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diff --git a/src/game-server/attack.h b/src/game-server/attack.h
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-/*
- * 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