summaryrefslogtreecommitdiff
path: root/src/game-server/timeout.h
AgeCommit message (Collapse)AuthorFilesLines
2013-01-08Work on (Auto)Attack system.Erik Schilling1-1/+1
During the implementation bjorn and I agreed to limit the number of attacks that can be used in the same tick to one. This makes a lot of stuff easier and the client cannot display two frames at the same time Things done: - Implemented setting of attacks when equipping/unequipping items - Single place where the xml attack node is parsed - Finished attack logic - Unified the attack handling of monsters and characters - Added a global cooldown after attack use (not only for next use of same attack) - Removed the temponary attributes for the monster attack values - Priorities for all attacks - Rewrote the attack core: - Attacks now have this attributes: - warmup -> time a attack needs after starting it to actually deal the damage - cooldown -> time a attack needs after dealing damage before another attack can be used - reuse -> time before the same attack can be used again - If no attack is performed at the moment the following is done: - make a list with all ready attacks - check for attack that has the necessarily range and highest priority - start this attack (inform client about it) - when warmup is finished -> trigger damage - when cooldown is finished -> allow to use other (or the same if reusetimer allows) attacks TODO: - sync client with this to allow better timed animations
2012-04-14Introduced a Timeout class for counting down without countingThorbjørn Lindeijer1-0/+76
The timeout remembers a reference point of time against which it can check how much time is remaining. Reviewed-by: Erik Schilling Reviewed-by: Yohann Ferreira