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Diffstat (limited to 'src/game-server/autoattack.h')
-rw-r--r-- | src/game-server/autoattack.h | 153 |
1 files changed, 0 insertions, 153 deletions
diff --git a/src/game-server/autoattack.h b/src/game-server/autoattack.h deleted file mode 100644 index a1e22aee..00000000 --- a/src/game-server/autoattack.h +++ /dev/null @@ -1,153 +0,0 @@ -/* - * 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 |