2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RY_SABRINA_ACTOR_H
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#define RY_SABRINA_ACTOR_H
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// nel misc
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#include "nel/misc/types_nl.h"
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// game_share
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#include "game_share/base_types.h"
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// entity_game_service
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#include "entity_base.h"
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// Sabrina
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#include "sabrina_phrase_instance.h"
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#include "sabrina_item_stats.h"
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#include "sabrina_pointers.h"
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//
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#include "position_manager/sabrina_list_link.h"
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class ISabrinaActor;
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typedef CListLink<ISabrinaActor> TSabrinaActorLink;
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/**
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* Sabrina actor base class
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* \author Sadge
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* \author Nevrax France
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* \date 2003
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*/
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class ISabrinaActor
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{
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public:
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//------------------------------------------------------------------------------------------------------
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// ctor and dtor
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ISabrinaActor(CEntityBase *parent);
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ISabrinaActor(const ISabrinaActor& other);
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virtual ~ISabrinaActor();
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// ctor
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// explicit ISabrinaActor(CEntityBase *parent): _Link(this), _Parent(parent), _CurrentActionPhrase(NULL) {}
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// dtor
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// virtual ~ISabrinaActor() { resetRefferences(); }
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// reset all refferences to this actor (eg after death, teleportation, etc)
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void resetRefferences(SABRINA::TEventCode reason);
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//------------------------------------------------------------------------------------------------------
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// Generic Read Accessor Interface
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CEntityBase* getEntity() const;
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TDataSetRow getEntityRowId() const;
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const std::set<CSabrinaPhraseInstancePtr>& getTargeters() const;
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//------------------------------------------------------------------------------------------------------
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// Management of actor's targeter list
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void addTargeter(CSabrinaPhraseInstance* targeter);
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void removeTargeter(CSabrinaPhraseInstance* targeter);
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//------------------------------------------------------------------------------------------------------
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// Management of the actor's own actions
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// begin a new sabrina action
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// if there is a curent action already in process then the new action is ignored and a warning is displayed
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virtual void beginSabrinaAction(const ISabrinaPhraseModel* phrase)=0;
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// cancel the current sabrina action
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virtual void cancelSabrinaAction(SABRINA::TEventCode reason)=0;
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//------------------------------------------------------------------------------------------------------
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// Debug stuff
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// get a string describing current values of state variables
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std::string stateString() const;
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//------------------------------------------------------------------------------------------------------
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// Virtual application of results of a Sabrina Action to a target
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// callback at start of application of a set of effects from a sabrina action
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// eg: setup an event report record here
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virtual void cbSabrinaActionApplyBegin() {}
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// apply damage (to hp, sap or sta)
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virtual void applyHeal(SABRINA::THealType healType, uint32 healQuantity)=0;
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// apply damage (to hp, sap or sta)
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virtual void applyDamage(SABRINA::TDmgType damageType, uint32 damage)=0;
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// apply secondary effects (eg Stun, debuff, etc)
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virtual void applyBeginSecondaryEffect(SABRINA::TEffectType effectType, uint32 strength)=0;
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// apply secondary effects (eg Stun, etc)
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virtual void applyEndSecondaryEffect(SABRINA::TEffectType effectType)=0;
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// callback at end of application of a set of effects from a sabrina action
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// eg: dispatch the en=vent report record now that complete set of event elements have been dealt with
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virtual void cbSabrinaActionApplyEnd() {}
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//------------------------------------------------------------------------------------------------------
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// Virtual Read Accessor Interface
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// lookup the value of a given skill
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virtual sint32 getSkillValue(SKILLS::ESkills skill) const=0;
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// get a value for the attack skill
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virtual sint32 getAttackSkillValue() const=0;
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// get a value for the defense skill
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virtual sint32 getDefenseSkillValue() const=0;
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// get a value for the didge skill
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virtual sint32 getDodgeSkillValue() const=0;
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// get the combat stats for the item in right hand
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// note that in the case of bear hand combat a set of bear hand stats are filled in here
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// returns false if an item that is not usable for combat is present in right hand
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virtual bool getRightHandWeaponStats(CWeaponStats& stats) const=0;
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// get the combat stats for the item in left hand
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// returns false if the left hand is empty or the item in left hand is not a weapon or the player
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// doesn't have a skill permitting use of the given weapon in the left hand
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virtual bool getLeftHandWeaponStats(CWeaponStats& stats) const=0;
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// get stats for ammo in left hand
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// returns false if no ammo available or ammo is incompatible with weapon
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virtual bool getAmmoStats(CWeaponStats& stats) const=0;
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// get stats for a given piece of armor
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// in the case where no armor is found the stats are initialised accordingly
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// returns false if no armor is present on given location
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virtual bool getArmorProtectionStats(SLOT_EQUIPMENT::TSlotEquipment slot,CArmorStats& protection) const=0;
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// get stats for the shield (or likewise)
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// in the case where no shield is found the stats are initalised accordingly
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// returns false if the left hand is empty or the left hand item offers no protection
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virtual bool getLeftHandProtectionStats(CShieldStats& protection) const=0;
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// get a pointer to the entity refferenced by this entity
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virtual ISabrinaActor* getTarget() const=0;
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//------------------------------------------------------------------------------------------------------
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// Logical test routines
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// make sure that I'm allowed to perform offensive actions against the given target
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// take into account whether target is in PvP action with me, etc, etc
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virtual bool isValidOffensiveTarget(ISabrinaActor* target) const=0;
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// make sure I'm allowed to perform curative actions on target
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// take into account PvP rules with neutrals not allowed to assist, etc...
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virtual bool isValidCurativeTarget(ISabrinaActor* target) const=0;
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//------------------------------------------------------------------------------------------------------
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// Virtual callbacks for message sending on activation/ cancelation of Sabrina actions
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// * if this routine should lock the items that are used in the phrase then we need
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// to add a 'locked items' module to the phrase instance in order to facilitate
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// unlocking ...
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virtual void cbSabrinaActionBegin(const CSabrinaPhraseInstance* completedPhrase) {}
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// this routine should deal with ammo & raw material consumption if need be...
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virtual void cbSabrinaActionSuccess(const CSabrinaPhraseInstance* completedPhrase, SABRINA::TEventCode code) {}
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// this routine is called either by 'cbSabrinaActionBegin()' or when the result of the action is to be applied
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virtual void cbSabrinaActionFailure(const CSabrinaPhraseInstance* completedPhrase, SABRINA::TEventCode code) {}
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// this routine is called by cancelSabrinaAction()
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virtual void cbSabrinaActionCancel(const CSabrinaPhraseInstance* completedPhrase, SABRINA::TEventCode reason) {}
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// this callback is called after the postActionTime has elapsed and the action is completely finished
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// this routine is responsible for beginning a new sabrina action if a new action is lined up
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virtual void cbSabrinaActionEnd(const CSabrinaPhraseInstance* completedPhrase) {}
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protected:
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//------------------------------------------------------------------------------------------------------
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// private data
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// the player or ai entity base object that I represent
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CEntityBase* _Parent;
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// the vector of phrases that are currently active on me
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std::set<CSabrinaPhraseInstancePtr> _PhrasesTargetingMe;
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// structure used to chain to other sabrina actors (used by the position manager)
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TSabrinaActorLink _Link;
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};
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//------------------------------------------------------------------------------------------------------
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// ctors and dtors
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inline ISabrinaActor::ISabrinaActor(CEntityBase* parent)
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{
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_Parent=parent;
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}
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inline ISabrinaActor::ISabrinaActor(const ISabrinaActor& other)
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{
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_Parent = other._Parent;
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_PhrasesTargetingMe = other._PhrasesTargetingMe;
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}
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inline ISabrinaActor::~ISabrinaActor()
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{
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resetRefferences(SABRINA::PlayerLoggedOff);
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}
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//------------------------------------------------------------------------------------------------------
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// reset all refferences to this actor (eg after death, teleportation, etc)
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inline void ISabrinaActor::resetRefferences(SABRINA::TEventCode reason)
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{
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// abort all active actinos that refference us
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while (!_PhrasesTargetingMe.empty())
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{
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// note that the abortAction() method will end up removing the entry from _PhrasesTargettingMe
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(*_PhrasesTargetingMe.begin())->abortPhrase(reason);
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}
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}
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//------------------------------------------------------------------------------------------------------
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// Generic Read Accessor Interface
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inline CEntityBase* ISabrinaActor::getEntity() const
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{
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return _Parent;
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}
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inline TDataSetRow ISabrinaActor::getEntityRowId() const
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{
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return _Parent->getEntityRowId();
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}
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inline const std::set<CSabrinaPhraseInstancePtr>& ISabrinaActor::getTargeters() const
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{
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return _PhrasesTargetingMe;
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}
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//------------------------------------------------------------------------------------------------------
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// Management of actor's targeter list
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inline void ISabrinaActor::addTargeter(CSabrinaPhraseInstance* targeter)
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{
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_PhrasesTargetingMe.insert(targeter);
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}
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inline void ISabrinaActor::removeTargeter(CSabrinaPhraseInstance* targeter)
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{
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_PhrasesTargetingMe.erase(targeter);
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}
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//------------------------------------------------------------------------------------------------------
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// Debug stuff
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inline std::string ISabrinaActor::stateString() const
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{
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std::string result;
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result+= "id "+ NLMISC::toString(this->getEntityRowId());
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if (getTarget()!=NULL)
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result+= ", tgt "+NLMISC::toString(this->getTarget()->getEntityRowId());
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else
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result+= ", tgt NULL";
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result+= ", tgtBy(";
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std::set<CSabrinaPhraseInstancePtr>::iterator it;
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for (it=getTargeters().begin();it!=getTargeters().end();++it)
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{
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if (it!=getTargeters().begin())
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result+=",";
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result+=NLMISC::toString((*it)->getActor()->getEntityRowId());
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}
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result+= ")";
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result+= ", SkillAtk "+ NLMISC::toString(this->getAttackSkillValue());
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result+= ", SkillDef "+ NLMISC::toString(this->getDefenseSkillValue());
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result+= ", SkillDdg "+ NLMISC::toString(this->getDodgeSkillValue());
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return result;
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}
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//------------------------------------------------------------------------------------------------------
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#endif
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