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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 <cstddef>
+#include <list>
+
+#include "common/defines.h"
+
+#include "scripting/script.h"
+
+#include "utils/xml.h"
+
+#include "game-server/timeout.h"
+
+/**
+ * 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 Character;
+
+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)
+ {}
+
+ 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:
+ Attacks():
+ mCurrentAttack(0)
+ {}
+
+ /**
+ * Whether the being has at least one auto attack that is ready.
+ */
+ void add(AttackInfo *);
+ void remove(AttackInfo *);
+ void markAttackAsTriggered();
+ Attack *getTriggerableAttack();
+ void startAttack(Attack *attack);
+ void tick(std::vector<Attack *> *ret);
+
+ /**
+ * Tells the number of attacks available
+ */
+ unsigned getNumber()
+ { return mAttacks.size(); }
+
+ 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