/* * 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 . */ #ifndef AUTOATTACK_H #define AUTOATTACK_H #include #include /** * 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 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::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 *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