void CombatStart::apply(Dialog* dialog)
 {
     Combat* combat = CombatManager::getSingleton().startCombat();
     std::vector<Creature*> allies = dialog->getPlayerCharacters();
     for (std::vector<Creature*>::iterator it = allies.begin(); it != allies.end(); ++it)
     {
         combat->addAlly(*it);            
     }
     std::vector<Creature*> enemies = dialog->getNonPlayerCharacters();
     for (std::vector<Creature*>::iterator it = enemies.begin(); it != enemies.end(); ++it)
     {
         combat->addOpponent(*it);
     }
     combat->start();
 }
Beispiel #2
0
void DuelEvent::happen()
{
	CCScene* pScene = Combat::scene();
	Combat* pLayer = (Combat*)pScene->getChildByTag(COMBATLAYER);
	//pass args(defined in CSV) here 
	CCInteger* intg = (CCInteger*) this->args->lastObject();
	if(intg!=NULL && pLayer!=NULL) 
		pLayer->setMonsterType( intg->getValue() );
	else if(intg==NULL && pLayer!=NULL)
		pLayer->setMonsterType( 1 );
	else
		CCLog("Combat Layer get fail. ");

	CCTransitionFade *scenetrans = CCTransitionFade::create(0.7, pScene);
	CCDirector::sharedDirector()->pushScene(scenetrans);
}
int main()
{
	//////////
	//Setup///
	//////////
	srand( (unsigned)time(0) );	
	Combat* pCombat = new Combat();	
	Report* pDamageReport = new Report( "damage_report.txt" );				
	pDamageReport->mFile.open( pDamageReport->getFilename(), ios::out | ios::app );
	Report* pInitReport   = new Report( "init_report.txt",   false, 1  );	
	pDamageReport->addToReport( "Damage Report\n\n"         );
	pInitReport->addToReport(   "Initialization Report\n\n" );
	pDamageReport->mFile.close();
	
	COORD newConsoleSize = {82,45};										//Resized the console so a more detailed output
	SMALL_RECT rDisplayArea = {0,0,0,0};								//of damage values, criticals, ability names,
	SetConsoleScreenBufferSize( pCombat->getHandle(), newConsoleSize );	//mana costs, and Damage Over Time ticks
	rDisplayArea.Right = newConsoleSize.X - 1;							//could be seen on screen without scrolling
	SetConsoleWindowInfo( pCombat->getHandle(), true, &rDisplayArea );	
	
	Unit* pPlayer = pCombat->charInit();									
	Boss* pBoss = new Boss();												
	pCombat->units = pCombat->enemyInit( GameFunctions::getNumEnemies() );	
	pInitReport->initReport( pPlayer, pCombat->units );						//Output name, health, mana, armor, abilities and their names and values
																			//for player and units vector of enemies
	pCombat->storyMsg( pPlayer->getPlayerName() );	

	stringstream initString;
	initString << "\nPrinting Story Message. Function call: storyMsg( pPlayer->getPlayerName() )"
	    	   << "\nSetting up Game Loop variables..."
			   << "\nDetermining Combat Order..."
			   << "\nEntering Game Loop...";
	pInitReport->addToReport( initString.str() );

	pInitReport->addToReport( "\nStarting Combat..." );		//Final output, switching to Combat report: pDamageReport
	pCombat->startGameCombat( pPlayer, pBoss, pDamageReport, pCombat->units );
	
	delete pPlayer;
	pPlayer= NULL;
	delete pBoss;
	pBoss = NULL;
	delete pCombat;
	pCombat = NULL;
	delete pDamageReport;
	pDamageReport = NULL;
	delete pInitReport;
	pInitReport = NULL;

	cin.ignore( 1000, '\n' );
	cin.get();
	return 0;
}
Beispiel #4
0
bool Monsters::deserializeSpell(xmlNodePtr node, spellBlock_t& sb, const std::string& description)
{
	sb.range = sb.minCombatValue = sb.maxCombatValue = 0;
	sb.combatSpell = sb.isMelee = false;
	sb.chance = 100;
	sb.speed = 2000;

	std::string name, scriptName;
	bool isScripted = false;
	if(readXMLString(node, "script", scriptName))
		isScripted = true;
	else if(!readXMLString(node, "name", name))
		return false;

	int32_t intValue;
	std::string strValue;
	if(readXMLInteger(node, "speed", intValue) || readXMLInteger(node, "interval", intValue))
		sb.speed = std::max(1, intValue);

	if(readXMLInteger(node, "chance", intValue))
	{
		if(intValue < 0 || intValue > 100)
			intValue = 100;

		sb.chance = intValue;
	}

	if(readXMLInteger(node, "range", intValue))
	{
		if(intValue < 0)
			intValue = 0;

		if(intValue > Map::maxViewportX * 2)
			intValue = Map::maxViewportX * 2;

		sb.range = intValue;
	}

	if(readXMLInteger(node, "min", intValue))
		sb.minCombatValue = intValue;

	if(readXMLInteger(node, "max", intValue))
		sb.maxCombatValue = intValue;

	//normalize values
	if(std::abs(sb.minCombatValue) > std::abs(sb.maxCombatValue))
		std::swap(sb.minCombatValue, sb.maxCombatValue);

	if((sb.spell = g_spells->getSpellByName(name)))
		return true;

	CombatSpell* combatSpell = NULL;
	bool needTarget = false, needDirection = false;
	if(isScripted)
	{
		if(readXMLString(node, "direction", strValue))
			needDirection = booleanString(strValue);

		if(readXMLString(node, "target", strValue))
			needTarget = booleanString(strValue);

		combatSpell = new CombatSpell(NULL, needTarget, needDirection);
		if(!combatSpell->loadScript(getFilePath(FILE_TYPE_OTHER, g_spells->getScriptBaseName() + "/scripts/" + scriptName), true))
		{
			delete combatSpell;
			return false;
		}

		if(!combatSpell->loadScriptCombat())
		{
			delete combatSpell;
			return false;

		}

		combatSpell->getCombat()->setPlayerCombatValues(FORMULA_VALUE, sb.minCombatValue, 0, sb.maxCombatValue, 0, 0, 0, 0, 0, 0, 0);
	}
	else
	{
		Combat* combat = new Combat;
		sb.combatSpell = true;
		if(readXMLInteger(node, "length", intValue))
		{
			int32_t length = intValue;
			if(length > 0)
			{
				int32_t spread = 3;
				//need direction spell
				if(readXMLInteger(node, "spread", intValue))
					spread = std::max(0, intValue);

				CombatArea* area = new CombatArea();
				area->setupArea(length, spread);

				combat->setArea(area);
				needDirection = true;
			}
		}

		if(readXMLInteger(node, "radius", intValue))
		{
			int32_t radius = intValue;
			//target spell
			if(readXMLInteger(node, "target", intValue))
				needTarget = (intValue != 0);

			CombatArea* area = new CombatArea();
			area->setupArea(radius);
			combat->setArea(area);
		}

		std::string tmpName = asLowerCaseString(name);
		if(tmpName == "melee" || tmpName == "distance")
		{
			int32_t attack = 0, skill = 0;
			if(readXMLInteger(node, "attack", attack) && readXMLInteger(node, "skill", skill))
			{
				sb.minCombatValue = 0;
				sb.maxCombatValue = -Weapons::getMaxMeleeDamage(skill, attack);
			}

			uint32_t tickInterval = 2000;
			ConditionType_t conditionType = CONDITION_NONE;
			if(readXMLInteger(node, "physical", intValue))
				conditionType = CONDITION_PHYSICAL;
			else if(readXMLInteger(node, "fire", intValue))
			{
				conditionType = CONDITION_FIRE;
				tickInterval = 9000;
			}
			else if(readXMLInteger(node, "energy", intValue))
			{
				conditionType = CONDITION_ENERGY;
				tickInterval = 10000;
			}
			else if(readXMLInteger(node, "earth", intValue))
			{
				conditionType = CONDITION_POISON;
				tickInterval = 5000;
			}
			else if(readXMLInteger(node, "freeze", intValue))
			{
				conditionType = CONDITION_FREEZING;
				tickInterval = 8000;
			}
			else if(readXMLInteger(node, "dazzle", intValue))
			{
				conditionType = CONDITION_DAZZLED;
				tickInterval = 10000;
			}
			else if(readXMLInteger(node, "curse", intValue))
			{
				conditionType = CONDITION_CURSED;
				tickInterval = 4000;
			}
			else if(readXMLInteger(node, "drown", intValue))
			{
				conditionType = CONDITION_DROWN;
				tickInterval = 5000;
			}
			else if(readXMLInteger(node, "poison", intValue))
			{
				conditionType = CONDITION_POISON;
				tickInterval = 5000;
			}

			uint32_t damage = std::abs(intValue);
			if(readXMLInteger(node, "tick", intValue) && intValue > 0)
				tickInterval = intValue;

			if(conditionType != CONDITION_NONE)
			{
				Condition* condition = getDamageCondition(conditionType, damage, damage, 0, tickInterval);
				if(condition)
					combat->setCondition(condition);
			}

			sb.isMelee = true;
			sb.range = 1;

			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_PHYSICALDAMAGE);
			combat->setParam(COMBATPARAM_BLOCKEDBYSHIELD, 1);
			combat->setParam(COMBATPARAM_BLOCKEDBYARMOR, 1);
		}
		else if(tmpName == "physical")
		{
			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_PHYSICALDAMAGE);
			combat->setParam(COMBATPARAM_BLOCKEDBYARMOR, 1);
		}
		else if(tmpName == "drown")
			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_DROWNDAMAGE);
		else if(tmpName == "fire")
			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_FIREDAMAGE);
		else if(tmpName == "energy")
			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_ENERGYDAMAGE);
		else if(tmpName == "poison" || tmpName == "earth")
			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_EARTHDAMAGE);
		else if(tmpName == "ice")
			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_ICEDAMAGE);
		else if(tmpName == "holy")
			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_HOLYDAMAGE);
		else if(tmpName == "death")
			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_DEATHDAMAGE);
		else if(tmpName == "lifedrain")
			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_LIFEDRAIN);
		else if(tmpName == "manadrain")
			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_MANADRAIN);
		else if(tmpName == "healing")
		{
			bool aggressive = false;
			if(readXMLInteger(node, "self", intValue))
				aggressive = intValue;

			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_HEALING);
			combat->setParam(COMBATPARAM_AGGRESSIVE, aggressive);
		}
		else if(tmpName == "undefined")
			combat->setParam(COMBATPARAM_COMBATTYPE, COMBAT_UNDEFINEDDAMAGE);
		else if(tmpName == "speed")
		{
			int32_t speedChange = 0, duration = 10000;
			if(readXMLInteger(node, "duration", intValue))
				duration = intValue;

			enum Aggressive {
				NO,
				YES,
				AUTO
			} aggressive = AUTO;
			if(readXMLInteger(node, "self", intValue))
				aggressive = (Aggressive)intValue;

			if(readXMLInteger(node, "speedchange", intValue))
				speedChange = std::max(-1000, intValue); //cant be slower than 100%

			std::vector<Outfit_t> outfits;
			for(xmlNodePtr tmpNode = node->children; tmpNode; tmpNode = tmpNode->next)
			{
				if(xmlStrcmp(tmpNode->name,(const xmlChar*)"outfit"))
					continue;

				if(readXMLInteger(tmpNode, "type", intValue))
				{
					Outfit_t outfit;
					outfit.lookType = intValue;
					if(readXMLInteger(tmpNode, "head", intValue))
						outfit.lookHead = intValue;

					if(readXMLInteger(tmpNode, "body", intValue))
						outfit.lookBody = intValue;

					if(readXMLInteger(tmpNode, "legs", intValue))
						outfit.lookLegs = intValue;

					if(readXMLInteger(tmpNode, "feet", intValue))
						outfit.lookFeet = intValue;

					if(readXMLInteger(tmpNode, "addons", intValue))
						outfit.lookAddons = intValue;

					outfits.push_back(outfit);
				}

				if(readXMLInteger(tmpNode, "typeex", intValue) || readXMLInteger(tmpNode, "item", intValue))
				{
					Outfit_t outfit;
					outfit.lookTypeEx = intValue;
					outfits.push_back(outfit);
				}

				if(readXMLString(tmpNode, "monster", strValue))
				{
					if(MonsterType* mType = g_monsters.getMonsterType(strValue))
						outfits.push_back(mType->outfit);
				}
			}

			ConditionType_t conditionType = CONDITION_PARALYZE;
			if(speedChange > 0)
			{
				conditionType = CONDITION_HASTE;
				if(aggressive == AUTO)
					aggressive = NO;
			}
			else if(aggressive == AUTO)
				aggressive = YES;

			if(ConditionSpeed* condition = dynamic_cast<ConditionSpeed*>(Condition::createCondition(
				CONDITIONID_COMBAT, conditionType, duration)))
			{
				condition->setFormulaVars((speedChange / 1000.), 0, (speedChange / 1000.), 0);
				if(!outfits.empty())
					condition->setOutfits(outfits);

				combat->setCondition(condition);
				combat->setParam(COMBATPARAM_AGGRESSIVE, aggressive);
			}
		}
		else if(tmpName == "outfit")
		{
			std::vector<Outfit_t> outfits;
			for(xmlNodePtr tmpNode = node->children; tmpNode; tmpNode = tmpNode->next)
			{
				if(xmlStrcmp(tmpNode->name,(const xmlChar*)"outfit"))
					continue;

				if(readXMLInteger(tmpNode, "type", intValue))
				{
					Outfit_t outfit;
					outfit.lookType = intValue;
					if(readXMLInteger(tmpNode, "head", intValue))
						outfit.lookHead = intValue;

					if(readXMLInteger(tmpNode, "body", intValue))
						outfit.lookBody = intValue;

					if(readXMLInteger(tmpNode, "legs", intValue))
						outfit.lookLegs = intValue;

					if(readXMLInteger(tmpNode, "feet", intValue))
						outfit.lookFeet = intValue;

					if(readXMLInteger(tmpNode, "addons", intValue))
						outfit.lookAddons = intValue;

					outfits.push_back(outfit);
				}

				if(readXMLInteger(tmpNode, "typeex", intValue) || readXMLInteger(tmpNode, "item", intValue))
				{
					Outfit_t outfit;
					outfit.lookTypeEx = intValue;
					outfits.push_back(outfit);
				}

				if(readXMLString(tmpNode, "monster", strValue))
				{
					if(MonsterType* mType = g_monsters.getMonsterType(strValue))
						outfits.push_back(mType->outfit);
				}
			}

			if(outfits.empty())
			{
				if(readXMLInteger(node, "type", intValue))
				{
					Outfit_t outfit;
					outfit.lookType = intValue;
					if(readXMLInteger(node, "head", intValue))
						outfit.lookHead = intValue;

					if(readXMLInteger(node, "body", intValue))
						outfit.lookBody = intValue;

					if(readXMLInteger(node, "legs", intValue))
						outfit.lookLegs = intValue;

					if(readXMLInteger(node, "feet", intValue))
						outfit.lookFeet = intValue;

					if(readXMLInteger(node, "addons", intValue))
						outfit.lookAddons = intValue;

					outfits.push_back(outfit);
				}

				if(readXMLInteger(node, "typeex", intValue) || readXMLInteger(node, "item", intValue))
				{
					Outfit_t outfit;
					outfit.lookTypeEx = intValue;
					outfits.push_back(outfit);
				}

				if(readXMLString(node, "monster", strValue))
				{
					if(MonsterType* mType = g_monsters.getMonsterType(strValue))
						outfits.push_back(mType->outfit);
				}
			}

			if(!outfits.empty())
			{
				int32_t duration = 10000;
				if(readXMLInteger(node, "duration", intValue))
					duration = intValue;

				bool aggressive = false;
				if(readXMLInteger(node, "self", intValue))
					aggressive = intValue;

				if(ConditionOutfit* condition = dynamic_cast<ConditionOutfit*>(Condition::createCondition(
					CONDITIONID_COMBAT, CONDITION_OUTFIT, duration)))
				{
					condition->setOutfits(outfits);
					combat->setCondition(condition);
					combat->setParam(COMBATPARAM_AGGRESSIVE, aggressive);
				}
			}
		}
		else if(tmpName == "invisible")
		{
			int32_t duration = 10000;
			if(readXMLInteger(node, "duration", intValue))
				duration = intValue;

			bool aggressive = false;
			if(readXMLInteger(node, "self", intValue))
				aggressive = intValue;

			if(Condition* condition = Condition::createCondition(CONDITIONID_COMBAT, CONDITION_INVISIBLE, duration))
			{
				combat->setParam(COMBATPARAM_AGGRESSIVE, aggressive);
				combat->setCondition(condition);
			}
		}
		else if(tmpName == "drunk")
		{
			int32_t duration = 10000;
			if(readXMLInteger(node, "duration", intValue))
				duration = intValue;

			if(Condition* condition = Condition::createCondition(CONDITIONID_COMBAT, CONDITION_DRUNK, duration))
				combat->setCondition(condition);
		}
		else if(tmpName == "skills" || tmpName == "attributes")
		{
			uint32_t duration = 10000, subId = 0;
			if(readXMLInteger(node, "duration", intValue))
				duration = intValue;

			if(readXMLInteger(node, "subid", intValue))
				subId = intValue;

			intValue = 0;
			ConditionParam_t param = CONDITIONPARAM_BUFF; //to know was it loaded
			if(readXMLInteger(node, "melee", intValue))
				param = CONDITIONPARAM_SKILL_MELEE;
			else if(readXMLInteger(node, "fist", intValue))
				param = CONDITIONPARAM_SKILL_FIST;
			else if(readXMLInteger(node, "club", intValue))
				param = CONDITIONPARAM_SKILL_CLUB;
			else if(readXMLInteger(node, "axe", intValue))
				param = CONDITIONPARAM_SKILL_AXE;
			else if(readXMLInteger(node, "sword", intValue))
				param = CONDITIONPARAM_SKILL_SWORD;
			else if(readXMLInteger(node, "distance", intValue) || readXMLInteger(node, "dist", intValue))
				param = CONDITIONPARAM_SKILL_DISTANCE;
			else if(readXMLInteger(node, "shielding", intValue) || readXMLInteger(node, "shield", intValue))
				param = CONDITIONPARAM_SKILL_SHIELD;
			else if(readXMLInteger(node, "fishing", intValue) || readXMLInteger(node, "fish", intValue))
				param = CONDITIONPARAM_SKILL_FISHING;
			else if(readXMLInteger(node, "meleePercent", intValue))
				param = CONDITIONPARAM_SKILL_MELEEPERCENT;
			else if(readXMLInteger(node, "fistPercent", intValue))
				param = CONDITIONPARAM_SKILL_FISTPERCENT;
			else if(readXMLInteger(node, "clubPercent", intValue))
				param = CONDITIONPARAM_SKILL_CLUBPERCENT;
			else if(readXMLInteger(node, "axePercent", intValue))
				param = CONDITIONPARAM_SKILL_AXEPERCENT;
			else if(readXMLInteger(node, "swordPercent", intValue))
				param = CONDITIONPARAM_SKILL_SWORDPERCENT;
			else if(readXMLInteger(node, "distancePercent", intValue) || readXMLInteger(node, "distPercent", intValue))
				param = CONDITIONPARAM_SKILL_DISTANCEPERCENT;
			else if(readXMLInteger(node, "shieldingPercent", intValue) || readXMLInteger(node, "shieldPercent", intValue))
				param = CONDITIONPARAM_SKILL_SHIELDPERCENT;
			else if(readXMLInteger(node, "fishingPercent", intValue) || readXMLInteger(node, "fishPercent", intValue))
				param = CONDITIONPARAM_SKILL_FISHINGPERCENT;
			else if(readXMLInteger(node, "maxhealth", intValue))
				param = CONDITIONPARAM_STAT_MAXHEALTHPERCENT;
			else if(readXMLInteger(node, "maxmana", intValue))
				param = CONDITIONPARAM_STAT_MAXMANAPERCENT;
			else if(readXMLInteger(node, "soul", intValue))
				param = CONDITIONPARAM_STAT_SOULPERCENT;
			else if(readXMLInteger(node, "magiclevel", intValue) || readXMLInteger(node, "maglevel", intValue))
				param = CONDITIONPARAM_STAT_MAGICLEVELPERCENT;
			else if(readXMLInteger(node, "maxhealthPercent", intValue))
				param = CONDITIONPARAM_STAT_MAXHEALTHPERCENT;
			else if(readXMLInteger(node, "maxmanaPercent", intValue))
				param = CONDITIONPARAM_STAT_MAXMANAPERCENT;
			else if(readXMLInteger(node, "soulPercent", intValue))
				param = CONDITIONPARAM_STAT_SOULPERCENT;
			else if(readXMLInteger(node, "magiclevelPercent", intValue) || readXMLInteger(node, "maglevelPercent", intValue))
				param = CONDITIONPARAM_STAT_MAGICLEVELPERCENT;

			if(param != CONDITIONPARAM_BUFF)
			{
				if(ConditionAttributes* condition = dynamic_cast<ConditionAttributes*>(Condition::createCondition(
					CONDITIONID_COMBAT, CONDITION_ATTRIBUTES, duration, false, subId)))
				{
					condition->setParam(param, intValue);
					combat->setCondition(condition);
				}
			}
		}
		else if(tmpName == "firefield")
			combat->setParam(COMBATPARAM_CREATEITEM, 1492);
		else if(tmpName == "poisonfield")
			combat->setParam(COMBATPARAM_CREATEITEM, 1496);
		else if(tmpName == "energyfield")
			combat->setParam(COMBATPARAM_CREATEITEM, 1495);
		else if(tmpName == "firecondition" || tmpName == "energycondition" || tmpName == "drowncondition" ||
			tmpName == "poisoncondition" || tmpName == "earthcondition" || tmpName == "freezecondition" ||
			tmpName == "cursecondition" || tmpName == "dazzlecondition")
		{
			ConditionType_t conditionType = CONDITION_NONE;
			uint32_t tickInterval = 2000;
			if(tmpName == "physicalcondition")
				conditionType = CONDITION_PHYSICAL;
			else if(tmpName == "firecondition")
			{
				conditionType = CONDITION_FIRE;
				tickInterval = 9000;
			}
			else if(tmpName == "energycondition")
			{
				conditionType = CONDITION_ENERGY;
				tickInterval = 10000;
			}
			else if(tmpName == "earthcondition")
			{
				conditionType = CONDITION_POISON;
				tickInterval = 5000;
			}
			else if(tmpName == "freezecondition")
			{
				conditionType = CONDITION_FREEZING;
				tickInterval = 8000;
			}
			else if(tmpName == "cursecondition")
			{
				conditionType = CONDITION_CURSED;
				tickInterval = 4000;
			}
			else if(tmpName == "dazzlecondition")
			{
				conditionType = CONDITION_DAZZLED;
				tickInterval = 10000;
			}
			else if(tmpName == "drowncondition")
			{
				conditionType = CONDITION_DROWN;
				tickInterval = 5000;
			}
			else if(tmpName == "poisoncondition")
			{
				conditionType = CONDITION_POISON;
				tickInterval = 5000;
			}

			if(readXMLInteger(node, "tick", intValue) && intValue > 0)
				tickInterval = intValue;

			int32_t startDamage = 0, minDamage = std::abs(sb.minCombatValue), maxDamage = std::abs(sb.maxCombatValue);
			if(readXMLInteger(node, "start", intValue))
				startDamage = std::max(std::abs(intValue), minDamage);

			if(Condition* condition = getDamageCondition(conditionType, maxDamage, minDamage, startDamage, tickInterval))
				combat->setCondition(condition);
		}
		else if(tmpName == "strength")
		{
			//TODO: monster extra strength
		}
		else if(tmpName == "effect")
			{/*show some effect and bye bye!*/}
		else
		{
			delete combat;
			std::clog << "[Error - Monsters::deserializeSpell] " << description << " - Unknown spell name: " << name << std::endl;
			return false;
		}

		combat->setPlayerCombatValues(FORMULA_VALUE, sb.minCombatValue, 0, sb.maxCombatValue, 0, 0, 0, 0, 0, 0, 0);
		combatSpell = new CombatSpell(combat, needTarget, needDirection);

		for(xmlNodePtr attributeNode = node->children; attributeNode; attributeNode = attributeNode->next)
		{
			if(!xmlStrcmp(attributeNode->name, (const xmlChar*)"attribute"))
			{
				if(readXMLString(attributeNode, "key", strValue))
				{
					std::string tmpStrValue = asLowerCaseString(strValue);
					if(tmpStrValue == "shooteffect")
					{
						if(readXMLString(attributeNode, "value", strValue))
						{
							ShootEffect_t shoot = getShootType(strValue);
							if(shoot != SHOOT_EFFECT_UNKNOWN)
								combat->setParam(COMBATPARAM_DISTANCEEFFECT, shoot);
							else
								std::clog << "[Warning - Monsters::deserializeSpell] " << description << " - Unknown shootEffect: " << strValue << std::endl;
						}
					}
					else if(tmpStrValue == "areaeffect")
					{
						if(readXMLString(attributeNode, "value", strValue))
						{
							MagicEffect_t effect = getMagicEffect(strValue);
							if(effect != MAGIC_EFFECT_UNKNOWN)
								combat->setParam(COMBATPARAM_EFFECT, effect);
							else
								std::clog << "[Warning - Monsters::deserializeSpell] " << description << " - Unknown areaEffect: " << strValue << std::endl;
						}
					}
					else
						std::clog << "[Warning - Monsters::deserializeSpells] Effect type \"" << strValue << "\" does not exist." << std::endl;
				}
			}
		}
	}

	sb.spell = combatSpell;
	return true;
}
Beispiel #5
0
bool Monsters::deserializeSpell(const pugi::xml_node& node, spellBlock_t& sb, const std::string& description)
{
	std::string name;
	std::string scriptName;
	bool isScripted;

	pugi::xml_attribute attr;
	if ((attr = node.attribute("script"))) {
		scriptName = attr.as_string();
		isScripted = true;
	} else if ((attr = node.attribute("name"))) {
		name = attr.as_string();
		isScripted = false;
	} else {
		return false;
	}

	if ((attr = node.attribute("speed")) || (attr = node.attribute("interval"))) {
		sb.speed = std::max<int32_t>(1, pugi::cast<int32_t>(attr.value()));
	}

	if ((attr = node.attribute("chance"))) {
		uint32_t chance = pugi::cast<uint32_t>(attr.value());
		if (chance > 100) {
			chance = 100;
		}
		sb.chance = chance;
	}

	if ((attr = node.attribute("range"))) {
		uint32_t range = pugi::cast<uint32_t>(attr.value());
		if (range > (Map::maxViewportX * 2)) {
			range = Map::maxViewportX * 2;
		}
		sb.range = range;
	}

	if ((attr = node.attribute("min"))) {
		sb.minCombatValue = pugi::cast<int32_t>(attr.value());
	}

	if ((attr = node.attribute("max"))) {
		sb.maxCombatValue = pugi::cast<int32_t>(attr.value());

		//normalize values
		if (std::abs(sb.minCombatValue) > std::abs(sb.maxCombatValue)) {
			int32_t value = sb.maxCombatValue;
			sb.maxCombatValue = sb.minCombatValue;
			sb.minCombatValue = value;
		}
	}

	if (auto spell = g_spells->getSpellByName(name)) {
		sb.spell = spell;
		return true;
	}

	CombatSpell* combatSpell = nullptr;
	bool needTarget = false;
	bool needDirection = false;

	if (isScripted) {
		if ((attr = node.attribute("direction"))) {
			needDirection = attr.as_bool();
		}

		if ((attr = node.attribute("target"))) {
			needTarget = attr.as_bool();
		}

		std::unique_ptr<CombatSpell> combatSpellPtr(new CombatSpell(nullptr, needTarget, needDirection));
		if (!combatSpellPtr->loadScript("data/" + g_spells->getScriptBaseName() + "/scripts/" + scriptName)) {
			return false;
		}

		if (!combatSpellPtr->loadScriptCombat()) {
			return false;
		}

		combatSpell = combatSpellPtr.release();
		combatSpell->getCombat()->setPlayerCombatValues(COMBAT_FORMULA_DAMAGE, sb.minCombatValue, 0, sb.maxCombatValue, 0);
	} else {
		Combat* combat = new Combat;
		if ((attr = node.attribute("length"))) {
			int32_t length = pugi::cast<int32_t>(attr.value());
			if (length > 0) {
				int32_t spread = 3;

				//need direction spell
				if ((attr = node.attribute("spread"))) {
					spread = std::max<int32_t>(0, pugi::cast<int32_t>(attr.value()));
				}

				AreaCombat* area = new AreaCombat();
				area->setupArea(length, spread);
				combat->setArea(area);

				needDirection = true;
			}
		}

		if ((attr = node.attribute("radius"))) {
			int32_t radius = pugi::cast<int32_t>(attr.value());

			//target spell
			if ((attr = node.attribute("target"))) {
				needTarget = attr.as_bool();
			}

			AreaCombat* area = new AreaCombat();
			area->setupArea(radius);
			combat->setArea(area);
		}

		std::string tmpName = asLowerCaseString(name);

		if (tmpName == "melee") {
			sb.isMelee = true;

			pugi::xml_attribute attackAttribute, skillAttribute;
			if ((attackAttribute = node.attribute("attack")) && (skillAttribute = node.attribute("skill"))) {
				sb.minCombatValue = 0;
				sb.maxCombatValue = -Weapons::getMaxMeleeDamage(pugi::cast<int32_t>(skillAttribute.value()), pugi::cast<int32_t>(attackAttribute.value()));
			}

			ConditionType_t conditionType = CONDITION_NONE;
			int32_t minDamage = 0;
			int32_t maxDamage = 0;
			uint32_t tickInterval = 2000;

			if ((attr = node.attribute("fire"))) {
				conditionType = CONDITION_FIRE;

				minDamage = pugi::cast<int32_t>(attr.value());
				maxDamage = minDamage;
				tickInterval = 9000;
			} else if ((attr = node.attribute("poison"))) {
				conditionType = CONDITION_POISON;

				minDamage = pugi::cast<int32_t>(attr.value());
				maxDamage = minDamage;
				tickInterval = 5000;
			} else if ((attr = node.attribute("energy"))) {
				conditionType = CONDITION_ENERGY;

				minDamage = pugi::cast<int32_t>(attr.value());
				maxDamage = minDamage;
				tickInterval = 10000;
			} else if ((attr = node.attribute("drown"))) {
				conditionType = CONDITION_DROWN;

				minDamage = pugi::cast<int32_t>(attr.value());
				maxDamage = minDamage;
				tickInterval = 5000;
			} else if ((attr = node.attribute("freeze"))) {
				conditionType = CONDITION_FREEZING;

				minDamage = pugi::cast<int32_t>(attr.value());
				maxDamage = minDamage;
				tickInterval = 8000;
			} else if ((attr = node.attribute("dazzle"))) {
				conditionType = CONDITION_DAZZLED;

				minDamage = pugi::cast<int32_t>(attr.value());
				maxDamage = minDamage;
				tickInterval = 10000;
			} else if ((attr = node.attribute("curse"))) {
				conditionType = CONDITION_CURSED;

				minDamage = pugi::cast<int32_t>(attr.value());
				maxDamage = minDamage;
				tickInterval = 4000;
			} else if ((attr = node.attribute("bleed")) || (attr = node.attribute("physical"))) {
				conditionType = CONDITION_BLEEDING;
				tickInterval = 5000;
			}

			if ((attr = node.attribute("tick"))) {
				int32_t value = pugi::cast<int32_t>(attr.value());
				if (value > 0) {
					tickInterval = value;
				}
			}

			if (conditionType != CONDITION_NONE) {
				Condition* condition = getDamageCondition(conditionType, maxDamage, minDamage, 0, tickInterval);
				combat->setCondition(condition);
			}

			sb.range = 1;
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE);
			combat->setParam(COMBAT_PARAM_BLOCKARMOR, 1);
			combat->setParam(COMBAT_PARAM_BLOCKSHIELD, 1);
			combat->setOrigin(ORIGIN_MELEE);
		} else if (tmpName == "physical") {
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE);
			combat->setParam(COMBAT_PARAM_BLOCKARMOR, 1);
			combat->setOrigin(ORIGIN_RANGED);
		} else if (tmpName == "bleed") {
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE);
		} else if (tmpName == "poison" || tmpName == "earth") {
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE);
		} else if (tmpName == "fire") {
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE);
		} else if (tmpName == "energy") {
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE);
		} else if (tmpName == "drown") {
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE);
		} else if (tmpName == "ice") {
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE);
		} else if (tmpName == "holy") {
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE);
		} else if (tmpName == "death") {
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE);
		} else if (tmpName == "lifedrain") {
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_LIFEDRAIN);
		} else if (tmpName == "manadrain") {
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_MANADRAIN);
		} else if (tmpName == "healing") {
			combat->setParam(COMBAT_PARAM_TYPE, COMBAT_HEALING);
			combat->setParam(COMBAT_PARAM_AGGRESSIVE, 0);
		} else if (tmpName == "speed") {
			int32_t speedChange = 0;
			int32_t duration = 10000;

			if ((attr = node.attribute("duration"))) {
				duration = pugi::cast<int32_t>(attr.value());
			}

			if ((attr = node.attribute("speedchange"))) {
				speedChange = pugi::cast<int32_t>(attr.value());
				if (speedChange < -1000) {
					//cant be slower than 100%
					speedChange = -1000;
				}
			}

			ConditionType_t conditionType;
			if (speedChange > 0) {
				conditionType = CONDITION_HASTE;
				combat->setParam(COMBAT_PARAM_AGGRESSIVE, 0);
			} else {
				conditionType = CONDITION_PARALYZE;
			}

			ConditionSpeed* condition = static_cast<ConditionSpeed*>(Condition::createCondition(CONDITIONID_COMBAT, conditionType, duration, 0));
			condition->setFormulaVars(speedChange / 1000.0, 0, speedChange / 1000.0, 0);
			combat->setCondition(condition);
		} else if (tmpName == "outfit") {
			int32_t duration = 10000;

			if ((attr = node.attribute("duration"))) {
				duration = pugi::cast<int32_t>(attr.value());
			}

			if ((attr = node.attribute("monster"))) {
				MonsterType* mType = g_monsters.getMonsterType(attr.as_string());
				if (mType) {
					ConditionOutfit* condition = static_cast<ConditionOutfit*>(Condition::createCondition(CONDITIONID_COMBAT, CONDITION_OUTFIT, duration, 0));
					condition->setOutfit(mType->outfit);
					combat->setParam(COMBAT_PARAM_AGGRESSIVE, 0);
					combat->setCondition(condition);
				}
			} else if ((attr = node.attribute("item"))) {
				Outfit_t outfit;
				outfit.lookTypeEx = pugi::cast<uint16_t>(attr.value());

				ConditionOutfit* condition = static_cast<ConditionOutfit*>(Condition::createCondition(CONDITIONID_COMBAT, CONDITION_OUTFIT, duration, 0));
				condition->setOutfit(outfit);
				combat->setParam(COMBAT_PARAM_AGGRESSIVE, 0);
				combat->setCondition(condition);
			}
		} else if (tmpName == "invisible") {
			int32_t duration = 10000;

			if ((attr = node.attribute("duration"))) {
				duration = pugi::cast<int32_t>(attr.value());
			}

			Condition* condition = Condition::createCondition(CONDITIONID_COMBAT, CONDITION_INVISIBLE, duration, 0);
			combat->setParam(COMBAT_PARAM_AGGRESSIVE, 0);
			combat->setCondition(condition);
		} else if (tmpName == "drunk") {
			int32_t duration = 10000;

			if ((attr = node.attribute("duration"))) {
				duration = pugi::cast<int32_t>(attr.value());
			}

			Condition* condition = Condition::createCondition(CONDITIONID_COMBAT, CONDITION_DRUNK, duration, 0);
			combat->setCondition(condition);
		} else if (tmpName == "firefield") {
			combat->setParam(COMBAT_PARAM_CREATEITEM, ITEM_FIREFIELD_PVP_FULL);
		} else if (tmpName == "poisonfield") {
			combat->setParam(COMBAT_PARAM_CREATEITEM, ITEM_POISONFIELD_PVP);
		} else if (tmpName == "energyfield") {
			combat->setParam(COMBAT_PARAM_CREATEITEM, ITEM_ENERGYFIELD_PVP);
		} else if (tmpName == "firecondition" || tmpName == "energycondition" ||
		           tmpName == "earthcondition" || tmpName == "poisoncondition" ||
		           tmpName == "icecondition" || tmpName == "freezecondition" ||
		           tmpName == "deathcondition" || tmpName == "cursecondition" ||
		           tmpName == "holycondition" || tmpName == "dazzlecondition" ||
		           tmpName == "drowncondition" || tmpName == "bleedcondition" ||
		           tmpName == "physicalcondition") {
			ConditionType_t conditionType = CONDITION_NONE;
			uint32_t tickInterval = 2000;

			if (tmpName == "firecondition") {
				conditionType = CONDITION_FIRE;
				tickInterval = 10000;
			} else if (tmpName == "poisoncondition" || tmpName == "earthcondition") {
				conditionType = CONDITION_POISON;
				tickInterval = 5000;
			} else if (tmpName == "energycondition") {
				conditionType = CONDITION_ENERGY;
				tickInterval = 10000;
			} else if (tmpName == "drowncondition") {
				conditionType = CONDITION_DROWN;
				tickInterval = 5000;
			} else if (tmpName == "freezecondition" || tmpName == "icecondition") {
				conditionType = CONDITION_FREEZING;
				tickInterval = 10000;
			} else if (tmpName == "cursecondition" || tmpName == "deathcondition") {
				conditionType = CONDITION_CURSED;
				tickInterval = 4000;
			} else if (tmpName == "dazzlecondition" || tmpName == "holycondition") {
				conditionType = CONDITION_DAZZLED;
				tickInterval = 10000;
			} else if (tmpName == "physicalcondition" || tmpName == "bleedcondition") {
				conditionType = CONDITION_BLEEDING;
				tickInterval = 5000;
			}

			if ((attr = node.attribute("tick"))) {
				int32_t value = pugi::cast<int32_t>(attr.value());
				if (value > 0) {
					tickInterval = value;
				}
			}

			int32_t minDamage = std::abs(sb.minCombatValue);
			int32_t maxDamage = std::abs(sb.maxCombatValue);
			int32_t startDamage = 0;

			if ((attr = node.attribute("start"))) {
				int32_t value = std::abs(pugi::cast<int32_t>(attr.value()));
				if (value <= minDamage) {
					startDamage = value;
				}
			}

			Condition* condition = getDamageCondition(conditionType, maxDamage, minDamage, startDamage, tickInterval);
			combat->setCondition(condition);
		} else if (tmpName == "strength") {
			//
		} else if (tmpName == "effect") {
			//
		} else {
			std::cout << "[Error - Monsters::deserializeSpell] - " << description << " - Unknown spell name: " << name << std::endl;
			delete combat;
			return false;
		}

		combat->setPlayerCombatValues(COMBAT_FORMULA_DAMAGE, sb.minCombatValue, 0, sb.maxCombatValue, 0);
		combatSpell = new CombatSpell(combat, needTarget, needDirection);

		for (auto attributeNode : node.children()) {
			if ((attr = attributeNode.attribute("key"))) {
				const char* value = attr.value();
				if (strcasecmp(value, "shooteffect") == 0) {
					if ((attr = attributeNode.attribute("value"))) {
						ShootType_t shoot = getShootType(attr.as_string());
						if (shoot != CONST_ANI_NONE) {
							combat->setParam(COMBAT_PARAM_DISTANCEEFFECT, shoot);
						} else {
							std::cout << "[Warning - Monsters::deserializeSpell] " << description << " - Unknown shootEffect: " << attr.as_string() << std::endl;
						}
					}
				} else if (strcasecmp(value, "areaeffect") == 0) {
					if ((attr = attributeNode.attribute("value"))) {
						MagicEffectClasses effect = getMagicEffect(attr.as_string());
						if (effect != CONST_ME_NONE) {
							combat->setParam(COMBAT_PARAM_EFFECT, effect);
						} else {
							std::cout << "[Warning - Monsters::deserializeSpell] " << description << " - Unknown areaEffect: " << attr.as_string() << std::endl;
						}
					}
				} else {
					std::cout << "[Warning - Monsters::deserializeSpells] Effect type \"" << attr.as_string() << "\" does not exist." << std::endl;
				}
			}
		}
	}

	sb.spell = combatSpell;
	if (combatSpell) {
		sb.combatSpell = true;
	}
	return true;
}
Beispiel #6
0
/******************************************************************
**Function: choice
**Description:Creates the appropriate monsters based on user choice and 
passes to game.
**Parameters:&option, &option2, &game
**Pre-Conditions: Game must be created
**Post-Conditions: Monsters will be put into attack function from Combat class
********************************************************************/
void choice(int &option1, int &option2, Combat &game)
{
	

	Barbarian *barb = new Barbarian;
	Barbarian *barb2 = new Barbarian;
	Blue *blue = new Blue;
	Blue *blue2 = new Blue;
	Goblin *goblin = new Goblin;
	Goblin *goblin2 = new Goblin;
	Reptile *reptile = new Reptile;
	Reptile *reptile2 = new Reptile;
	Shadow *shadow = new Shadow;
	Shadow *shadow2 = new Shadow;

	if (option1 == 1 && option2 == 1)
		game.attack1(barb, barb2);
	else if (option1 == 1 && option2 == 2)
		game.attack1(barb, blue);
	else if (option1 == 1 && option2 == 3)
		game.attack1(barb, reptile);
	else if (option1 == 1 && option2 == 4)
		game.attack1(barb, goblin);
	else if (option1 == 1 && option2 == 5)
		game.attack1(barb, shadow);
	else if (option1 == 2 && option2 == 1)
		game.attack1(blue, barb);
	else if (option1 == 2 && option2 == 2)
		game.attack1(blue, blue2);
	else if (option1 == 2 && option2 == 3)
		game.attack1(blue, reptile);
	else if (option1 == 2 && option2 == 4)
		game.attack1(blue, goblin);
	else if (option1 == 2 && option2 == 5)
		game.attack1(blue, shadow);
	else if (option1 == 3 && option2 == 1)
		game.attack1(reptile, barb);
	else if (option1 == 3 && option2 == 2)
		game.attack1(reptile, blue);
	else if (option1 == 3 && option2 == 3)
		game.attack1(reptile, reptile2);
	else if (option1 == 3 && option2 == 4)
		game.attack1(reptile, goblin);
	else if (option1 == 3 && option2 == 5)
		game.attack1(reptile, shadow);
	else if (option1 == 4 && option2 == 1)
		game.attack1(goblin, barb);
	else if (option1 == 4 && option2 == 2)
		game.attack1(goblin, blue);
	else if (option1 == 4 && option2 == 3)
		game.attack1(goblin, reptile);
	else if (option1 == 4 && option2 == 4)
		game.attack1(goblin, goblin2);
	else if (option1 == 4 && option2 == 5)
		game.attack1(goblin, shadow);
	else if (option1 == 5 && option2 == 1)
		game.attack1(shadow, barb);
	else if (option1 == 5 && option2 == 2)
		game.attack1(shadow, blue);
	else if (option1 == 5 && option2 == 3)
		game.attack1(shadow, reptile);
	else if (option1 == 5 && option2 == 4)
		game.attack1(shadow, goblin);
	else if (option1 == 5 && option2 == 5)
		game.attack1(shadow, shadow2);

}