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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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178 lines
6.7 KiB
C++
178 lines
6.7 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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#include "stdpch.h"
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#include "magic_action.h"
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#include "magic_phrase.h"
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#include "creature.h"
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#include "character.h"
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#include "phrase_utilities_functions.h"
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#include "game_share/entity_structure/statistic.h"
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#include "game_share/magic_fx.h"
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#include "s_effect.h"
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using namespace NLNET;
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using namespace NLMISC;
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using namespace RY_GAME_SHARE;
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using namespace std;
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class CMagicActionBasicHeal : public IMagicAction
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{
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public:
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CMagicActionBasicHeal()
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:_HealHp(0),_HealSap(0),_HealSta(0){}
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protected:
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virtual bool addBrick( const CStaticBrick & brick, CMagicPhrase * phrase, bool &effectEnd )
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{
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for ( uint i=0 ; i<brick.Params.size() ; ++i)
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{
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switch(brick.Params[i]->id())
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{
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case TBrickParam::MA_END:
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INFOLOG("MA_END Found: end of effect");
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effectEnd = true;
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return true;
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case TBrickParam::MA_HEAL:
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INFOLOG("MA_HEAL: %u %u %u",((CSBrickParamMagicHeal *)brick.Params[i])->Hp,((CSBrickParamMagicHeal *)brick.Params[i])->Sap,((CSBrickParamMagicHeal *)brick.Params[i])->Sta);
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_HealHp = ((CSBrickParamMagicHeal *)brick.Params[i])->Hp;
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_HealSap = ((CSBrickParamMagicHeal *)brick.Params[i])->Sap;
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_HealSta = ((CSBrickParamMagicHeal *)brick.Params[i])->Sta;
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default:
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// unused param, can be useful in the phrase
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phrase->applyBrickParam( brick.Params[i] );
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break;
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}
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}
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///\todo nico: check if everything is set
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return true;
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}
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virtual bool validate(CMagicPhrase * phrase)
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{
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return PHRASE_UTILITIES::validateSpellTarget(phrase->getActor(),phrase->getTargets()[0],ACTNATURE::DEFENSIVE);
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}
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virtual void apply( CMagicPhrase * phrase, float successFactor,MBEHAV::CBehaviour & behav , bool isMad )
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{
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///\todo nico:
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// - behaviour + messages de chat
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// - aggro
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CEntityBase* actor = CEntityBaseManager::getEntityBasePtr( phrase->getActor() );
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if (!actor)
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return;
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if ( successFactor <= 0.0f )
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{
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if ( actor->getId().getType() == RYZOMID::player )
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CCharacter::sendMessageToClient( actor->getId(),"MAGIC_TOTAL_MISS" );
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}
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const std::vector< TDataSetRow > & targets = phrase->getTargets();
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/// compute XP gain
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SSkill * skillCast = actor->getSkills().getSkillStruct( _Skill );
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if ( ! skillCast )
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{
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nlwarning("<CMagicActionHeal apply> %s is not a valid skill",SKILLS::toString(_Skill).c_str());
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return;
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}
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const CSEffect * debuff = actor->lookForSEffect( EFFECT_FAMILIES::DebuffSkillMagic );
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sint skillValue = skillCast->Current;
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if ( debuff )
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skillValue -= debuff->getParamValue();
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if ( actor->getId().getType() == RYZOMID::player )
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{
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///\todo nico successFactor is the quality factor of the action for xp
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((CCharacter*) actor)->actionReport( NULL, ( skillValue - phrase->getSabrinaCost() )/10, ACTNATURE::DEFENSIVE, SKILLS::toString( _Skill ) );
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}
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for ( uint i = 0; i < targets.size(); i++ )
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{
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///\todo nico : healing a bad guy is PVP, but it should be possible to heal escort NPCS
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// check target
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CEntityBase* target = CEntityBaseManager::getEntityBasePtr( targets[i] );
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if ( !target)
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continue;
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if ( isMad || PHRASE_UTILITIES::validateSpellTarget(actor->getEntityRowId(),target->getEntityRowId(),ACTNATURE::DEFENSIVE) )
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{
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//behav.Magic.SpellPower = PHRASE_UTILITIES::getAttackIntensity( phrase->getSabrinaCost() );
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//behav.Spell.Resist = 0;
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//behav.Spell.KillingBlow = 0;
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///
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sint32 realHealHp = 0;
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{
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RY_GAME_SHARE::SCharacteristicsAndScores &score = target->getScores()._PhysicalScores[SCORES::hit_points];
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score.Current = score.Current + sint32(_HealHp * successFactor);
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if ( score.Current >= score.Max )
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{
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realHealHp = sint32(_HealHp * successFactor) + score.Max - score.Current;
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if ( realHealHp > 0)
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PHRASE_UTILITIES::sendScoreModifierSpellMessage( actor, target, realHealHp,SCORES::hit_points , ACTNATURE::DEFENSIVE);
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score.Current = score.Max;
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}
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else
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PHRASE_UTILITIES::sendScoreModifierSpellMessage( actor, target, realHealHp ,SCORES::hit_points , ACTNATURE::DEFENSIVE);
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}
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sint32 realHealSap = 0;
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{
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RY_GAME_SHARE::SCharacteristicsAndScores &score = target->getScores()._PhysicalScores[SCORES::sap];
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score.Current = score.Current + sint32(_HealSap * successFactor);
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if ( score.Current >= score.Max )
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{
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realHealSap = sint32(_HealSap * successFactor) + score.Max - score.Current;
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if ( realHealSap > 0)
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PHRASE_UTILITIES::sendScoreModifierSpellMessage( actor, target, realHealSap,SCORES::sap , ACTNATURE::DEFENSIVE);
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score.Current = score.Max;
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}
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else
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PHRASE_UTILITIES::sendScoreModifierSpellMessage( actor, target, realHealSap ,SCORES::sap , ACTNATURE::DEFENSIVE);
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}
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sint32 realHealSta = 0;
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{
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RY_GAME_SHARE::SCharacteristicsAndScores &score = target->getScores()._PhysicalScores[SCORES::stamina];
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score.Current = score.Current + sint32(_HealSta * successFactor);
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if ( score.Current >= score.Max )
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{
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realHealSta = sint32(_HealSta * successFactor) + score.Max - score.Current;
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if ( realHealSta > 0)
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PHRASE_UTILITIES::sendScoreModifierSpellMessage( actor, target, realHealSta,SCORES::stamina , ACTNATURE::DEFENSIVE);
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score.Current = score.Max;
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}
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else
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PHRASE_UTILITIES::sendScoreModifierSpellMessage( actor, target, realHealSta ,SCORES::stamina , ACTNATURE::DEFENSIVE);
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}
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/*behav.Magic.ImpactIntensity = PHRASE_UTILITIES::getImpactIntensity( realHealHp ,targets[i],SCORES::hit_points);
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behav.Magic.ImpactIntensity += PHRASE_UTILITIES::getImpactIntensity( realHealSap ,targets[i],SCORES::sap);
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behav.Magic.ImpactIntensity = PHRASE_UTILITIES::getImpactIntensity( realHealSta ,targets[i],SCORES::stamina);
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*/
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behav.Spell.SpellIntensity = 5;
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behav.Spell.SpellId = MAGICFX::healtoMagicFx( _HealHp,_HealSap,_HealSta,false );
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}
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}
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}
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sint32 _HealHp;
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sint32 _HealSap;
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sint32 _HealSta;
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};
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BEGIN_MAGIC_ACTION_FACTORY(CMagicActionBasicHeal)
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ADD_MAGIC_ACTION_TYPE( "mtch" )
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END_MAGIC_ACTION_FACTORY(CMagicActionBasicHeal)
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