는 경우가 있을지모르니 리턴해주자.
INT64 iResult = iHP + iDelta;
if( iMaxHP < iResult )
{
iResult = iMaxHP;
iDelta = iMaxHP - iHP;
}
else if( iResult < 0 )
{
iResult = 1;
iDelta = 1 - iHP;
}
m_hActor->SetHP( iResult );
m_hActor->RequestHPMPDelta( CDnState::ElementEnum_Amount, iDelta, m_hActor->GetUniqueID() );
OutputDebug( "[CDnHealingBlow::OnBegin] ActorID: %d : %d + %d = %d\n", m_hActor->GetUniqueID(), iHP, iDelta, iResult );
}
// 처리됐으므로 곧바로 end 시킴.
SetState( STATE_BLOW::STATE_END );
#else
OutputDebug( "CDnHealingBlow::OnBegin Value:%2.2f\n", m_fValue );
#endif
}
void CDnHealingBlow::Process( LOCAL_TIME LocalTime, float fDelta )
{
CDnBlow::Process( LocalTime, fDelta );
}
void CDnHealingBlow::OnEnd( LOCAL_TIME LocalTime, float fDelta )
{
OutputDebug( "CDnHealingBlow::OnEnd Value:%2.2f\n", m_fValue );
}
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
void CDnHealingBlow::AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//필요한 값 변수
float fValue[2];
//////////////////////////////////////////////////////////////////////////
//첫번째 값
fValue[0] = (float)atof( szOrigValue );
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//두번째
fValue[1] = (float)atof( szAddValue );
//////////////////////////////////////////////////////////////////////////
//두 값을 더한다.
float fResultValue = fValue[0] + fValue[1];
sprintf_s(szBuff, "%f", fResultValue);
szNewValue = szBuff;
}
void CDnHealingBlow::RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue)
{
char szBuff[128] = {0, };
//필요한 값 변수
float fValue[2];
//////////////////////////////////////////////////////////////////////////
//첫번째 값
fValue[0] = (float)atof( szOrigValue );
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//두번째
fValue[1] = (float)atof( szAddValue );
//////////////////////////////////////////////////////////////////////////
//값 계산
float fResultValue = fValue[0] - fValue[1];
sprintf_s(szBuff, "%f", fResultValue);
szNewValue = szBuff;
}
#endif // PRE_ADD_PREFIX_SYSTE_RENEW