230 lines
6 KiB
C++
230 lines
6 KiB
C++
// 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_COMBAT_ATTACKER_H
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#define RY_COMBAT_ATTACKER_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/tick_event_handler.h"
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#include "game_share/game_item_manager/game_item.h"
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//
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#include "entity_base.h"
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#include "character.h"
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#include "player_manager.h"
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#include "entity_manager.h"
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extern CPlayerManager PlayerManager;
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struct CCombatWeapon
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{
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CCombatWeapon()
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{
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SpeedInTicks = 0;
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Damage = 0;
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Quality = 0;
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DmgType = DMGTYPE::UNDEFINED;
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Range = 0;
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Skill = SKILLS::unknown;
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SkillValue = 0;
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Family = ITEMFAMILY::UNDEFINED;
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}
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CCombatWeapon(CGameItemPtr itemPtr);
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std::string toString() const
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{
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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() );
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return temp;
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}
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uint16 SpeedInTicks;
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uint16 Damage;
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uint16 Quality;
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DMGTYPE::EDamageType DmgType;
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ITEMFAMILY::EItemFamily Family;
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float Range; // if > 0 range weapon or ammo, == 0 melee weapon
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SKILLS::ESkills Skill; // no meaning for ammos
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sint32 SkillValue; // no meaning for ammos
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};
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/**
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* Base class for combat attackers
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* \author David Fleury
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* \author Nevrax France
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* \date 2003
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*/
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class CCombatAttacker
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{
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public:
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enum TAttackerItem
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{
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RightHandItem =0,
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LeftHandItem,
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Ammo,
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Unknown,
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};
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public:
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CCombatAttacker() {}
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CCombatAttacker( const TDataSetRow &rowId) : _RowId(rowId)
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{}
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virtual ~CCombatAttacker()
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{}
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virtual void lockRightItem() = 0;
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virtual void lockLeftItem() = 0;
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virtual void lockAmmos(uint16 nb = 1) = 0;
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virtual void unlockRightItem() = 0;
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virtual void unlockLeftItem() = 0;
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virtual void unlockAmmos(uint16 nb = 1) = 0;
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virtual void damageItem(bool right = true) = 0;
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virtual sint32 getSkillValue( SKILLS::ESkills skill) const = 0;
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inline CEntityBase *getEntity() { return CEntityBaseManager::getEntityBasePtr(_RowId); }
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inline const TDataSetRow &getEntityRowId() const { return _RowId; }
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virtual bool checkAmmoAmount( uint8 qty = 1) const = 0;
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virtual void consumeAmmos( uint8 qty = 1) = 0;
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virtual bool getItem( TAttackerItem item, CCombatWeapon &weaponItem) const = 0;
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public:
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/// row id
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TDataSetRow _RowId;
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};
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/**
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* Derived class for player attackers
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* \author David Fleury
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* \author Nevrax France
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* \date 2003
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*/
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class CCombatAttackerPlayer : public CCombatAttacker
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{
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public:
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CCombatAttackerPlayer(const TDataSetRow &rowId) : CCombatAttacker(rowId)
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{
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CCharacter *player = PlayerManager.getChar(_RowId);
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if(!player) return;
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_RightHandItem = player->getRightHandItem();
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_LeftHandItem = player->getLeftHandItem();
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_Ammos = player->getAmmoItem();
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}
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virtual ~CCombatAttackerPlayer()
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{}
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inline void lockRightItem() { if (_RightHandItem != NULL) _RightHandItem->setLockState(_RightHandItem->getLockState() + 1 ); }
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inline void lockLeftItem() { if (_LeftHandItem != NULL) _LeftHandItem->setLockState(_LeftHandItem->getLockState() + 1 ); }
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inline void lockAmmos(uint16 nb = 1) { if (_Ammos != NULL) _Ammos->setLockState(_Ammos->getLockState() + nb ); }
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inline void unlockRightItem() { if (_RightHandItem != NULL) _RightHandItem->setLockState(_RightHandItem->getLockState() - 1); }
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inline void unlockLeftItem() { if (_LeftHandItem != NULL) _LeftHandItem->setLockState(_LeftHandItem->getLockState() - 1); }
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inline void unlockAmmos(uint16 nb = 1) { if (_Ammos != NULL) _Ammos->setLockState(_Ammos->getLockState() - nb); }
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virtual bool checkAmmoAmount( uint8 qty = 1) const;
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virtual void consumeAmmos( uint8 qty = 1)
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{
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CCharacter *character = PlayerManager.getChar(_RowId);
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if(!character) return;
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character->consumeAmmo(qty);
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}
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inline void damageItem(bool right = true) {}
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virtual bool getItem( TAttackerItem item, CCombatWeapon &weaponItem) const;
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inline sint32 getSkillValue( SKILLS::ESkills skill) const
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{
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CCharacter *character = PlayerManager.getChar(_RowId);
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if (!character || skill >= SKILLS::NUM_SKILLS) return 0;
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return character->getSkills()._Skills[ skill ].Current;
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}
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public:
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/// right hand item
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CGameItemPtr _RightHandItem;
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/// left hand item
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CGameItemPtr _LeftHandItem;
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/// current ammos
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CGameItemPtr _Ammos;
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};
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/**
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* Derived class for AI attackers
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* \author David Fleury
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* \author Nevrax France
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* \date 2003
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*/
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class CCombatAttackerAI : public CCombatAttacker
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{
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public:
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CCombatAttackerAI()
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{}
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CCombatAttackerAI(const TDataSetRow &rowId);
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virtual ~CCombatAttackerAI()
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{}
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inline void consumeAmmos( uint8 qty = 1) {}
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inline void damageItem(bool right = true) {}
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inline void lockRightItem() {}
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inline void lockLeftItem() {}
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inline void lockAmmos(uint16 nb = 1) {}
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inline void unlockRightItem() {}
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inline void unlockLeftItem() {}
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inline void unlockAmmos(uint16 nb = 1) {}
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inline sint32 getSkillValue( SKILLS::ESkills skill) const { return _RightHandWeapon.SkillValue; }
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inline bool checkAmmoAmount( uint8 qty = 1) const { return true; }
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virtual bool getItem( TAttackerItem item, CCombatWeapon &weaponItem) const;
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public:
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// right hand item
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CCombatWeapon _RightHandWeapon;
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// left hand item
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CCombatWeapon _LeftHandWeapon;
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// ammo
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CCombatWeapon _Ammo;
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};
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#endif // RY_COMBAT_ATTACKER_H
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/* End of combat_attacker.h */
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