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Diffstat (limited to 'src/game-server/attack.h')
-rw-r--r-- | src/game-server/attack.h | 213 |
1 files changed, 0 insertions, 213 deletions
diff --git a/src/game-server/attack.h b/src/game-server/attack.h deleted file mode 100644 index 8dc6262..0000000 --- a/src/game-server/attack.h +++ /dev/null @@ -1,213 +0,0 @@ -/* - * The Mana Server - * Copyright (C) 2010 The Mana Development Team - * - * This file is part of The Mana Server. - * - * The Mana Server 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 - * any later version. - * - * The Mana Server is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with The Mana Server. If not, see <http://www.gnu.org/licenses/>. - */ - -#ifndef ATTACK_H -#define ATTACK_H - -#include <cassert> -#include <cstddef> -#include <list> - -#include <sigc++/signal.h> -#include <sigc++/trackable.h> - -#include "common/defines.h" - -#include "scripting/script.h" - -#include "utils/xml.h" - -#include "game-server/timeout.h" - -class CombatComponent; - -/** - * Structure that describes the severity and nature of an attack a being can - * be hit by. - */ -struct Damage -{ - 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), - cth(0), - element(ELEMENT_NEUTRAL), - type(DAMAGE_OTHER), - trueStrike(false), - range(DEFAULT_TILE_LENGTH) - {} -}; - -/** - * Class that stores information about an auto-attack - */ - -class CharacterComponent; - -struct AttackInfo -{ - public: - AttackInfo(unsigned priority, const Damage &damage, - unsigned short warmupTime, unsigned short cooldownTime, - unsigned short reuseTime): - mDamage(damage), - mCooldownTime(cooldownTime), - mWarmupTime(warmupTime), - mReuseTime(reuseTime), - mPriority(priority) - {} - - unsigned short getWarmupTime() const - { return mWarmupTime; } - - unsigned short getCooldownTime() const - { return mCooldownTime; } - - unsigned short getReuseTime() const - { return mReuseTime; } - - 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; - - /** - * Value to reset the timer to (warmup + cooldown) - */ - unsigned short mCooldownTime; - - /** - * Pre-attack delay tick. - * This MUST be smaller than or equal to the aspd! - * So the attack triggers where timer == warmup, having gone through - * aspd - warmup ticks. - */ - 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) - {assert(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; -}; - -/** - * Helper class for storing multiple auto-attacks. - */ -class Attacks : public sigc::trackable -{ - public: - Attacks(): - mCurrentAttack(0) - {} - - void add(CombatComponent *combatComponent, AttackInfo *); - void remove(CombatComponent *combatComponent, AttackInfo *); - void markAttackAsTriggered(); - Attack *getTriggerableAttack(); - void startAttack(Attack *attack); - void getUsuableAttacks(std::vector<Attack *> *ret); - - /** - * Tells the number of attacks available - */ - unsigned getNumber() - { return mAttacks.size(); } - - sigc::signal<void, CombatComponent *, Attack &> attack_added; - sigc::signal<void, CombatComponent *, Attack &> attack_removed; - - private: - std::vector<Attack> mAttacks; - - Attack *mCurrentAttack; - - /** - * when greater than cooldown -> warming up - * when equals cooldown -> trigger attack - * when smaller -> cooling down - */ - Timeout mAttackTimer; -}; - -#endif // ATTACK_H |