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📄 spellcaster.cpp

📁 S.C.O.U.R.G.E.是一款类似Rogue的游戏
💻 CPP
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/***************************************************************************                          spellcaster.cpp  -  description                             -------------------    begin                : Sat May 3 2003    copyright            : (C) 2003 by Gabor Torok    email                : cctorok@yahoo.com ***************************************************************************//*************************************************************************** *                                                                         * *   This program is free software; you can redistribute it and/or modify  * *   it under the terms of the GNU General Public License as published by  * *   the Free Software Foundation; either version 2 of the License, or     * *   (at your option) any later version.                                   * *                                                                         * ***************************************************************************/#include "spellcaster.h"/*  In the future we can employ something more sophisticated than these if structures... */SpellCaster::SpellCaster(Battle *battle, Spell *spell, bool projectileHit) {  this->battle = battle;  this->spell = spell;  this->projectileHit = projectileHit;  Creature *creature = battle->getCreature();  // calculate spell's power  // power=[0-25]  power = (float)creature->getSkill(spell->getSchool()->getSkill()) / 4.0f;  // power=[0-45]  power += (float)creature->getSkill(Constants::IQ) / 5.0f;  // power=[0-450]  power *= creature->getLevel();  // power=[0-500]  power += ((float)creature->getSkill(Constants::LUCK) / 2.0f);}SpellCaster::~SpellCaster() {}void SpellCaster::spellFailed() {  if(!spell) return;  cerr << "FAILED: " << spell->getName() << " power=" << power << endl;  // put code here for spells with something spectacular when they fail...  // (fouled fireball decimates party, etc.)  // default is to print patronizing message...  battle->getScourge()->getMap()->addDescription(Constants::getMessage(Constants::SPELL_FAILED_MESSAGE), 1, 0.15f, 1);}void SpellCaster::spellSucceeded() {  if(!spell) return;  cerr << "SUCCEEDED: " << spell->getName() << " power=" << power << endl;  if(!strcasecmp(spell->getName(), "Lesser healing touch") ||     !strcasecmp(spell->getName(), "Greater healing touch") ||     !strcasecmp(spell->getName(), "Divine healing touch")) {    increaseHP();  } else if(!strcasecmp(spell->getName(), "Body of stone")) {    increaseAC();  } else if(!strcasecmp(spell->getName(), "Burning stare") ||            !strcasecmp(spell->getName(), "Silent knives")) {    if(projectileHit) {      causeDamage();    } else {      launchProjectile(1);    }  } else if(!strcasecmp(spell->getName(), "Stinging light")) {    if(projectileHit) {      causeDamage();    } else {      launchProjectile(0);    }  } else if(!strcasecmp(spell->getName(), "Flame of Azun")) {    if(projectileHit) {      setStateMod(Constants::blinded);    } else {      launchProjectile(1, false);    }  } else {    // default    cerr << "*** ERROR: Implement spell " << spell->getName() << endl;  }}void SpellCaster::increaseHP() {  Creature *creature = battle->getCreature();  int n = spell->getAction();  n += (int)((((float)n / 100.0f) * power) * rand()/RAND_MAX);  if(n + creature->getTargetCreature()->getHp() > creature->getTargetCreature()->getMaxHp())    n = creature->getTargetCreature()->getMaxHp() - creature->getTargetCreature()->getHp();  creature->getTargetCreature()->setHp((int)(creature->getTargetCreature()->getHp() + n));  char msg[200];  sprintf(msg, "%s heals %d points.", creature->getTargetCreature()->getName(), n);  battle->getScourge()->getMap()->addDescription(msg, 0.2f, 1, 1);  creature->getTargetCreature()->startEffect(Constants::EFFECT_SWIRL, (Constants::DAMAGE_DURATION * 4));}void SpellCaster::increaseAC() {  Creature *creature = battle->getCreature();  int n = spell->getAction();  n += (int)((((float)n / 100.0f) * power) * rand()/RAND_MAX);  int timeInMin = 2 * creature->getLevel();  //  cerr << "increaseAC: points=" << n << " time=" << timeInMin << " min-s." << endl;  creature->getTargetCreature()->setBonusArmor(creature->getTargetCreature()->getBonusArmor() + n);  char msg[200];  sprintf(msg, "%s feels impervious to damage!", creature->getTargetCreature()->getName());  battle->getScourge()->getMap()->addDescription(msg, 0.2f, 1, 1);  creature->getTargetCreature()->startEffect(Constants::EFFECT_SWIRL, (Constants::DAMAGE_DURATION * 4));  // add calendar event to remove armor bonus  // (format : sec, min, hours, days, months, years)  Date d(0, timeInMin, 0, 0, 0, 0);   Event *e = new PotionExpirationEvent(battle->getScourge()->getParty()->getCalendar()->getCurrentDate(),                                        d, creature->getTargetCreature(),                                        Constants::getPotionSkillByName("AC"), n,                                        battle->getScourge(), 1);  battle->getScourge()->getParty()->getCalendar()->scheduleEvent((Event*)e);   // It's important to cast!!		}void SpellCaster::launchProjectile(int count, bool stopOnImpact) {  Creature *creature = battle->getCreature();  // maxcount for spells means number of projectiles  // (for missiles it means how many can be in the air at once.)  int n = count;  if(n == 0) {    n = creature->getLevel();    if( n < 1 ) n = 1;    cerr << "launching " << n << " spell projectiles!" << endl;  }  // FIXME: projectile shape should be configurable per spell  Projectile *p;  if(creature->getTargetCreature()) {    p = Projectile::addProjectile(creature, creature->getTargetCreature(), spell,                                   battle->getScourge()->getShapePalette()->findShapeByName("SPELL_FIREBALL"),                                  n, stopOnImpact);  } else {    int x, y, z;    creature->getTargetLocation(&x, &y, &z);    p = Projectile::addProjectile(creature, x, y, 1, 1, spell,                                   battle->getScourge()->getShapePalette()->findShapeByName("SPELL_FIREBALL"),                                  n, stopOnImpact);  }  if(!p) {    // max number of projectiles in the air    // FIXME: do something...   }}void SpellCaster::causeDamage() {  Creature *creature = battle->getCreature();  int damage = spell->getAction() * creature->getLevel();  cerr << "causes " << damage << " points of damage" << endl;  char msg[200];  sprintf(msg, "%s attacks %s with %s.",           creature->getName(),           creature->getTargetCreature()->getName(),          spell->getName());  battle->getScourge()->getMap()->addDescription(msg, 1, 0.15f, 1);  // cause damage, kill creature, gain levels, etc.  battle->dealDamage(damage, spell->getEffect());}void SpellCaster::setStateMod(int mod) {  Creature *targets[100];  int radius = battle->getCreature()->getLevel() * 2;  if(radius > 15) radius = 15;  // show radius effect  battle->getScourge()->getMap()->startEffect(battle->getCreature()->getTargetX(),                                              battle->getCreature()->getTargetY(),                                              1, Constants::EFFECT_RING, (Constants::DAMAGE_DURATION * 4),                                              radius, radius);  int targetCount = battle->getScourge()->getMap()->getCreaturesInArea(battle->getCreature()->getTargetX(),                                                                       battle->getCreature()->getTargetY(),                                                                       radius,                                                                       targets);  for(int i = 0; i < targetCount; i++) {    Creature *creature = targets[i];    if(battle->getCreature()->isMonster() == creature->isMonster()) continue;    creature->startEffect(Constants::EFFECT_GREEN, (Constants::DAMAGE_DURATION * 4));      // FIXME: should extend expiration event somehow if condition already exists    if(creature->getStateMod(mod)) continue;        creature->setStateMod(mod, true);    char msg[200];    sprintf(msg, "%s is %s.", creature->getName(), Constants::STATE_NAMES[mod]);    battle->getScourge()->getMap()->addDescription(msg, 1, 0.15f, 1);        // add calendar event to remove condition                // (format : sec, min, hours, days, months, years)    Calendar *cal = battle->getScourge()->getParty()->getCalendar();    int timeInMin = 2 * battle->getCreature()->getLevel();    cerr << Constants::STATE_NAMES[mod] << " will expire in " << timeInMin << " minutes." << endl;    Date d(0, timeInMin, 0, 0, 0, 0);     Event *e = new StateModExpirationEvent(cal->getCurrentDate(),                                            d, creature, mod, battle->getScourge(), 1);    cal->scheduleEvent((Event*)e);   // It's important to cast!!		  }}                                     

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