khanat-opennel-code/code/ryzom/server/src/sabrina/magic_action_debuff.cpp

140 lines
4 KiB
C++

// 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 "game_share/entity_structure/statistic.h"
#include "s_link_effect_debuff_skill.h"
using namespace NLNET;
using namespace NLMISC;
using namespace RY_GAME_SHARE;
using namespace std;
class CMagicActionDebuffSkill : public IMagicAction
{
public:
CMagicActionDebuffSkill()
:_TargetSkill(SKILLS::unknown),_DebuffValue(0){}
protected:
virtual bool addBrick( const CStaticBrick & brick, CMagicPhrase * phrase )
{
for ( uint i=0 ; i<brick.Params.size() ; ++i)
{
switch(brick.Params[i]->id())
{
case TBrickParam::MA_DEBUFF:
INFOLOG("MA_DEBUFF: %u",((CSBrickParamMagicDebuff *)brick.Params[i])->Debuff);
_DebuffValue = ((CSBrickParamMagicDebuff *)brick.Params[i])->Debuff;
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::SKILL:
{
INFOLOG("SKILL: %s",((CSBrickParamSkill *)brick.Params[i])->Skill.c_str());
_Skill = SKILLS::toSkill( ((CSBrickParamSkill *)brick.Params[i])->Skill );
if ( _Skill == SKILLS::unknown )
{
nlwarning( "<CMagicActionDebuffSkill addBrick> invalid skill type %s", ((CSBrickParamSkill *)brick.Params[i])->Skill.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)
{
return PHRASE_UTILITIES::validateSpellTarget(phrase->getActor(),phrase->getTargets()[0],ACTNATURE::OFFENSIVE);
}
virtual void apply( CMagicPhrase * phrase, float successFactor,MBEHAV::CBehaviour & behav )
{
///\todo nico:
// - location
// - armor + shield
// - player damages + on armor
// - behaviour + chat messages
// - aggro
/// test resistance
if ( successFactor < 0.0f )
{
///\todo nico
return;
}
/// apply success factor
_DebuffValue = uint32( _DebuffValue * successFactor);
const std::vector< TDataSetRow > & targets = phrase->getTargets();
CEntityBase* actor = CEntityBaseManager::getEntityBasePtr( phrase->getActor() );
if (!actor)
return;
SCORES::EScores linkEnergy;
if ( phrase->getSapCost() > 0 )
{
linkEnergy = SCORES::sap;
}
else
linkEnergy = SCORES::hit_points;;
for ( uint i = 0; i < targets.size(); i++ )
{
// check target
CEntityBase* target = CEntityBaseManager::getEntityBasePtr( targets[i] );
if ( !target)
continue;
if ( PHRASE_UTILITIES::validateSpellTarget(actor,target,ACTNATURE::OFFENSIVE) )
{
CSLinkEffectDebuffSkill* debuff = new CSLinkEffectDebuffSkill( phrase->getActor(),
targets[i],
_UpdatePeriod,
_CostPerUpdate,
linkEnergy,
_Skill,
_TargetSkill,
_DebuffValue );
actor->addLink( debuff );
target->addSabrinaEffect( debuff );
}
}
}
SKILLS::ESkills _TargetSkill;
sint32 _DebuffValue;
uint _CostPerUpdate;
};
MAGIC_ACTION_FACTORY( CMagicActionDebuffSkill,BRICK_FAMILIES::MADebuffSkill )