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diff --git a/src/game-server/autoattack.h b/src/game-server/autoattack.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 AUTOATTACK_H
-#define AUTOATTACK_H
-
-#include <cstddef>
-#include <list>
-
-#include "common/defines.h"
-
-/**
- * Structure that describes the severity and nature of an attack a being can
- * be hit by.
- */
-struct Damage
-{
- unsigned int 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. */
- unsigned char 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():
- 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 AutoAttack
-{
- public:
- AutoAttack(Damage &damage, unsigned int warmup, unsigned int cooldown):
- mDamage(damage),
- mTimer(0),
- mAspd(cooldown),
- mWarmup(warmup && warmup < cooldown ? warmup : cooldown >> 2)
- {}
-
- unsigned short getTimer() const { return mTimer; }
- bool tick() { return mTimer ? !--mTimer : false; }
- void reset() { mTimer = mAspd; }
- void softReset() { if (mTimer >= mWarmup) mTimer = mAspd; }
- void halt() { if (mTimer >= mWarmup) mTimer = 0; }
- bool isReady() const { return !(mTimer - mWarmup); }
-
- bool operator<(const AutoAttack &rhs) const
- { return mTimer < rhs.mTimer; }
-
- const Damage &getDamage() const { return mDamage; }
-
- private:
- Damage mDamage;
-
- /**
- * Internal timer that is modified each tick.
- *
- * When > warmup, the attack is warming up before a strike
- * When = warmup, the attack triggers, dealing damage to the target
- * *if* the target is still in range.
- * (The attack is canceled when the target moves out of range before
- * the attack can hit, there should be a trigger for scripts here
- * too)
- * (Should the character automatically persue when the target is still
- * visible in this case?)
- * When < warmup, the attack is cooling down after a strike. When in
- * cooldown, the timer should not be soft-reset.
- * When 0, the attack is inactive (the character is doing something
- * other than attacking and the attack is not in cooldown)
- */
- unsigned short mTimer;
-
- /**
- * Value to reset the timer to (warmup + cooldown)
- */
- unsigned short mAspd;
-
- /**
- * 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 mWarmup;
-};
-
-/**
- * Helper class for storing multiple auto-attacks.
- */
-class AutoAttacks
-{
- public:
- /**
- * Whether the being has at least one auto attack that is ready.
- */
- void add(const AutoAttack &);
- void clear(); // Wipe the list completely (used in place of remove for now; FIXME)
- void start();
- void stop(); // If the character does some action other than attacking, reset all warmups (NOT cooldowns!)
- void tick(std::list<AutoAttack> *ret = 0);
-
- /**
- * Tells the number of attacks available
- */
- unsigned getAutoAttacksNumber()
- { return mAutoAttacks.size(); }
-
- /**
- * Tells whether the autoattacks are active.
- */
- bool areActive()
- { return mActive; }
-
- private:
- /**
- * Marks whether or not to keep auto-attacking. Cooldowns still need
- * to be processed when false.
- */
- bool mActive;
- std::list<AutoAttack> mAutoAttacks;
-};
-
-#endif // AUTOATTACK_H