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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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140 lines
4 KiB
C++
140 lines
4 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 "game_share/entity_structure/statistic.h"
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#include "s_link_effect_debuff_skill.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 CMagicActionDebuffSkill : public IMagicAction
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{
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public:
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CMagicActionDebuffSkill()
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:_TargetSkill(SKILLS::unknown),_DebuffValue(0){}
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protected:
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virtual bool addBrick( const CStaticBrick & brick, CMagicPhrase * phrase )
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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_DEBUFF:
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INFOLOG("MA_DEBUFF: %u",((CSBrickParamMagicDebuff *)brick.Params[i])->Debuff);
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_DebuffValue = ((CSBrickParamMagicDebuff *)brick.Params[i])->Debuff;
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break;
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case TBrickParam::MA_LINK_COST:
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INFOLOG("MA_LINK_COST: %u",((CSBrickParamMagicLinkCost *)brick.Params[i])->Cost);
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_CostPerUpdate = ((CSBrickParamMagicLinkCost *)brick.Params[i])->Cost;
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break;
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case TBrickParam::SKILL:
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{
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INFOLOG("SKILL: %s",((CSBrickParamSkill *)brick.Params[i])->Skill.c_str());
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_Skill = SKILLS::toSkill( ((CSBrickParamSkill *)brick.Params[i])->Skill );
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if ( _Skill == SKILLS::unknown )
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{
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nlwarning( "<CMagicActionDebuffSkill addBrick> invalid skill type %s", ((CSBrickParamSkill *)brick.Params[i])->Skill.c_str() );
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return false;
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}
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break;
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}
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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::OFFENSIVE);
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}
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virtual void apply( CMagicPhrase * phrase, float successFactor,MBEHAV::CBehaviour & behav )
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{
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///\todo nico:
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// - location
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// - armor + shield
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// - player damages + on armor
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// - behaviour + chat messages
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// - aggro
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/// test resistance
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if ( successFactor < 0.0f )
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{
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///\todo nico
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return;
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}
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/// apply success factor
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_DebuffValue = uint32( _DebuffValue * successFactor);
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const std::vector< TDataSetRow > & targets = phrase->getTargets();
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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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SCORES::EScores linkEnergy;
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if ( phrase->getSapCost() > 0 )
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{
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linkEnergy = SCORES::sap;
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}
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else
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linkEnergy = SCORES::hit_points;;
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for ( uint i = 0; i < targets.size(); i++ )
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{
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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 ( PHRASE_UTILITIES::validateSpellTarget(actor,target,ACTNATURE::OFFENSIVE) )
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{
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CSLinkEffectDebuffSkill* debuff = new CSLinkEffectDebuffSkill( phrase->getActor(),
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targets[i],
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_UpdatePeriod,
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_CostPerUpdate,
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linkEnergy,
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_Skill,
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_TargetSkill,
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_DebuffValue );
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actor->addLink( debuff );
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target->addSabrinaEffect( debuff );
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}
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}
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}
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SKILLS::ESkills _TargetSkill;
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sint32 _DebuffValue;
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uint _CostPerUpdate;
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};
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MAGIC_ACTION_FACTORY( CMagicActionDebuffSkill,BRICK_FAMILIES::MADebuffSkill )
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