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/*
* The Mana Server
* Copyright (C) 2013 The Mana Developers
*
* 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 ABILITYCOMPONENT_H_
#define ABILITYCOMPONENT_H_
#include "game-server/abilitymanager.h"
#include "game-server/component.h"
#include <sigc++/signal.h>
struct AbilityValue
{
AbilityValue(unsigned currentMana,
const AbilityManager::AbilityInfo *abilityInfo)
: currentPoints(currentMana)
, abilityInfo(abilityInfo)
{}
unsigned currentPoints;
const AbilityManager::AbilityInfo *abilityInfo;
};
/**
* Stores abilities by their id.
*/
typedef std::map<unsigned, AbilityValue> AbilityMap;
class AbilityComponent: public Component
{
public:
static const ComponentType type = CT_Ability;
AbilityComponent(Entity &entity);
void update(Entity &entity);
void useAbilityOnBeing(Entity &user, int id, Entity *b);
void useAbilityOnPoint(Entity &user, int id, int x, int y);
bool giveAbility(int id, int currentMana = 0);
bool hasAbility(int id) const;
bool takeAbility(int id);
AbilityMap::iterator findAbility(int id);
const AbilityMap &getAbilities() const;
void clearAbilities();
bool setAbilityMana(int id, int mana);
sigc::signal<void, int> signal_ability_changed;
sigc::signal<void, int> signal_ability_took;
private:
bool abilityUseCheck(AbilityMap::iterator it);
void attributeChanged(Entity *entity, unsigned attr);
AbilityMap mAbilities;
};
/**
* Gets the ability value by id
*/
inline AbilityMap::iterator AbilityComponent::findAbility(int id)
{
return mAbilities.find(id);
}
/**
* Removes all abilities from character
*/
inline void AbilityComponent::clearAbilities()
{
mAbilities.clear();
}
/**
* Checks if a character knows a ability action
*/
inline bool AbilityComponent::hasAbility(int id) const
{
return mAbilities.find(id) != mAbilities.end();
}
inline const AbilityMap &AbilityComponent::getAbilities() const
{
return mAbilities;
}
#endif /* ABILITYCOMPONENT_H_ */
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