khanat-opennel-code/code/ryzom/server/src/sabrina/sabrina_phrase_instance.cpp

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2010-05-06 00:08:41 +00:00
// 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/>.
#include "game_share/tick_event_handler.h"
#include "sabrina_phrase_instance.h"
#include "sabrina_phrase_manager.h"
#include "sabrina_actor.h"
// Constructor
CSabrinaPhraseInstance::CSabrinaPhraseInstance(const ISabrinaActor* actor)
{
_State = Inactive;
_NextEventTime = 0;
_ThePhrase = NULL;
_Actor = const_cast<ISabrinaActor*>(actor);
_Target = NULL;
}
CSabrinaPhraseInstance::CSabrinaPhraseInstance(const CSabrinaPhraseInstance& other)
{
_State = other._State;
_NextEventTime = other._NextEventTime;
_ThePhrase = other._ThePhrase;
_Actor = other._Actor;
_Target = other._Target;
// note that this line will cause an assert if you try to duplicate a phrase which has established
// item locks - this is correct behaviour as it is not legal to have two lock objects refferencing
// the same item.
_Items = other._Items;
}
// Destructor
CSabrinaPhraseInstance::~CSabrinaPhraseInstance()
{
#ifdef NL_DEBUG
nlassert(_ThePhrase==NULL);
nlassert(_Target==NULL);
nlassert(_State==Inactive);
#endif
}
// method used to initialise a new phrase
void CSabrinaPhraseInstance::beginPhrase(const ISabrinaPhraseModel* thePhrase)
{
#ifdef NL_DEBUG
nlassert(_ThePhrase==NULL);
nlassert(_State==Inactive);
nlassert(_Target==NULL);
#endif
// setup basic data
_ThePhrase=const_cast<ISabrinaPhraseModel*>(thePhrase);
_NextEventTime=0;
// setup the target
_Target= _ThePhrase->requiresTarget()? _Actor->getTarget(): NULL;
if (_Target!=NULL)
_Target->addTargeter(this);
// call the actor's init() callback
_Actor->cbSabrinaActionBegin(this);
// ask the model whether the phrase is valid (target's accessible, etc)
// if the validation fails then close the phrase down and exit cleanly
SABRINA::TEventCode validationResult=_ThePhrase->validate(this);
if (!SABRINA::isSuccess(validationResult))
{
abortPhrase(validationResult);
return;
}
// ask the phrase model to calculate the pre-execution delay
uint32 ticks= _ThePhrase->calculatePreExecutionDelay(this);
// setup the state information
_State= PreActionDelay;
_NextEventTime= CTickEventHandler::getGameCycle()+ticks;
// check whether the action time is '0' - requiring immediate action
if (ticks==0)
{
updatePhrase();
}
else
{
CSabrinaPhraseManager::setNextPhraseEvent(this,_NextEventTime);
}
}
// update routine called on event triggers
// returns true if _NextEventTime == current time (otherwise false)
bool CSabrinaPhraseInstance::updatePhrase()
{
// if the phrase' timer's been changed then this event is not valid so ignore it...
NLMISC::TGameCycle curTime=CTickEventHandler::getGameCycle();
if (_NextEventTime != curTime)
return false;
// change the value of '_NextEventTime' to avoid multiple executions of the action phrase
// when the phrase end date is set to the same time more than once...
--_NextEventTime;
// depending on state do something...
switch (_State)
{
case PreActionDelay:
{
// ask the model whether the phrase is valid (target's accessible, etc)
// if the validation fails then close the phrase down and exit cleanly
SABRINA::TEventCode validationResult=_ThePhrase->validate(this);
if (!SABRINA::isSuccess(validationResult))
{
_Actor->cbSabrinaActionFailure(this,validationResult);
terminate();
break;
}
// ask the model to execute the phrase action and apply results to whoever necessary
// if execution failed then exit cleanly
SABRINA::TEventCode executionResult= _ThePhrase->executeAndApplyResults(this);
if (SABRINA::isSuccess(executionResult))
{
_Actor->cbSabrinaActionSuccess(this,executionResult);
}
else
{
_Actor->cbSabrinaActionFailure(this,executionResult);
terminate();
break;
}
// ask the phrase model to calculate the post-execution delay
uint32 ticks=_ThePhrase->calculatePostExecutionDelay(this);
// setup the state information
_State= PostActionDelay;
_NextEventTime= CTickEventHandler::getGameCycle()+ticks;
// check whether the action time is '0' - requiring immediate action
if (ticks==0)
{
updatePhrase();
}
else
{
CSabrinaPhraseManager::setNextPhraseEvent(this,_NextEventTime);
}
break;
}
case PostActionDelay:
terminate();
break;
case Inactive:
break;
}
return true;
}
// method used to prematurely abort execution of phrase
void CSabrinaPhraseInstance::abortPhrase(SABRINA::TEventCode reason)
{
switch (_State)
{
case Inactive:
return;
case PostActionDelay:
return;
case PreActionDelay:
// call the actor's phrase cancelation callback
_Actor->cbSabrinaActionCancel(this,reason);
// terminate the phrase
terminate();
return;
default:
#ifdef NL_DEBUG
nlerror("CSabrinaPhraseInstance::abortPhrase(): Bad '_State' value: %d",(uint32)_State);
#endif
}
}
// method used to prolong a sabrina action (eg prolong cast...)
void CSabrinaPhraseInstance::addTimeBeforeNextEvent(uint32 ticks)
{
if (!isActive())
{
#ifdef NL_DEBUG
nlerror("CSabrinaPhraseInstance::addTimeBeforeNextEvent(): phrase instance is inactive");
#endif
return;
}
_NextEventTime+= ticks;
CSabrinaPhraseManager::setNextPhraseEvent(this,_NextEventTime);
}
// method for interrogating the state of the phrase instance - returns false if 'Inactive' otherwise true
bool CSabrinaPhraseInstance::isActive()
{
return _State!=Inactive;
}
// method used to prematurely abort execution of phrase
void CSabrinaPhraseInstance::terminate()
{
// make sure the actor is aware that their current action is terminated
if (_State!=Inactive)
_Actor->cbSabrinaActionEnd(this);
// let target know that they are no longer targeted by this phrase
if (_Target!=NULL)
_Target->removeTargeter(this);
// housekeeping
_Target=NULL;
_ThePhrase=NULL;
_State=Inactive;
return;
}