khanat-code-old/code/ryzom/server/src/sabrina/magic_action_heal.cpp

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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 <http://www.gnu.org/licenses/>.
#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_effect.h"
using namespace NLNET;
using namespace NLMISC;
using namespace RY_GAME_SHARE;
using namespace std;
class CMagicActionBasicHeal : public IMagicAction
{
public:
CMagicActionBasicHeal()
:_HealHp(0),_HealSap(0),_HealSta(0){}
protected:
virtual bool addBrick( const CStaticBrick & brick, CMagicPhrase * phrase, bool &effectEnd )
{
for ( uint i=0 ; i<brick.Params.size() ; ++i)
{
switch(brick.Params[i]->id())
{
case TBrickParam::MA_END:
INFOLOG("MA_END Found: end of effect");
effectEnd = true;
return true;
case TBrickParam::MA_HEAL:
INFOLOG("MA_HEAL: %u %u %u",((CSBrickParamMagicHeal *)brick.Params[i])->Hp,((CSBrickParamMagicHeal *)brick.Params[i])->Sap,((CSBrickParamMagicHeal *)brick.Params[i])->Sta);
_HealHp = ((CSBrickParamMagicHeal *)brick.Params[i])->Hp;
_HealSap = ((CSBrickParamMagicHeal *)brick.Params[i])->Sap;
_HealSta = ((CSBrickParamMagicHeal *)brick.Params[i])->Sta;
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)
{
return PHRASE_UTILITIES::validateSpellTarget(phrase->getActor(),phrase->getTargets()[0],ACTNATURE::DEFENSIVE);
}
virtual void apply( CMagicPhrase * phrase, float successFactor,MBEHAV::CBehaviour & behav , bool isMad )
{
///\todo nico:
// - behaviour + messages de chat
// - aggro
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" );
}
const std::vector< TDataSetRow > & targets = phrase->getTargets();
/// compute XP gain
SSkill * skillCast = actor->getSkills().getSkillStruct( _Skill );
if ( ! skillCast )
{
nlwarning("<CMagicActionHeal apply> %s is not a valid skill",SKILLS::toString(_Skill).c_str());
return;
}
const CSEffect * debuff = actor->lookForSEffect( EFFECT_FAMILIES::DebuffSkillMagic );
sint skillValue = skillCast->Current;
if ( debuff )
skillValue -= debuff->getParamValue();
if ( actor->getId().getType() == RYZOMID::player )
{
///\todo nico successFactor is the quality factor of the action for xp
((CCharacter*) actor)->actionReport( NULL, ( skillValue - phrase->getSabrinaCost() )/10, ACTNATURE::DEFENSIVE, SKILLS::toString( _Skill ) );
}
for ( uint i = 0; i < targets.size(); i++ )
{
///\todo nico : healing a bad guy is PVP, but it should be possible to heal escort NPCS
// check target
CEntityBase* target = CEntityBaseManager::getEntityBasePtr( targets[i] );
if ( !target)
continue;
if ( isMad || PHRASE_UTILITIES::validateSpellTarget(actor->getEntityRowId(),target->getEntityRowId(),ACTNATURE::DEFENSIVE) )
{
//behav.Magic.SpellPower = PHRASE_UTILITIES::getAttackIntensity( phrase->getSabrinaCost() );
//behav.Spell.Resist = 0;
//behav.Spell.KillingBlow = 0;
///
sint32 realHealHp = 0;
{
RY_GAME_SHARE::SCharacteristicsAndScores &score = target->getScores()._PhysicalScores[SCORES::hit_points];
score.Current = score.Current + sint32(_HealHp * successFactor);
if ( score.Current >= score.Max )
{
realHealHp = sint32(_HealHp * successFactor) + score.Max - score.Current;
if ( realHealHp > 0)
PHRASE_UTILITIES::sendScoreModifierSpellMessage( actor, target, realHealHp,SCORES::hit_points , ACTNATURE::DEFENSIVE);
score.Current = score.Max;
}
else
PHRASE_UTILITIES::sendScoreModifierSpellMessage( actor, target, realHealHp ,SCORES::hit_points , ACTNATURE::DEFENSIVE);
}
sint32 realHealSap = 0;
{
RY_GAME_SHARE::SCharacteristicsAndScores &score = target->getScores()._PhysicalScores[SCORES::sap];
score.Current = score.Current + sint32(_HealSap * successFactor);
if ( score.Current >= score.Max )
{
realHealSap = sint32(_HealSap * successFactor) + score.Max - score.Current;
if ( realHealSap > 0)
PHRASE_UTILITIES::sendScoreModifierSpellMessage( actor, target, realHealSap,SCORES::sap , ACTNATURE::DEFENSIVE);
score.Current = score.Max;
}
else
PHRASE_UTILITIES::sendScoreModifierSpellMessage( actor, target, realHealSap ,SCORES::sap , ACTNATURE::DEFENSIVE);
}
sint32 realHealSta = 0;
{
RY_GAME_SHARE::SCharacteristicsAndScores &score = target->getScores()._PhysicalScores[SCORES::stamina];
score.Current = score.Current + sint32(_HealSta * successFactor);
if ( score.Current >= score.Max )
{
realHealSta = sint32(_HealSta * successFactor) + score.Max - score.Current;
if ( realHealSta > 0)
PHRASE_UTILITIES::sendScoreModifierSpellMessage( actor, target, realHealSta,SCORES::stamina , ACTNATURE::DEFENSIVE);
score.Current = score.Max;
}
else
PHRASE_UTILITIES::sendScoreModifierSpellMessage( actor, target, realHealSta ,SCORES::stamina , ACTNATURE::DEFENSIVE);
}
/*behav.Magic.ImpactIntensity = PHRASE_UTILITIES::getImpactIntensity( realHealHp ,targets[i],SCORES::hit_points);
behav.Magic.ImpactIntensity += PHRASE_UTILITIES::getImpactIntensity( realHealSap ,targets[i],SCORES::sap);
behav.Magic.ImpactIntensity = PHRASE_UTILITIES::getImpactIntensity( realHealSta ,targets[i],SCORES::stamina);
*/
behav.Spell.SpellIntensity = 5;
behav.Spell.SpellId = MAGICFX::healtoMagicFx( _HealHp,_HealSap,_HealSta,false );
}
}
}
sint32 _HealHp;
sint32 _HealSap;
sint32 _HealSta;
};
BEGIN_MAGIC_ACTION_FACTORY(CMagicActionBasicHeal)
ADD_MAGIC_ACTION_TYPE( "mtch" )
END_MAGIC_ACTION_FACTORY(CMagicActionBasicHeal)