khanat-opennel-code/code/ryzom/server/src/sabrina/combat_attacker.h

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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef RY_COMBAT_ATTACKER_H
#define RY_COMBAT_ATTACKER_H
// nel misc
#include "nel/misc/types_nl.h"
// game_share
#include "game_share/tick_event_handler.h"
#include "game_share/game_item_manager/game_item.h"
//
#include "entity_base.h"
#include "character.h"
#include "player_manager.h"
#include "entity_manager.h"
extern CPlayerManager PlayerManager;
struct CCombatWeapon
{
CCombatWeapon()
{
SpeedInTicks = 0;
Damage = 0;
Quality = 0;
DmgType = DMGTYPE::UNDEFINED;
Range = 0;
Skill = SKILLS::unknown;
SkillValue = 0;
Family = ITEMFAMILY::UNDEFINED;
}
CCombatWeapon(CGameItemPtr itemPtr);
std::string toString() const
{
const std::string temp = NLMISC::toString("Damage = %u, Quality = %u, SkillValue = %u, dmgType = %s, Family = %s", Damage, Quality, SkillValue,DMGTYPE::toString(DmgType).c_str(), ITEMFAMILY::toString(Family).c_str() );
return temp;
}
uint16 SpeedInTicks;
uint16 Damage;
uint16 Quality;
DMGTYPE::EDamageType DmgType;
ITEMFAMILY::EItemFamily Family;
float Range; // if > 0 range weapon or ammo, == 0 melee weapon
SKILLS::ESkills Skill; // no meaning for ammos
sint32 SkillValue; // no meaning for ammos
};
/**
* Base class for combat attackers
* \author David Fleury
* \author Nevrax France
* \date 2003
*/
class CCombatAttacker
{
public:
enum TAttackerItem
{
RightHandItem =0,
LeftHandItem,
Ammo,
Unknown,
};
public:
CCombatAttacker() {}
CCombatAttacker( const TDataSetRow &rowId) : _RowId(rowId)
{}
virtual ~CCombatAttacker()
{}
virtual void lockRightItem() = 0;
virtual void lockLeftItem() = 0;
virtual void lockAmmos(uint16 nb = 1) = 0;
virtual void unlockRightItem() = 0;
virtual void unlockLeftItem() = 0;
virtual void unlockAmmos(uint16 nb = 1) = 0;
virtual void damageItem(bool right = true) = 0;
virtual sint32 getSkillValue( SKILLS::ESkills skill) const = 0;
inline CEntityBase *getEntity() { return CEntityBaseManager::getEntityBasePtr(_RowId); }
inline const TDataSetRow &getEntityRowId() const { return _RowId; }
virtual bool checkAmmoAmount( uint8 qty = 1) const = 0;
virtual void consumeAmmos( uint8 qty = 1) = 0;
virtual bool getItem( TAttackerItem item, CCombatWeapon &weaponItem) const = 0;
public:
/// row id
TDataSetRow _RowId;
};
/**
* Derived class for player attackers
* \author David Fleury
* \author Nevrax France
* \date 2003
*/
class CCombatAttackerPlayer : public CCombatAttacker
{
public:
CCombatAttackerPlayer(const TDataSetRow &rowId) : CCombatAttacker(rowId)
{
CCharacter *player = PlayerManager.getChar(_RowId);
if(!player) return;
_RightHandItem = player->getRightHandItem();
_LeftHandItem = player->getLeftHandItem();
_Ammos = player->getAmmoItem();
}
virtual ~CCombatAttackerPlayer()
{}
inline void lockRightItem() { if (_RightHandItem != NULL) _RightHandItem->setLockState(_RightHandItem->getLockState() + 1 ); }
inline void lockLeftItem() { if (_LeftHandItem != NULL) _LeftHandItem->setLockState(_LeftHandItem->getLockState() + 1 ); }
inline void lockAmmos(uint16 nb = 1) { if (_Ammos != NULL) _Ammos->setLockState(_Ammos->getLockState() + nb ); }
inline void unlockRightItem() { if (_RightHandItem != NULL) _RightHandItem->setLockState(_RightHandItem->getLockState() - 1); }
inline void unlockLeftItem() { if (_LeftHandItem != NULL) _LeftHandItem->setLockState(_LeftHandItem->getLockState() - 1); }
inline void unlockAmmos(uint16 nb = 1) { if (_Ammos != NULL) _Ammos->setLockState(_Ammos->getLockState() - nb); }
virtual bool checkAmmoAmount( uint8 qty = 1) const;
virtual void consumeAmmos( uint8 qty = 1)
{
CCharacter *character = PlayerManager.getChar(_RowId);
if(!character) return;
character->consumeAmmo(qty);
}
inline void damageItem(bool right = true) {}
virtual bool getItem( TAttackerItem item, CCombatWeapon &weaponItem) const;
inline sint32 getSkillValue( SKILLS::ESkills skill) const
{
CCharacter *character = PlayerManager.getChar(_RowId);
if (!character || skill >= SKILLS::NUM_SKILLS) return 0;
return character->getSkills()._Skills[ skill ].Current;
}
public:
/// right hand item
CGameItemPtr _RightHandItem;
/// left hand item
CGameItemPtr _LeftHandItem;
/// current ammos
CGameItemPtr _Ammos;
};
/**
* Derived class for AI attackers
* \author David Fleury
* \author Nevrax France
* \date 2003
*/
class CCombatAttackerAI : public CCombatAttacker
{
public:
CCombatAttackerAI()
{}
CCombatAttackerAI(const TDataSetRow &rowId);
virtual ~CCombatAttackerAI()
{}
inline void consumeAmmos( uint8 qty = 1) {}
inline void damageItem(bool right = true) {}
inline void lockRightItem() {}
inline void lockLeftItem() {}
inline void lockAmmos(uint16 nb = 1) {}
inline void unlockRightItem() {}
inline void unlockLeftItem() {}
inline void unlockAmmos(uint16 nb = 1) {}
inline sint32 getSkillValue( SKILLS::ESkills skill) const { return _RightHandWeapon.SkillValue; }
inline bool checkAmmoAmount( uint8 qty = 1) const { return true; }
virtual bool getItem( TAttackerItem item, CCombatWeapon &weaponItem) const;
public:
// right hand item
CCombatWeapon _RightHandWeapon;
// left hand item
CCombatWeapon _LeftHandWeapon;
// ammo
CCombatWeapon _Ammo;
};
#endif // RY_COMBAT_ATTACKER_H
/* End of combat_attacker.h */