// 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_hot.h" using namespace NLNET; using namespace NLMISC; using namespace RY_GAME_SHARE; using namespace std; class CMagicActionHot : public IMagicAction { public: CMagicActionHot() :_HealHp(0),_HealSap(0),_HealSta(0),_CostPerUpdate(0),_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_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; 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; 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 ) { // 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" ); } /// apply success factor const std::vector< TDataSetRow > & targets = phrase->getTargets(); SCORES::TScores linkEnergy; if ( phrase->getHPCost() > 0 ) { linkEnergy = SCORES::hit_points; } else linkEnergy = SCORES::sap; 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() == EFFECT_FAMILIES::Hot && effects[j]->getCreatorRowId() == phrase->getActor( ) ) { return; } } if ( isMad || PHRASE_UTILITIES::validateSpellTarget(actor->getEntityRowId(),target->getEntityRowId(),ACTNATURE::DEFENSIVE) ) { CSLinkEffectHot* hot = new CSLinkEffectHot( phrase->getActor(), targets[i], _CostPerUpdate, linkEnergy, _Skill, _Power, uint32(_HealHp * successFactor* CSLinkEffect::getUpdatePeriod()), uint32(_HealSap * successFactor* CSLinkEffect::getUpdatePeriod()), uint32(_HealSta * successFactor* CSLinkEffect::getUpdatePeriod()) ); actor->addLink( hot ); target->addSabrinaEffect( hot ); behav.Spell.SpellId = MAGICFX::healtoMagicFx( _HealHp,_HealSap,_HealSta,true ); } } } sint32 _HealHp; sint32 _HealSap; sint32 _HealSta; uint _CostPerUpdate; uint8 _Power; }; BEGIN_MAGIC_ACTION_FACTORY(CMagicActionHot) ADD_MAGIC_ACTION_TYPE( "mlc" ) END_MAGIC_ACTION_FACTORY(CMagicActionHot)