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