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/*
* The Mana Server
* Copyright (C) 2013 The Mana Developers
*
* 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 COMBATCOMPONENT_H
#define COMBATCOMPONENT_H
#include "component.h"
#include <vector>
#include <sigc++/trackable.h>
#include "game-server/attack.h"
class Entity;
class CombatComponent: public Component
{
public:
static const ComponentType type = CT_Fighting;
CombatComponent(Entity &being);
virtual ~CombatComponent();
void update(Entity &entity);
void addAttack(AttackInfo *attack);
void removeAttack(AttackInfo *attackInfo);
Attacks &getAttacks();
int performAttack(Entity &source, const Damage &dmg);
virtual int damage(Entity &target, Entity *source, const Damage &damage);
int getAttackId() const;
Entity *getTarget() const;
void setTarget(Entity *target);
void clearTarget();
void diedOrRemoved(Entity *entity);
sigc::signal<void, Entity *, const Damage &, int> signal_damaged;
protected:
virtual void processAttack(Entity &source, Attack &attack);
Entity *mTarget;
Attacks mAttacks;
Attack *mCurrentAttack; // Last used attack
};
inline Attacks &CombatComponent::getAttacks()
{
return mAttacks;
}
/**
* Gets the attack id the being is currently performing.
* For being, this is defaulted to the first one (1).
*/
inline int CombatComponent::getAttackId() const
{
return mCurrentAttack ?
mCurrentAttack->getAttackInfo()->getDamage().id : 0;
}
/**
* Get Target
*/
inline Entity *CombatComponent::getTarget() const
{
return mTarget;
}
/**
* Set Target
*/
inline void CombatComponent::setTarget(Entity *target)
{
mTarget = target;
}
/**
* Clears the target
*/
inline void CombatComponent::clearTarget()
{
mTarget = nullptr;
}
/**
* Handler for the died and removed event of the targeting being
* @param entity The removed/died being (not used here)
*/
inline void CombatComponent::diedOrRemoved(Entity *entity)
{
clearTarget();
}
#endif // COMBATCOMPONENT_H
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