khanat-opennel-code/code/ryzom/server/src/sabrina/s_link_effect.cpp
2010-05-06 02:08:41 +02:00

163 lines
5.2 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 "s_link_effect.h"
#include "entity_manager.h"
#include "character.h"
#include "phrase_utilities_functions.h"
#include "game_share/entity_structure/statistic.h"
#include "nel/misc/random.h"
#include "s_link_effect.h"
using namespace std;
using namespace NLMISC;
using namespace RY_GAME_SHARE;
extern CRandom RandomGenerator;
double CSLinkEffect::_UpdatePeriod = 4.0f;
//-----------------------------------------------
// CSLinkEffect update
//-----------------------------------------------
bool CSLinkEffect::isTimeToUpdate()
{
const NLMISC::TGameCycle time = CTickEventHandler::getGameCycle();
if ( time >= _NextUpdate )
{
_NextUpdate = time + NLMISC::TGameCycle( _UpdatePeriod / CTickEventHandler::getGameTimeStep() );
return true;
}
return false;
}// CSLinkEffect update
//-----------------------------------------------
// CSLinkEffect update
//-----------------------------------------------
bool CSLinkEffect::update(uint32 & updateFlag)
{
CEntityBase * caster = CEntityBaseManager::getEntityBasePtr( _CreatorRowId );
if ( !caster )
{
nlwarning("<CSLinkEffectDot update> Invalid caster %u",_CreatorRowId.getIndex() );
return true;
}
RY_GAME_SHARE::SCharacteristicsAndScores & score = caster->getScores()._PhysicalScores[_EnergyCost];
if ( score.Current != 0)
{
if ( score.Current > _CostPerUpdate )
{
score.Current = score.Current - _CostPerUpdate;
return false;
}
}
return true;
}
//-----------------------------------------------
// CSLinkEffect removed
//-----------------------------------------------
void CSLinkEffect::removed()
{
CEntityBase * caster = CEntityBaseManager::getEntityBasePtr( _CreatorRowId );
if ( !caster )
{
nlwarning("<CSLinkEffectDot removed> Invalid caster %u",_CreatorRowId.getIndex() );
return;
}
caster->removeLink( this );
}
//-----------------------------------------------
// CSLinkEffectOffensive apply
//-----------------------------------------------
bool CSLinkEffectOffensive::update( uint32 & updateFlag )
{
if ( CSLinkEffect::update(updateFlag) )
return true;
CEntityBase * caster = CEntityBaseManager::getEntityBasePtr( _CreatorRowId );
if ( !caster )
{
nlwarning("<CSLinkEffectDot update> Invalid caster %u",_CreatorRowId.getIndex() );
return true;
}
CEntityBase * target = CEntityBaseManager::getEntityBasePtr( _TargetRowId );
if ( !target )
{
nlwarning("<CSLinkEffectDot update> Invalid target %u",_TargetRowId.getIndex() );
return true;
}
// test resistance
/* SSkill * skillResist = target->getSkills().getSkillStruct( SKILLS::MagicDefense ); //TODO skill missing
if ( ! skillResist )
{
nlwarning("<CSLinkEffectDot update> MagicDefense is not a valid skill");
return true;
}
*/ SSkill * skillActor = caster->getSkills().getSkillStruct( _Skill );
if ( ! skillActor )
{
nlwarning("<CSLinkEffectDot update> %s is not a valid skill",SKILLS::toString(_Skill).c_str());
return true;
}
const CSEffect * debuff = caster->lookForSEffect( EFFECT_FAMILIES::DebuffSkillMagic );
sint skillValue = skillActor->Current;
if ( debuff )
skillValue -= debuff->getParamValue();
// cap skill values with brick power
if ( _Power < skillValue )
skillValue = _Power;
// get the chances ( delta level is divided by 10 because a level is 10
const uint8 chances = PHRASE_UTILITIES::getSuccessChance( ( skillValue /*- skillResist->Current*/ )/10 ); //TODO skill missing
const uint8 roll = (uint8)RandomGenerator.rand( 99 );
_ResistFactor = PHRASE_UTILITIES::getSucessFactor(chances, roll);
bool end = true;
if ( _ResistFactor > 0.0f )
{
end = false;
if ( _ResistFactor > 1.0f )
{
_ResistFactor = 1.0f;
}
}
else
{
if ( caster->getId().getType() == RYZOMID::player )
CCharacter::sendMessageToClient( caster->getId(),"MAGIC_TOTAL_RESIST" );
if ( target->getId().getType() == RYZOMID::player )
CCharacter::sendMessageToClient( target->getId(),"MAGIC_U_TOTAL_RESIST");
}
// compute resist XP gain, if such an effect was not already resisted
if ( target->getId().getType() == RYZOMID::player && _ResistFactor < 1.0f)
{
///\todo nico successFactor is the quality factor of the action for xp
// TODO skill missing
// ((CCharacter*) target)->actionReport( caster, ( skillResist->Current - skillValue)/10, ACTNATURE::DEFENSIVE, SKILLS::toString( SKILLS::MagicDefense ) );
}
return end;
}