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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-03-30 09:29:08 +0100
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-04-02 13:19:11 +0200
commit585a33e221a7ee392791f4fd5a5ec9214b8fe868 (patch)
tree3aa60a57ff7cdd8f57761d620352fd2ad4d0dd6f /src/game-server/combatcomponent.h
parent4dfc82415691fe298f21bb2f81fed5c168ee14e5 (diff)
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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
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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 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