// Ryzom - MMORPG Framework // 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 . #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 ; iid()) { 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( " 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: // - localisation // - armure + bouclier // - degāts sur perso + sur armure // - behaviour + messages de chat // - 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 )