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379 lines
12 KiB
C++
379 lines
12 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 "combat_defender.h"
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#include "phrase_utilities_functions.h"
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using namespace std;
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using namespace NLMISC;
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//--------------------------------------------------------------
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// CCombatArmor constructor
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//--------------------------------------------------------------
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CCombatArmor::CCombatArmor( const CStaticItem *item, uint16 quality)
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{
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if (!item || !item->Armor) return;
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Quality = quality;
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ArmorType = item->Armor->ArmorType;
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pair<uint8, uint16> armorProtec = PHRASE_UTILITIES::getArmorCharacteristics( item->Armor->ArmorType, quality);
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MaxBluntProtection = armorProtec.second;
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MaxPiercingProtection = armorProtec.second;
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MaxSlashingProtection = armorProtec.second;
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BluntProtectionFactor = armorProtec.first;
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PiercingProtectionFactor = armorProtec.first;
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SlashingProtectionFactor = armorProtec.first;
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Skill = item->Skill;
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SkillValue = Quality * 10;
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} // CCombatArmor //
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//--------------------------------------------------------------
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// CCombatDefenderPlayer::getArmor
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//--------------------------------------------------------------
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bool CCombatDefenderPlayer::getArmor( SLOT_EQUIPMENT::TSlotEquipment slot, CCombatArmor &armor ) const
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{
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CCharacter *character = PlayerManager.getChar(_RowId);
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if ( !character)
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{
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return false;
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}
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CGameItemPtr armorPtr = character->getItem(INVENTORIES::equipment, slot);
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if (armorPtr == NULL || armorPtr->getStaticForm() == NULL || armorPtr->getStaticForm()->Family != ITEMFAMILY::ARMOR)
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return false;
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armor.Quality = armorPtr->quality();
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armor.Skill = armorPtr->getStaticForm()->Skill;
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if( armor.Skill < 0 ) { nlwarning("<CCombatDefenderPlayer::getArmor> armor.Skill negative !!!!"); armor.SkillValue = 0; }
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else
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if ( armor.Skill < SKILLS::NUM_SKILLS )
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{
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armor.SkillValue = character->getSkills()._Skills[ armor.Skill ].Current;
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}
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else
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armor.SkillValue = 0;
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armor.MaxBluntProtection = armorPtr->getProtection(DMGTYPE::BLUNT).Max;
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armor.MaxPiercingProtection = armorPtr->getProtection(DMGTYPE::PIERCING).Max;
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armor.MaxSlashingProtection = armorPtr->getProtection(DMGTYPE::SLASHING).Max;
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armor.BluntProtectionFactor = armorPtr->getProtection(DMGTYPE::BLUNT).Factor;
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armor.PiercingProtectionFactor = armorPtr->getProtection(DMGTYPE::PIERCING).Factor;
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armor.SlashingProtectionFactor = armorPtr->getProtection(DMGTYPE::BLUNT).Factor;
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armor.ArmorType = armorPtr->getStaticForm()->Armor->ArmorType;
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return true;
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} // CCombatDefenderPlayer::getArmor //
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//--------------------------------------------------------------
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// CCombatDefenderPlayer::getShield
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//--------------------------------------------------------------
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bool CCombatDefenderPlayer::getShield(CCombatShield &shield) const
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{
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CCharacter *character = PlayerManager.getChar(_RowId);
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if ( !character)
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{
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return false;
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}
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CGameItemPtr shieldPtr = character->getLeftHandItem();
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if (shieldPtr == NULL || shieldPtr->getStaticForm() == NULL || shieldPtr->getStaticForm()->Family != ITEMFAMILY::SHIELD )
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return false;
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shield.Quality = shieldPtr->quality();
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shield.Skill = shieldPtr->getStaticForm()->Skill;
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if ( shield.Skill < SKILLS::NUM_SKILLS )
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{
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shield.SkillValue = character->getSkills()._Skills[ shield.Skill ].Current;
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}
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else
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shield.SkillValue = 0;
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shield.MaxBluntProtection = shieldPtr->getProtection(DMGTYPE::BLUNT).Max;
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shield.MaxPiercingProtection = shieldPtr->getProtection(DMGTYPE::PIERCING).Max;
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shield.MaxSlashingProtection = shieldPtr->getProtection(DMGTYPE::SLASHING).Max;
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shield.BluntProtectionFactor = shieldPtr->getProtection(DMGTYPE::BLUNT).Factor;
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shield.PiercingProtectionFactor = shieldPtr->getProtection(DMGTYPE::PIERCING).Factor;
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shield.SlashingProtectionFactor = shieldPtr->getProtection(DMGTYPE::BLUNT).Factor;
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shield.ShieldType = shieldPtr->getStaticForm()->Shield->ShieldType;
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shield.ArmorType = shieldPtr->getStaticForm()->Shield->ArmorType;
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return true;
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} // CCombatDefenderPlayer::getShield //
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//--------------------------------------------------------------
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// CCombatDefenderAI constructor
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//--------------------------------------------------------------
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CCombatDefenderAI::CCombatDefenderAI(const TDataSetRow &rowId) : CCombatDefender(rowId), CreatureForm(0)
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{
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CEntityBase * entity = getEntity();
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if(!entity)
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return;
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/// TODO : specialize this class for NPCs other than creature
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CreatureForm = CSheets::getCreaturesForm(entity->getType());
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if (!CreatureForm)
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return;
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_GlobalArmor.Quality = CreatureForm->Level;
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_GlobalArmor.MaxBluntProtection = CreatureForm->Protections[(uint)DMGTYPE::BLUNT].Max;
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_GlobalArmor.MaxPiercingProtection = CreatureForm->Protections[(uint)DMGTYPE::PIERCING].Max;
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_GlobalArmor.MaxSlashingProtection = CreatureForm->Protections[(uint)DMGTYPE::SLASHING].Max;
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_GlobalArmor.BluntProtectionFactor = CreatureForm->Protections[(uint)DMGTYPE::BLUNT].Factor;
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_GlobalArmor.PiercingProtectionFactor = CreatureForm->Protections[(uint)DMGTYPE::PIERCING].Factor;
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_GlobalArmor.SlashingProtectionFactor = CreatureForm->Protections[(uint)DMGTYPE::SLASHING].Factor;
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_GlobalArmor.MaxRotProtection = CreatureForm->Protections[(uint)DMGTYPE::ROT].Max;
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_GlobalArmor.RotProtectionFactor = CreatureForm->Protections[(uint)DMGTYPE::ROT].Factor;
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_GlobalArmor.MaxAcidProtection = CreatureForm->Protections[(uint)DMGTYPE::ACID].Max;
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_GlobalArmor.AcidProtectionFactor = CreatureForm->Protections[(uint)DMGTYPE::ACID].Factor;
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_GlobalArmor.MaxColdProtection = CreatureForm->Protections[(uint)DMGTYPE::COLD].Max;
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_GlobalArmor.ColdProtectionFactor = CreatureForm->Protections[(uint)DMGTYPE::COLD].Factor;
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_GlobalArmor.MaxFireProtection = CreatureForm->Protections[(uint)DMGTYPE::FIRE].Max;
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_GlobalArmor.FireProtectionFactor = CreatureForm->Protections[(uint)DMGTYPE::FIRE].Factor;
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_GlobalArmor.MaxPoisonProtection = CreatureForm->Protections[(uint)DMGTYPE::POISON].Max;
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_GlobalArmor.PoisonProtectionFactor = CreatureForm->Protections[(uint)DMGTYPE::POISON].Factor;
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_GlobalArmor.MaxElectricityProtection = CreatureForm->Protections[(uint)DMGTYPE::ELECTRICITY].Max;
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_GlobalArmor.ElectricityProtectionFactor = CreatureForm->Protections[(uint)DMGTYPE::ELECTRICITY].Factor;
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_GlobalArmor.MaxShockProtection = CreatureForm->Protections[(uint)DMGTYPE::SHOCK].Max;
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_GlobalArmor.ShockProtectionFactor = CreatureForm->Protections[(uint)DMGTYPE::SHOCK].Factor;
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_GlobalArmor.Skill = SKILLS::unknown;
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_GlobalArmor.SkillValue = CreatureForm->Level * 10;
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_GlobalArmor.ArmorType = ARMORTYPE::UNKNOWN;
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_DefenseValue = entity->getSkills()._Skills[ SKILLS::SDD ].Current;
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/* pair< const CStaticItem *, uint16> item;
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// head
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item = getArmorOnSlot( SLOT_EQUIPMENT::HEAD );
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if (item.first != NULL)
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{
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_HeadArmor = CCombatArmor( item.first, item.second);
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_HeadArmor.SkillValue = _HeadArmor.Quality * 10;
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}
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//chest
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item = getArmorOnSlot( SLOT_EQUIPMENT::CHEST );
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if (item.first != NULL)
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{
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_ChestArmor = CCombatArmor( item.first, item.second);
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_ChestArmor.SkillValue = _ChestArmor.Quality * 10;
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}
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//arms
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item = getArmorOnSlot( SLOT_EQUIPMENT::ARMS );
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if (item.first != NULL)
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{
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_ArmsArmor = CCombatArmor( item.first, item.second);
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_ArmsArmor.SkillValue = _ArmsArmor.Quality * 10;
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}
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//hands
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item = getArmorOnSlot( SLOT_EQUIPMENT::HANDS );
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if (item.first != NULL)
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{
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_HandsArmor = CCombatArmor( item.first, item.second);
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_HandsArmor.SkillValue = _HandsArmor.Quality * 10;
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}
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//legs
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item = getArmorOnSlot( SLOT_EQUIPMENT::LEGS );
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if (item.first != NULL)
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{
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_LegsArmor = CCombatArmor( item.first, item.second);
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_LegsArmor.SkillValue = _LegsArmor.Quality * 10;
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}
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//feet
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item = getArmorOnSlot( SLOT_EQUIPMENT::FEET );
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if (item.first != NULL)
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{
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_FeetArmor = CCombatArmor( item.first, item.second);
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_FeetArmor.SkillValue = _FeetArmor.Quality * 10;
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}
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// FIX TEMP
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if (_ChestArmor.SkillValue > _DefenseValue)
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_DefenseValue = _ChestArmor.SkillValue;
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*/
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} // CCombatDefenderAI constructor //
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//--------------------------------------------------------------
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// CCombatDefenderAI::getArmor
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//--------------------------------------------------------------
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bool CCombatDefenderAI::getArmor( SLOT_EQUIPMENT::TSlotEquipment slot, CCombatArmor &armor ) const
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{
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/*
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switch(slot)
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{
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case SLOT_EQUIPMENT::HEAD:
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if (_HeadArmor.Quality > 0)
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armor = _HeadArmor;
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else
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return false;
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break;
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case SLOT_EQUIPMENT::CHEST:
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if (_ChestArmor.Quality > 0)
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armor = _ChestArmor;
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else
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return false;
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break;
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case SLOT_EQUIPMENT::ARMS:
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if (_ArmsArmor.Quality > 0)
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armor = _ArmsArmor;
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else
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return false;
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break;
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case SLOT_EQUIPMENT::LEGS:
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if (_LegsArmor.Quality > 0)
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armor = _LegsArmor;
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else
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return false;
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break;
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case SLOT_EQUIPMENT::FEET:
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if (_FeetArmor.Quality > 0)
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armor = _FeetArmor;
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else
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return false;
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break;
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case SLOT_EQUIPMENT::HANDS:
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if (_HandsArmor.Quality > 0)
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armor = _HandsArmor;
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else
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return false;
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break;
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default:
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return false;
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};
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*/
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if ( _GlobalArmor.Quality > 0)
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armor = _GlobalArmor;
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else
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return false;
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return true;
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} // CCombatDefenderAI::getArmor //
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//--------------------------------------------------------------
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// CCombatDefenderAI::getShield
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//--------------------------------------------------------------
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bool CCombatDefenderAI::getShield(CCombatShield &shield) const
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{
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/* if (_Shield.Quality > 0)
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{
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shield = _Shield;
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return true;
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}
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else
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*/
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return false;
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} // CCombatDefenderAI::getShield //
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//--------------------------------------------------------------
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// CCombatDefenderAI::getArmorOnSlot()
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//--------------------------------------------------------------
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pair<const CStaticItem *, uint16> CCombatDefenderAI::getArmorOnSlot( SLOT_EQUIPMENT::TSlotEquipment slot )
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{
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CEntityBase * entity = getEntity();
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if (!entity) return make_pair( (const CStaticItem*)(NULL),0);
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const CEquipmentSlots &items = entity->getEquipment();
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CSheetId sheet;
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sint16 quality = 0;
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switch( slot )
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{
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case SLOT_EQUIPMENT::HEAD:
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{
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sheet = items.Head.IdSheet;
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quality = items.Head.Quality;
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}
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break;
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case SLOT_EQUIPMENT::ARMS:
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{
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sheet = items.Arms.IdSheet;
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quality = items.Arms.Quality;
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}
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break;
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case SLOT_EQUIPMENT::HANDS:
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{
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sheet = items.Hands.IdSheet;
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quality = items.Hands.Quality;
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}
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break;
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case SLOT_EQUIPMENT::CHEST:
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{
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sheet = items.Chest.IdSheet;
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quality = items.Chest.Quality;
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}
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break;
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case SLOT_EQUIPMENT::LEGS:
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{
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sheet = items.Legs.IdSheet;
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quality = items.Legs.Quality;
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}
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break;
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case SLOT_EQUIPMENT::FEET:
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{
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sheet = items.Feet.IdSheet;
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quality = items.Feet.Quality;
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}
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break;
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default:
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nlwarning("<CCombatAttackerAI::getArmorOnSlot> slot id %d not managed by getItemOnSlot", slot);
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return make_pair( (const CStaticItem*)(NULL),0);
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};
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if (sheet != CSheetId::Unknown)
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{
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const CStaticItem *item = CSheets::getForm(sheet);
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return make_pair( item, quality);
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}
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else
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{
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return make_pair( (const CStaticItem *)NULL, 0);
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}
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} // CCombatDefenderAI::getArmorOnSlot //
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