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684 lines
24 KiB
C++
684 lines
24 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef EGS_PHRASE_UTILITIES_FUNCTIONS_H
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#define EGS_PHRASE_UTILITIES_FUNCTIONS_H
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// misc
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#include "nel/misc/types_nl.h"
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// game_share
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#include "game_share/mode_and_behaviour.h"
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#include "game_share/armor_types.h"
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#include "game_share/damage_types.h"
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#include "game_share/shield_types.h"
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#include "game_share/slot_equipment.h"
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#include "game_share/weapon_types.h"
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#include "game_share/creature_size.h"
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#include "game_share/intensity_types.h"
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#include "game_share/entity_action.h"
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#include "game_share/sentence_appraisal.h"
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//
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#include "entity_base.h"
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// Stuff used for management of log messages
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extern bool VerboseBrickManagerInfo;
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#define INFOLOG if (!VerboseBrickManagerInfo) {} else nlinfo
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extern bool VerboseBrickManagerDbg;
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#define DEBUGLOG if (!VerboseBrickManagerDbg) {} else nldebug
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extern bool AggroLog;
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#define AGGROLOG if (!AggroLog) {} else nlinfo
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namespace PHRASE_UTILITIES
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{
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enum ERange
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{
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UNDEFINED = 0,
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POINT_BLANK, // bout-portant
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SHORT_RANGE,
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MEDIUM_RANGE,
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LONG_RANGE,
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OUT_OF_RANGE,
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};
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/**
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* convert a ERange value to the corresponding string
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*/
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std::string toString(ERange range);
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#define HANDS_DAMAGE_FACTOR_MULTIPLIER 0.8
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typedef std::pair<SLOT_EQUIPMENT::TSlotEquipment,bool> TPairSlotShield;
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typedef std::pair<uint8, uint16> TPairUInt8UInt16;
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/**
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* struct for damage localisation
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* \author David Fleury
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* \author Nevrax France
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* \date 2002
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*/
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struct SLocalisation
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{
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uint8 LocalisationNumber;
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SHIELDTYPE::EShieldType ShieldType;
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SLOT_EQUIPMENT::TSlotEquipment Slot;
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bool ShieldIsEffective;
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SLocalisation()
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{
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Slot = SLOT_EQUIPMENT::UNDEFINED;
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ShieldType = SHIELDTYPE::NONE;
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ShieldIsEffective = false;
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LocalisationNumber = 0;
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}
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/// egality operator
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inline bool operator == ( const SLocalisation& p ) const
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{
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return ( ( ShieldType == p.ShieldType ) && ( LocalisationNumber == p.LocalisationNumber ) );
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}
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/// < operator
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inline bool operator <( const SLocalisation& p ) const
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{
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if ( LocalisationNumber < p.LocalisationNumber )
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return true;
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else if ( (LocalisationNumber == p.LocalisationNumber ) && ShieldType < p.ShieldType )
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return true;
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else
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return false;
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}
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};
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/**
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* get a pointer on the CEntityBase object related to the specified entity Id
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* \param id the entity id
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* \return pointer on the CEntityBase object, or NULL if not found
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*/
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CEntityBase* entityPtrFromId( const NLMISC::CEntityId &id );
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/**
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* get a pointer on the CEntityBase object related to the specified datasetrow
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* \param entityRowId the entity datasetrow
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* \return pointer on the CEntityBase object, or NULL if not found
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*/
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inline CEntityBase* entityPtrFromId( const TDataSetRow &entityRowId )
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{
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if (entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId))
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{
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return entityPtrFromId( TheDataset.getEntityId( entityRowId ) );
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}
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else
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return NULL;
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}
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/**
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* get the chance of sucess for a relative level
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* \param playerRelativeLevel relative level of the player
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* \return chance of success
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*/
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uint8 getSuccessChance( sint32 playerRelativeLevel );
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/**
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* get Success Factor
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* \param chance of success (5 - 95)
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* \param tirage (0 - 100 )
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* \return 1.1 for critical success
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* \return 1.0 for success
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* \return 1 < SF < 0 for partial success
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* \return for failure
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* \return SF < 0 for critical failure
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*/
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float getSucessFactor( uint8 chances, uint8 tirage );
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/**
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* test the target is a valid target for Combat
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* \param targetId the target entity Id
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* \param errorCode reference on the string that will receive the error code if any
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* \return true if the target is valid, false otherwise
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*/
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bool testTargetValidityForCombat( const NLMISC::CEntityId &targetId, std::string &errorCode );
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/**
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* test the target is a valid target for Combat
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* \param targetId the target entity Id
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* \param errorCode reference on the string that will receive the error code if any
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* \return true if the target is valid, false otherwise
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*/
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inline bool testTargetValidityForCombat( const TDataSetRow &entityRowId, std::string &errorCode )
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{
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if ( entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId) )
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return testTargetValidityForCombat( TheDataset.getEntityId(entityRowId), errorCode );
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else
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return false;
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}
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/**
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* get the damage localisation
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* \param shield the shield used by the target
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* \param forcedSlot the hit slot MUST be of this type, but the effectiveness of the shield is still to be determined
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* \param adjustement the adjustement (for size for exemple)
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* \return a pair indicating the slot hit and the effectiveness of the shield (true = shield is effective)
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*/
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TPairSlotShield getLocalisation( SHIELDTYPE::EShieldType shield = SHIELDTYPE::NONE, sint8 adjustement = 0, SLOT_EQUIPMENT::TSlotEquipment forcedSlot = SLOT_EQUIPMENT::UNDEFINED);
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/**
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* get the localisation size adjustment
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* \param attacker Id of the attacker
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* \param defender Id of the defender
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* \return the adjustement value
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*/
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sint8 getLocalisationSizeAdjustement( const NLMISC::CEntityId &attacker, const NLMISC::CEntityId &defender );
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inline sint8 getLocalisationSizeAdjustement( const TDataSetRow &attackerRowId, const TDataSetRow &defenderRowId )
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{
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if (attackerRowId.isValid() && TheDataset.isDataSetRowStillValid(attackerRowId) && defenderRowId.isValid() && TheDataset.isDataSetRowStillValid(defenderRowId))
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return getLocalisationSizeAdjustement( TheDataset.getEntityId(attackerRowId), TheDataset.getEntityId(defenderRowId) );
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else
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return 0;
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}
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/**
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* get the weapon damage factor
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* \param type the weapon type (LIGHT, MEDIUM, HEAVY...)
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* \param quality the weapon quality
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* \param entityLevel the level of the entity using this weapon (default = 0 -> no influence on damage factor)
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* \return the weapon damage factor
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*/
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float getWeaponDamageFactor( WEAPONTYPE::EWeaponType type, uint16 quality, uint16 entityLevel = 0 );
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/**
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* get the armor protection characteritics (protection in % and max protection points)
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* \param type the armor type (LIGHT, MEDIUM, HEAVY...)
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* \param quality the armor quality
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* \return the armor charac
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*/
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TPairUInt8UInt16 getArmorCharacteristics( ARMORTYPE::EArmorType type, uint16 quality );
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/**
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* load the localisation table
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* \param name and path of the file to load
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*/
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void loadLocalisationTable( const std::string &tableName );
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/**
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* load the localisation size adjusment table
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* \param name and path of the file to load
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*/
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void loadLocalisationSizeAdjusmentTable( const std::string &tableName );
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/**
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* get the entity level in the specified skill and specialization
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* \param entityId the entity NLMISC::CEntityId
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* \param skill the skill used
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* \param skillModifier bonus/malus applied on skill level (-20 = -2 level)
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* \param skillMultiplier factor on skill value (>0)
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* \return the entity level (uint32)
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*/
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uint32 getEntityLevel( const NLMISC::CEntityId &entityId, SKILLS::ESkills skill, sint32 skillModifier = 0, float skillMultiplier = 1.0f);
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inline uint32 getEntityLevel( const TDataSetRow &entityRowId, SKILLS::ESkills skill, sint32 skillModifier = 0,float skillMultiplier = 1.0f)
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{
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if ( entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId) )
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{
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return getEntityLevel( TheDataset.getEntityId(entityRowId), skill, skillModifier, skillMultiplier);
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}
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else
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return 0;
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}
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/**
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* get the entity level in the specified score
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* \param entityId the entity NLMISC::CEntityId
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* \param score the scor used
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* \param scoreModifier bonus/malus applied on score (-20 = -2 level)
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* \param scoreMultiplier factor applied on score
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* \return the entity level (uint32)
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*/
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uint32 getEntityLevel( const NLMISC::CEntityId &entityId, SCORES::TScores score, sint32 scoreModifier = 0, float scoreMultiplier = 1.0f );
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inline uint32 getEntityLevel( const TDataSetRow &entityRowId, SCORES::TScores score, sint32 scoreModifier = 0, float scoreMultiplier = 1.0f )
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{
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if ( entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId) )
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{
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return getEntityLevel( TheDataset.getEntityId(entityRowId), score, scoreModifier, scoreMultiplier );
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}
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else
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return 0;
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}
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/**
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* get the distance between two entities
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* \param entity1 the first entity
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* \param entity2 the second entity
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* \return the distance in meters, -1 if invalid entities or properties not found
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*/
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double getDistance( const NLMISC::CEntityId &entity1, const NLMISC::CEntityId &entity2 );
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inline double getDistance( const TDataSetRow &entity1RowId, const TDataSetRow &entity2RowId )
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{
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if ( entity1RowId.isValid() && TheDataset.isDataSetRowStillValid(entity1RowId) && entity2RowId.isValid() && TheDataset.isDataSetRowStillValid(entity2RowId) )
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{
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return getDistance( TheDataset.getEntityId(entity1RowId), TheDataset.getEntityId(entity2RowId) );
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}
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else
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return 0.0;
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}
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/**
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* inflict damage to the specified Item
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* \param ownerId the NLMISC::CEntityId of the item's owner
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* \param slot the slot where this item is stored
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* \param damage the amount of damage dealt to the item
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*/
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//void inflictDamageOnItem( const NLMISC::CEntityId &itemId, SLOT_EQUIPMENT::TSlotEquipment slot, sint32 damage );
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/**
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* inflict damage to the specified Item
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* \param itemPtr pointre on the CGameItem to damage
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* \param damage the amount of damage dealt to the item
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*/
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//void inflictDamageOnItem( CGameItemPtr itemPtr, sint32 damage );
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/**
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* send Death messages when an entity kills another one
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* \param killerId NLMISC::CEntityId of the acting entity (the one which kills the other one)
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* \param deadId NLMISC::CEntityId of the dead entity
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*/
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void sendDeathMessages( const NLMISC::CEntityId &killerId, const NLMISC::CEntityId &deadId );
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inline void sendDeathMessages( const TDataSetRow &killerRowId, const TDataSetRow &deadRowId )
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{
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if (killerRowId.isValid() && TheDataset.isDataSetRowStillValid(killerRowId) && deadRowId.isValid() && TheDataset.isDataSetRowStillValid(deadRowId))
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{
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sendDeathMessages( TheDataset.getEntityId( killerRowId ), TheDataset.getEntityId( deadRowId ) );
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}
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}
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/**
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* an entity hits another entity, send all relevant messages to the entities around
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* \param aggressorId NLMISC::CEntityId of the acting entity (the one which deals damage)
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* \param victimId NLMISC::CEntityId of the victim entity
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* \param sentence pointer on the calling sentence if any
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* \param amount the amount of damage dealt to the victim entity
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* \param lostStamina the amount of stamina lost by the victim entity
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* \param lostSap the amount of sap lost by the victim entity
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*/
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void sendHitMessages( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId, sint32 amount, sint32 lostStamina = 0, sint32 lostSap = 0);
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inline void sendHitMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId, sint32 amount, sint32 lostStamina = 0, sint32 lostSap = 0)
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{
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if (aggressorRowId.isValid() && TheDataset.isDataSetRowStillValid(aggressorRowId) && victimRowId.isValid() && TheDataset.isDataSetRowStillValid(victimRowId) )
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{
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sendHitMessages( TheDataset.getEntityId( aggressorRowId ), TheDataset.getEntityId( victimRowId ), amount, lostStamina, lostSap );
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}
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}
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/**
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* an entity hits another entity but does no damage, send all relevant messages to the entities around
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* \param aggressorId NLMISC::CEntityId of the acting entity (the one which deals damage)
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* \param victimId NLMISC::CEntityId of the victim entity
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*/
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void sendHitNullMessages( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId );
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inline void sendHitNullMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId )
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{
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if (aggressorRowId.isValid() && TheDataset.isDataSetRowStillValid(aggressorRowId) && victimRowId.isValid() && TheDataset.isDataSetRowStillValid(victimRowId))
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{
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sendHitNullMessages( TheDataset.getEntityId( aggressorRowId ), TheDataset.getEntityId( victimRowId ) );
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}
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}
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/**
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* fumble messages
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* \param aggressorId NLMISC::CEntityId of the acting entity
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* \param victimId NLMISC::CEntityId of the targeted entity
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*/
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void sendFumbleMessage( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId );
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inline void sendFumbleMessage( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId )
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{
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if (aggressorRowId.isValid() && TheDataset.isDataSetRowStillValid(aggressorRowId) && victimRowId.isValid() && TheDataset.isDataSetRowStillValid(victimRowId))
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{
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sendFumbleMessage( TheDataset.getEntityId( aggressorRowId ), TheDataset.getEntityId( victimRowId ) );
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}
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}
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/**
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* an entity resits the use of a strategy of another entity, send all relevant messages to the entities around and the entites concerned
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* \param aggressorId NLMISC::CEntityId of the acting entity
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* \param victimId NLMISC::CEntityId of the victim entity
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*/
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void sendCombatResistMessages( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId );
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/**
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* an entity resits the use of a strategy of another entity, send all relevant messages to the entities around and the entites concerned
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* \param aggressorRowId row id of the acting entity
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* \param victimRowId row id of the victim entity
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*/
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inline void sendCombatResistMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId )
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{
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if (aggressorRowId.isValid() && TheDataset.isDataSetRowStillValid(aggressorRowId) && victimRowId.isValid() && TheDataset.isDataSetRowStillValid(victimRowId))
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{
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sendCombatResistMessages( TheDataset.getEntityId( aggressorRowId ), TheDataset.getEntityId( victimRowId ) );
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}
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}
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/**
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* send a simple (only a string) message to the specified entity (or chat group)
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* \param entityId CEntityId of the entity to whom the message is sent
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* \param msgName name of the message
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*/
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void sendSimpleMessage( const NLMISC::CEntityId &entityId, const std::string &msgName );
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inline void sendSimpleMessage( const TDataSetRow &entityRowId, const std::string &msgName )
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{
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if (entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId) )
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{
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sendSimpleMessage( TheDataset.getEntityId( entityRowId ), msgName );
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}
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}
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/**
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* send a message with a string param to the specified entity (or chat group)
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* \param entityId CEntityId of the entity to whom the message is sent
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* \param msgName name of the message
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* \param txt the text param
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*/
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void sendMessage( const NLMISC::CEntityId &entityId, const std::string &msgName, const ucstring &txt );
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/**
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* send a message with a string param to the specified entity (or chat group)
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* \param entityId CEntityId of the entity to whom the message is sent
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* \param msgName name of the message
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* \param entityIdForText entityId which name appears in the message
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*/
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void sendMessage( const NLMISC::CEntityId &entityId, const std::string &msgName, const NLMISC::CEntityId &entityIdForText );
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inline void sendMessage( const TDataSetRow &entityRowId, const std::string &msgName, const TDataSetRow &entityRowIdForText )
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{
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if (entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId) && entityRowIdForText.isValid() && TheDataset.isDataSetRowStillValid(entityRowIdForText) )
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sendMessage( TheDataset.getEntityId( entityRowId ), msgName, TheDataset.getEntityId( entityRowIdForText ) );
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}
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/**
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* send a dynamic message to the chat
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* \param entityId CEntityId of the entity executiong a sentence
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* \param msgText text of the message
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*/
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void sendDynamicChatMessage( const NLMISC::CEntityId &entityId, const std::string &msgText );
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/**
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* send a message to the GPMS requesting all the entities of chosen types in a circle of specified radius around the target entity
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* \param target Id of the targeted entity (must be valid)
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* \param radius radius of the circle in meters
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* \param validTargets list of valid target types
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* \param sentence the calling sentence (needed to find it when the GPMS answer)
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*/
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//void sendAreaRequest( const NLMISC::CEntityId &targetEntity, float radius, const std::list<RYZOMID::ETypeId> &validTypes, CSentence *sentence);
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/**
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* send a message to update an entity behaviour, sent to the OPS or to the AGG
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* \param entityId id of the entity changing it's behaviour
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* \param behaviour the new entity behaviour
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*/
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void sendUpdateBehaviour( const NLMISC::CEntityId &entityId, const MBEHAV::CBehaviour &behaviour, bool forceUpdate = false );
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/**
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* send a message to update an entity behaviour, sent to the OPS or to the AGG
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* \param entityRowId row id of the entity changing it's behaviour
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* \param behaviour the new entity behaviour
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*/
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inline void sendUpdateBehaviour( const TDataSetRow &entityRowId, const MBEHAV::CBehaviour &behaviour, bool forceUpdate = false )
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{
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if (entityRowId.isValid())
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{
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sendUpdateBehaviour( TheDataset.getEntityId( entityRowId ), behaviour, forceUpdate );
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}
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}
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/**
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* an entity engage another entity in melee combat
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* \param entityId the active entity Id
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* \param targetId the entity being engaged
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* \param mode the mode of the engagement (default = 1 = normal)
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* \return true if the target has been engaged, false otherwise
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*/
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bool engageTargetInMelee( const NLMISC::CEntityId &entityId , const NLMISC::CEntityId &targetId , sint8 mode = 1);
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/**
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* an entity engage another entity in range combat
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* \param entityId the active entity Id
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* \param targetId the entity being engaged
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* \return true if the target has been engaged, false otherwise
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*/
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bool engageTargetRange( const NLMISC::CEntityId &entityId , const NLMISC::CEntityId &targetId );
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|
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/**
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* send engage messages to clients
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* \param aggressorId id of the attacking entity
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* \param victimId id of the attacked entity
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*/
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void sendEngageMessages( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId );
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/**
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* send disengage messages to clients
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* \param aggressorId id of the attacking entity now disengaging from combat
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* \param victimId id of the attacked entity
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*/
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void sendDisengageMessages( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId );
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/**
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* send spell resists message
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* \param aggressorId id of the attacking entity
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* \param victimId id of the attacked entity
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*/
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void sendSpellResistMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId );
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/**
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* send spell begin cast message
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|
*/
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void sendSpellBeginCastMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId, ACTNATURE::EActionNature nature );
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void sendSpellSuccessMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId );
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void sendSpellFailedMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId );
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void sendSpellFumbleMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId );
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/**
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* send critical hit messages
|
|
* \param aggressorId id of the attacking entity
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|
* \param victimId id of the attacked entity
|
|
*/
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void sendCriticalHitMessage( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId );
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inline void sendCriticalHitMessage( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId )
|
|
{
|
|
if ( aggressorRowId.isValid() && TheDataset.isDataSetRowStillValid(aggressorRowId) && victimRowId.isValid() && TheDataset.isDataSetRowStillValid(victimRowId) )
|
|
{
|
|
sendCriticalHitMessage( TheDataset.getEntityId(aggressorRowId), TheDataset.getEntityId(victimRowId) );
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|
}
|
|
}
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|
|
/**
|
|
* get the relative intensity of the impact according to target
|
|
* \param impact strength of the impact
|
|
* \param targetId the target id
|
|
* \param score the affected score
|
|
* \return the impact intensity
|
|
*/
|
|
INTENSITY_TYPE::TImpactIntensity getImpactIntensity( sint32 impact, const TDataSetRow &victimRowId, SCORES::TScores score = SCORES::hit_points );
|
|
|
|
/**
|
|
* get the intensity of the attack
|
|
* \param attackLevel level of the attack
|
|
* \return the attack intensity
|
|
*/
|
|
INTENSITY_TYPE::TAttackIntensity getAttackIntensity( uint32 attackLevel);
|
|
|
|
|
|
// get entity skill value
|
|
inline uint32 getEntitySkill( const NLMISC::CEntityId &entityId, SKILLS::ESkills skill )
|
|
{
|
|
CEntityBase* entity = entityPtrFromId( entityId );
|
|
if (entity == NULL)
|
|
{
|
|
nlwarning("<getEntitySkill> Invalid entity Id %s", entityId.toString().c_str() );
|
|
return 0;
|
|
}
|
|
if ( skill < SKILLS::NUM_SKILLS )
|
|
{
|
|
return entity->getSkills()._Skills[ skill ].Current;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* get the level for a given 'skill'
|
|
*/
|
|
inline uint32 getLevelFromSkill(uint32 comp)
|
|
{
|
|
/* if (comp % 10 != 0)
|
|
{
|
|
comp /= 10;
|
|
++comp;
|
|
}
|
|
else
|
|
{
|
|
comp /= 10;
|
|
}
|
|
|
|
return comp;
|
|
*/
|
|
// 0 -> locked skill 1-9 -> level 0 but unlocked, 10-19 level 1, etc...)
|
|
return comp /= 10;
|
|
}
|
|
|
|
/**
|
|
* get the level for a given 'skill'
|
|
*/
|
|
inline uint32 getLevelFromScore(uint32 scoreValue)
|
|
{
|
|
//for now we consider scores as skills
|
|
return getLevelFromSkill(scoreValue);
|
|
}
|
|
|
|
|
|
/**
|
|
* get the direction (as text) pointed by the specified vector
|
|
* \param dir the direction vector
|
|
* \return the direction as a string
|
|
*/
|
|
std::string getOrientationString( const NLMISC::CVector &dir);
|
|
|
|
/**
|
|
* get the direction (as text)
|
|
*/
|
|
std::string getOrientationString( sint32 x, sint32 y);
|
|
|
|
/**
|
|
* get the current action type for specified entity
|
|
* \param entityId id of the entity to check
|
|
* \return the entity action as an enum value
|
|
*/
|
|
ENTITY_ACTION::EEntityAction getEntityCurrentAction( const NLMISC::CEntityId &entityId);
|
|
|
|
|
|
/**
|
|
* test if an entity spell casting is broken when it has been hit
|
|
* \param entity pointer on the entity being hit
|
|
* \param attacker pointer on the entity dealing damage
|
|
* \param damage amount of damage done
|
|
* \param weaponType the type of weapon used (if any, optionnal param)
|
|
*/
|
|
void testSpellBreakOnDamage( CEntityBase *entity, CEntityBase * attacker, sint32 damage, WEAPONTYPE::EWeaponType weaponType = WEAPONTYPE::UNKNOWN );
|
|
|
|
/**
|
|
* test if PVP or any other offensive action is allowed against target entity
|
|
* \param actorId if the acting entity
|
|
* \param targetId if the target entity
|
|
* \param errorCode the string that will receive the errorCode if any
|
|
* \return true if an offensive action is allowed
|
|
*/
|
|
bool testOffensiveActionAllowed( const NLMISC::CEntityId &actorId, const NLMISC::CEntityId &targetId, std::string &errorCode);
|
|
inline bool testOffensiveActionAllowed( const TDataSetRow &actorRowId, const TDataSetRow &targetRowId, std::string &errorCode)
|
|
{
|
|
return testOffensiveActionAllowed( TheDataset.getEntityId(actorRowId), TheDataset.getEntityId(targetRowId), errorCode);
|
|
}
|
|
|
|
/**
|
|
* test if the target of a spell is valid
|
|
* \param actorRowId spell caster
|
|
* \param targetRowId target id
|
|
* \param action nature of the spelll
|
|
* \return true if allowed
|
|
*/
|
|
inline bool validateSpellTarget( const TDataSetRow &actorRowId, const TDataSetRow &targetRowId, ACTNATURE::EActionNature action )
|
|
{
|
|
///\todo nico do something with the error code
|
|
std::string errorCode;
|
|
if ( action == ACTNATURE::OFFENSIVE )
|
|
{
|
|
return PHRASE_UTILITIES::testOffensiveActionAllowed(actorRowId, targetRowId, errorCode);
|
|
}
|
|
else
|
|
{
|
|
// defensive spells are allowed on everybody except attackable ones
|
|
CEntityBase * target = CEntityBaseManager::getEntityBasePtr( targetRowId );
|
|
return !(target->getContextualProperty().getValue().attackable());
|
|
}
|
|
}
|
|
|
|
/////////////////////////// temp /////////////////////////////////
|
|
// send dmg spell message
|
|
void sendScoreModifierSpellMessage( CEntityBase * aggressor, CEntityBase* victim, sint32 value, SCORES::TScores score, ACTNATURE::EActionNature nature );
|
|
|
|
// send heal spell message
|
|
|
|
// send resist message
|
|
|
|
|
|
|
|
}; // PHRASE_UTILITIES
|
|
|
|
|
|
|
|
#endif // EGS_PHRASE_UTILITIES_FUNCTIONS_H
|
|
|
|
/* End of phrase_utilities_functions.h */
|