// Ryzom - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#include "stdpch.h"
#include "magic_action.h"
#include "magic_phrase.h"
#include "creature.h"
#include "character.h"
#include "phrase_utilities_functions.h"
#include "game_share/entity_structure/statistic.h"
#include "game_share/magic_fx.h"
#include "s_link_effect_debuff_stat.h"
using namespace NLNET;
using namespace NLMISC;
using namespace RY_GAME_SHARE;
using namespace std;
/// affect a stat.
/// Put an update period of 0 ( updtae each tick )
class CMagicActionAffectStat : public IMagicAction
{
public:
CMagicActionAffectStat()
:_Modifier(0),_Multiplier(0),_Stat(0),_Type(STAT_TYPES::Unknown),_CostPerUpdate(0),_UpdatePeriod(0),_EffectFamily(EFFECT_FAMILIES::Unknown),_Power(0){}
protected:
virtual bool addBrick( const CStaticBrick & brick, CMagicPhrase * phrase, bool &effectEnd )
{
for ( uint i=0 ; iid())
{
case TBrickParam::MA_END:
INFOLOG("MA_END Found: end of effect");
effectEnd = true;
return true;
case TBrickParam::MA_EFFECT:
INFOLOG("MA_EFFECT: %s",((CSBrickParamMagicEffect *)brick.Params[i])->Effect.c_str());
_EffectFamily = EFFECT_FAMILIES::toEffectFamily( ((CSBrickParamMagicEffect *)brick.Params[i])->Effect );
if ( _EffectFamily == EFFECT_FAMILIES::Unknown )
{
nlwarning(" invalid effect type %s", ((CSBrickParamMagicEffect *)brick.Params[i])->Effect.c_str());
return false;
}
break;
case TBrickParam::MA_EFFECT_MOD:
INFOLOG("MA_EFFECT_MOD: %u",((CSBrickParamMagicEffectMod *)brick.Params[i])->EffectMod);
_Modifier = ((CSBrickParamMagicEffectMod *)brick.Params[i])->EffectMod;
break;
case TBrickParam::MA_EFFECT_MULT:
INFOLOG("MA_EFFECT_MULT: %f",((CSBrickParamMagicEffectMult *)brick.Params[i])->EffectMult);
_Multiplier = ((CSBrickParamMagicEffectMult *)brick.Params[i])->EffectMult;
break;
case TBrickParam::MA_LINK_COST:
INFOLOG("MA_LINK_COST: %u",((CSBrickParamMagicLinkCost *)brick.Params[i])->Cost);
_CostPerUpdate = ((CSBrickParamMagicLinkCost *)brick.Params[i])->Cost;
break;
case TBrickParam::MA_LINK_POWER:
INFOLOG("MA_LINK_POWER: %u",((CSBrickParamMagicLinkPower *)brick.Params[i])->Power);
_Power = (uint8) ( ((CSBrickParamMagicLinkPower *)brick.Params[i])->Power );
break;
case TBrickParam::MA_STAT:
{
INFOLOG("MA_STAT: type %s",((CSBrickParamMagicStat *)brick.Params[i])->Type.c_str());
INFOLOG("MA_STAT: stat %s",((CSBrickParamMagicStat *)brick.Params[i])->Stat.c_str());
_Type = STAT_TYPES::toStatType( ((CSBrickParamMagicStat *)brick.Params[i])->Type );
const std::string & value = ((CSBrickParamMagicStat *)brick.Params[i])->Stat;
switch( _Type )
{
case STAT_TYPES::Skill:
_Stat = (uint) SKILLS::toSkill(value);
if ( _Stat == (uint) SKILLS::unknown )
{
nlwarning(" invalid skill %s", value.c_str() );
return false;
}
break;
case STAT_TYPES::Score:
_Stat = (uint) SCORES::toScore(value);
if ( _Stat == (uint) SCORES::unknown )
{
nlwarning(" invalid score %s", value.c_str() );
return false;
}
break;
case STAT_TYPES::Speed:
_Stat = 0;
break;
default:
nlwarning(" invalid stat type %s", ((CSBrickParamMagicStat *)brick.Params[i])->Type.c_str() );
return false;
}
break;
}
default:
// unused param, can be useful in the phrase
phrase->applyBrickParam( brick.Params[i] );
break;
}
}
///\todo nico: check if everything is set
return true;
}
virtual bool validate(CMagicPhrase * phrase)
{
if ( _Modifier < 0 || _Multiplier < 1.0f )
return PHRASE_UTILITIES::validateSpellTarget(phrase->getActor(),phrase->getTargets()[0],ACTNATURE::OFFENSIVE);
return PHRASE_UTILITIES::validateSpellTarget(phrase->getActor(),phrase->getTargets()[0],ACTNATURE::DEFENSIVE);
}
virtual void apply( CMagicPhrase * phrase, float successFactor,MBEHAV::CBehaviour & behav, bool isMad )
{
behav.Spell.SpellMode = 0;
//behav.Spell.Resist = 0;
//behav.Spell.KillingBlow = 0;
behav.Spell.SpellIntensity = 5;
CEntityBase* actor = CEntityBaseManager::getEntityBasePtr( phrase->getActor() );
if (!actor)
return;
if ( successFactor <= 0.0f )
{
if ( actor->getId().getType() == RYZOMID::player )
CCharacter::sendMessageToClient( actor->getId(),"MAGIC_TOTAL_MISS" );
return;
}
/// apply success factor
_Modifier = uint32( _Modifier * successFactor);
_Multiplier *= successFactor;
const std::vector< TDataSetRow > & targets = phrase->getTargets();
SCORES::TScores linkEnergy;
if ( phrase->getChaScore1Cost() > 0 )
{
linkEnergy = SCORES::cha_score1;
}
else
linkEnergy = SCORES::cha_score3;
for ( uint i = 0; i < targets.size(); i++ )
{
// check target
CEntityBase* target = CEntityBaseManager::getEntityBasePtr( targets[i] );
if ( !target)
continue;
/// someone can only have 1 effect of a given type on a creature
const std::vector< CSEffect* > & effects = target->getSEffects();
for (uint j = 0; j < effects.size(); j++ )
{
if ( effects[j]->getFamily() == _EffectFamily && effects[j]->getCreatorRowId() == phrase->getActor( ) )
{
return;
}
}
if ( isMad || PHRASE_UTILITIES::validateSpellTarget(actor->getEntityRowId(),target->getEntityRowId(),ACTNATURE::DEFENSIVE) )
{
if ( _Modifier < 0 || _Multiplier < 1.0f )
{
CSLinkEffectDebuffStat* effect = new CSLinkEffectDebuffStat(
phrase->getActor(),
targets[i],
_EffectFamily,
_UpdatePeriod,
linkEnergy,
_Skill,
_Modifier,
_Multiplier,
_Type,
_Stat,
_Power);
actor->addLink( effect );
target->addSabrinaEffect( effect );
behav.Spell.SpellId = MAGICFX::toMagicFx( _EffectFamily );
}
else
{
///\todo nico : buff...
}
}
}
}
sint32 _Modifier;
float _Multiplier;
uint8 _Stat;
STAT_TYPES::TStatType _Type;
uint8 _Power;
NLMISC::TGameCycle _UpdatePeriod;
sint32 _CostPerUpdate;
EFFECT_FAMILIES::TEffectFamily _EffectFamily;
};
BEGIN_MAGIC_ACTION_FACTORY(CMagicActionAffectStat)
ADD_MAGIC_ACTION_TYPE( "mlosmp" )
END_MAGIC_ACTION_FACTORY(CMagicActionAffectStat)