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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-23 23:36:09 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-05-08 14:02:51 +0200
commit1758acc8e845524071db8996f3dd5d1935a059e1 (patch)
tree713fef27549712cdb979b096bd82da66a904c672 /src/game-server/abilitycomponent.h
parent62f1e23dff18a00066ce9a9df67e058d5e5d7bbd (diff)
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[Abilities] Added support for a global cooldown
Each ability can now define a cooldown that prevents the player from using other abilities for a while. The time of this cooldown can be set to any attribute. The modified value of the attribute is the value of the cooldown in game ticks. The cooldown will be automatically started if the ability has `autoconsume` set to true. Otherwise a script has to call entity:cooldown_ability(ability).
Diffstat (limited to 'src/game-server/abilitycomponent.h')
-rw-r--r--src/game-server/abilitycomponent.h14
1 files changed, 13 insertions, 1 deletions
diff --git a/src/game-server/abilitycomponent.h b/src/game-server/abilitycomponent.h
index ae48e91..c44dcb7 100644
--- a/src/game-server/abilitycomponent.h
+++ b/src/game-server/abilitycomponent.h
@@ -23,6 +23,7 @@
#include "game-server/abilitymanager.h"
#include "game-server/component.h"
+#include "game-server/timeout.h"
#include <sigc++/signal.h>
@@ -65,13 +66,19 @@ public:
bool setAbilityMana(int id, int mana);
+ void startCooldown(Entity &entity,
+ const AbilityManager::AbilityInfo *abilityInfo);
+ int remainingCooldown() const;
+
sigc::signal<void, int> signal_ability_changed;
sigc::signal<void, int> signal_ability_took;
-
+ sigc::signal<void> signal_cooldown_activated;
private:
bool abilityUseCheck(AbilityMap::iterator it);
void attributeChanged(Entity *entity, unsigned attr);
+ Timeout mCooldown;
+
AbilityMap mAbilities;
};
@@ -105,4 +112,9 @@ inline const AbilityMap &AbilityComponent::getAbilities() const
return mAbilities;
}
+inline int AbilityComponent::remainingCooldown() const
+{
+ return mCooldown.remaining();
+}
+
#endif /* ABILITYCOMPONENT_H_ */