diff options
Diffstat (limited to 'src/game-server/attack.h')
-rw-r--r-- | src/game-server/attack.h | 171 |
1 files changed, 111 insertions, 60 deletions
diff --git a/src/game-server/attack.h b/src/game-server/attack.h index f9ddf6a..0bcc361 100644 --- a/src/game-server/attack.h +++ b/src/game-server/attack.h @@ -26,22 +26,30 @@ #include "common/defines.h" +#include "scripting/script.h" + +#include "utils/xml.h" + +#include "game-server/timeout.h" + /** * Structure that describes the severity and nature of an attack a being can * be hit by. */ struct Damage { - unsigned int skill; /**< Skill used by source (needed for exp calculation) */ - unsigned short base; /**< Base amount of damage. */ - unsigned short delta; /**< Additional damage when lucky. */ - unsigned short cth; /**< Chance to hit. Opposes the evade attribute. */ - unsigned char element; /**< Elemental damage. */ - DamageType type; /**< Damage type: Physical or magical? */ - bool trueStrike; /**< Override dodge calculation */ - unsigned short range; /**< Maximum distance that this attack can be used from, in pixels */ + unsigned id; /**< Id of the attack (needed for displaying animation clientside */ + unsigned skill; /**< Skill used by source (needed for exp calculation) */ + unsigned short base; /**< Base amount of damage. */ + unsigned short delta; /**< Additional damage when lucky. */ + unsigned short cth; /**< Chance to hit. Opposes the evade attribute. */ + Element element; /**< Elemental damage. */ + DamageType type; /**< Damage type: Physical or magical? */ + bool trueStrike; /**< Override dodge calculation */ + unsigned short range; /**< Maximum distance that this attack can be used from, in pixels */ Damage(): + id(0), skill(0), base(0), delta(0), @@ -57,53 +65,51 @@ struct Damage * Class that stores information about an auto-attack */ -class Attack +class Character; + +struct AttackInfo { public: - Attack(Damage &damage, unsigned int warmup, unsigned int cooldown): + AttackInfo(unsigned priority, const Damage &damage, + unsigned short warmupTime, unsigned short cooldownTime, + unsigned short reuseTime): mDamage(damage), - mTimer(0), - mAspd(cooldown), - mWarmup(warmup && warmup < cooldown ? warmup : cooldown >> 2) + mCooldownTime(cooldownTime), + mWarmupTime(warmupTime), + mReuseTime(reuseTime), + mPriority(priority) {} - unsigned short getTimer() const { return mTimer; } - bool tick() { return mTimer ? !--mTimer : false; } - void reset() { mTimer = mAspd; } - void softReset() { if (mTimer >= mWarmup) mTimer = mAspd; } - void halt() { if (mTimer >= mWarmup) mTimer = 0; } - bool isReady() const { return !(mTimer - mWarmup); } + unsigned short getWarmupTime() const + { return mWarmupTime; } + + unsigned short getCooldownTime() const + { return mCooldownTime; } - bool operator<(const Attack &rhs) const - { return mTimer < rhs.mTimer; } + unsigned short getReuseTime() const + { return mReuseTime; } - const Damage &getDamage() const { return mDamage; } + static AttackInfo *readAttackNode(xmlNodePtr node); + + Damage &getDamage() + { return mDamage; } + + const Script::Ref &getScriptCallback() const + { return mCallback; } + + void setCallback(Script *script) + { script->assignCallback(mCallback); } + + unsigned getPriority() const + { return mPriority; } private: Damage mDamage; /** - * Internal timer that is modified each tick. - * - * When > warmup, the attack is warming up before a strike - * When = warmup, the attack triggers, dealing damage to the target - * *if* the target is still in range. - * (The attack is canceled when the target moves out of range before - * the attack can hit, there should be a trigger for scripts here - * too) - * (Should the character automatically persue when the target is still - * visible in this case?) - * When < warmup, the attack is cooling down after a strike. When in - * cooldown, the timer should not be soft-reset. - * When 0, the attack is inactive (the character is doing something - * other than attacking and the attack is not in cooldown) - */ - unsigned short mTimer; - - /** * Value to reset the timer to (warmup + cooldown) */ - unsigned short mAspd; + unsigned short mCooldownTime; /** * Pre-attack delay tick. @@ -111,7 +117,52 @@ class Attack * So the attack triggers where timer == warmup, having gone through * aspd - warmup ticks. */ - unsigned short mWarmup; + unsigned short mWarmupTime; + + /** + * The global cooldown that needs to be finished before the being can + * use the next attack. + */ + unsigned short mReuseTime; + + /** + * Name of the script callback + */ + Script::Ref mCallback; + + /** + * Priority of the attack + */ + unsigned mPriority; +}; + +class Attack +{ + public: + Attack(AttackInfo *info): + mInfo(info) + {} + + AttackInfo *getAttackInfo() + { return mInfo; } + + void markAsTriggered() + { mReuseTimer.set(mInfo->getCooldownTime() + mInfo->getReuseTime()); } + + bool isUsuable() const + { return mReuseTimer.expired(); } + + + private: + /** + * Contains infos about cooldown/damage/etc + */ + AttackInfo *mInfo; + + /** + * Internal timer that checks time for reuse + */ + Timeout mReuseTimer; }; /** @@ -120,14 +171,16 @@ class Attack class Attacks { public: - /** - * Whether the being has at least one auto attack that is ready. - */ - void add(const Attack &); - void clear(); // Wipe the list completely (used in place of remove for now; FIXME) - void start(); - void stop(); // If the character does some action other than attacking, reset all warmups (NOT cooldowns!) - void tick(std::list<Attack> *ret = 0); + Attacks(): + mCurrentAttack(0) + {} + + void add(AttackInfo *); + void remove(AttackInfo *); + void markAttackAsTriggered(); + Attack *getTriggerableAttack(); + void startAttack(Attack *attack); + void getUsuableAttacks(std::vector<Attack *> *ret); /** * Tells the number of attacks available @@ -135,19 +188,17 @@ class Attacks unsigned getNumber() { return mAttacks.size(); } - /** - * Tells whether the attacks are active. - */ - bool areActive() - { return mActive; } - private: + std::vector<Attack> mAttacks; + + Attack *mCurrentAttack; + /** - * Marks whether or not to keep auto-attacking. Cooldowns still need - * to be processed when false. + * when greater than cooldown -> warming up + * when equals cooldown -> trigger attack + * when smaller -> cooling down */ - bool mActive; - std::list<Attack> mAttacks; + Timeout mAttackTimer; }; #endif // ATTACK_H |