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author | Erik Schilling <ablu.erikschilling@googlemail.com> | 2013-03-30 09:29:08 +0100 |
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committer | Erik Schilling <ablu.erikschilling@googlemail.com> | 2013-04-02 13:19:11 +0200 |
commit | 585a33e221a7ee392791f4fd5a5ec9214b8fe868 (patch) | |
tree | 3aa60a57ff7cdd8f57761d620352fd2ad4d0dd6f /src/game-server/combatcomponent.h | |
parent | 4dfc82415691fe298f21bb2f81fed5c168ee14e5 (diff) | |
download | manaserv-585a33e221a7ee392791f4fd5a5ec9214b8fe868.tar.gz manaserv-585a33e221a7ee392791f4fd5a5ec9214b8fe868.tar.bz2 manaserv-585a33e221a7ee392791f4fd5a5ec9214b8fe868.tar.xz manaserv-585a33e221a7ee392791f4fd5a5ec9214b8fe868.zip |
Moved fighting code into a component
All damage dealing is now handeled via CombatComponent.
Monsters use a derived MonsterCombatComponent since they can have a damage
mutation and have a seperate script callback.
The wirering with Being is still not optional since most of the stuff does
not exist as components.
Things done:
- Seperated the fighting code from Being and only let Characters and Monsters
add the Component (less overhead for npcs)
- Added a getter for Attribute values to prevent searching it all the time in
non Being members
- Fixed the type if the damage mutation to double (no idea why it was int)
I did not want to copy it over incorrectly
- Removed the addAttack/removeAttack overrides in Character and made the
knuckleAttack being added based on newly added signals
Future TODOS:
- Remove depedency on Being as soon all needed dependencies are available
as components of Entity
- Move the monster script callback into the general combatcomponent and
make it usuable for characters too
Diffstat (limited to 'src/game-server/combatcomponent.h')
-rw-r--r-- | src/game-server/combatcomponent.h | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/src/game-server/combatcomponent.h b/src/game-server/combatcomponent.h new file mode 100644 index 00000000..033b543d --- /dev/null +++ b/src/game-server/combatcomponent.h @@ -0,0 +1,144 @@ +/* + * 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 Actor; +class Being; + +/** + * Type definition for a list of hits + */ +typedef std::vector<unsigned> Hits; + +class CombatComponent: public Component, public sigc::trackable +{ +public: + static const ComponentType type = CT_Fighting; + + CombatComponent(Being &being); + virtual ~CombatComponent(); + + void update(Entity &entity); + + void addAttack(AttackInfo *attack); + void removeAttack(AttackInfo *attackInfo); + Attacks &getAttacks(); + + const Hits &getHitsTaken() const; + void clearHitsTaken(); + + int performAttack(Being &source, const Damage &dmg); + virtual int damage(Being &target, Being *source, const Damage &damage); + + int getAttackId() const; + + Being *getTarget() const; + void setTarget(Being *target); + void clearTarget(); + + void diedOrRemoved(Entity *entity); + + sigc::signal<void, Being *, const Damage &, int> signal_damaged; + +protected: + virtual void processAttack(Being &source, Attack &attack); + + Being *mTarget; + Attacks mAttacks; + Attack *mCurrentAttack; // Last used attack + Hits mHitsTaken; //List of punches taken since last update. + +}; + +inline Attacks &CombatComponent::getAttacks() +{ + return mAttacks; +} + +/** + * Gets the damage list. + */ +inline const Hits &CombatComponent::getHitsTaken() const +{ + return mHitsTaken; +} + +/** + * Clears the damage list. + */ +inline void CombatComponent::clearHitsTaken() +{ + mHitsTaken.clear(); +} + +/** + * 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 Being *CombatComponent::getTarget() const +{ + return mTarget; +} + +/** + * Set Target + */ +inline void CombatComponent::setTarget(Being *target) +{ + mTarget = target; +} + +/** + * Clears the target + */ +inline void CombatComponent::clearTarget() +{ + mTarget = 0; +} + +/** + * 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 |