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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 <list>
+#include <limits>
+
+/**
+ * Methods of damage calculation
+ */
+enum DMG_TY
+{
+ DAMAGE_PHYSICAL = 0,
+ DAMAGE_MAGICAL,
+ DAMAGE_DIRECT,
+ DAMAGE_OTHER = -1
+};
+
+/**
+ * Structure that describes the severity and nature of an attack a being can
+ * be hit by.
+ */
+struct Damage
+{
+ 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. */
+ DMG_TY type; /**< Damage type: Physical or magical? */
+ unsigned trueStrike : 1; /**< Override dodge calculation */
+ std::list<size_t> usedSkills; /**< Skills used by source (needed for exp calculation) */
+ unsigned short range; /**< Maximum distance that this attack can be used from */
+ Damage(unsigned short base, unsigned short delta, unsigned short cth,
+ unsigned char element, DMG_TY type = DAMAGE_OTHER,
+ unsigned short range = std::numeric_limits<unsigned short>::max())
+ : base(base), delta(delta), cth(cth), element(element), type(type),
+ trueStrike(false), range(range) {}
+};
+
+/**
+ * Class that stores information about an auto-attack
+ */
+
+class AutoAttack
+{
+ public:
+ AutoAttack(Damage &damage, unsigned int delay, unsigned int warmup)
+ : mDamage(damage), mTimer(0), mAspd(delay),
+ mWarmup(warmup && warmup < delay ? warmup : delay >> 2) {}
+ unsigned short getTimer() const { return mTimer; }
+ bool tick() { return mTimer ? !--mTimer : false; }
+ void reset() { mTimer = mAspd; }
+ bool operator<(const AutoAttack &rhs) const
+ { return mTimer < rhs.getTimer(); }
+ bool isReady() const { return !(mTimer - mWarmup); }
+ void halt() { if (mTimer >= mWarmup) mTimer = 0; }
+ void softReset() { if (mTimer >= mWarmup) mTimer = mAspd; }
+ 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;
+ unsigned short mAspd; // Value to reset the timer to (warmup + cooldown)
+ /**
+ * 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(AutoAttack n);
+ 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);
+ private:
+ bool mActive; /**< Marks whether or not to keep auto-attacking. Cooldowns still need to be processed when false. */
+ std::list < AutoAttack > mAutoAttacks;
+
+};
+
+#endif // AUTOATTACK_H