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179 lines
7 KiB
C
179 lines
7 KiB
C
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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_PLAYER_H
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#define RY_SABRINA_ACTOR_PLAYER_H
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// nel misc
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#include "nel/misc/types_nl.h"
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// sabrina
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#include "sabrina_pointers.h"
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#include "sabrina_actor.h"
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//------------------------------------------------------------------------------------------------------
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// Constants
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//------------------------------------------------------------------------------------------------------
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namespace SABRINA
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{
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const uint32 SLOTS_PER_MEMORY_BANK = 20;
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}
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//------------------------------------------------------------------------------------------------------
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// CSabrinaActorPlayer - Player specialisation of Sabrina actor class
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//------------------------------------------------------------------------------------------------------
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class CSabrinaActorPlayer: public 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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CSabrinaActorPlayer(CEntityBase *parent);
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CSabrinaActorPlayer(const CSabrinaActorPlayer& other);
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virtual ~CSabrinaActorPlayer();
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//------------------------------------------------------------------------------------------------------
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// Virtual application of results of a Sabrina Action to a target
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virtual void cbSabrinaActionApplyBegin();
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virtual void applyHeal(SABRINA::THealType healType, uint32 healQuantity);
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virtual void applyDamage(SABRINA::TDmgType damageType, uint32 damage);
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virtual void applyBeginSecondaryEffect(SABRINA::TEffectType effectType, uint32 strength);
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virtual void applyEndSecondaryEffect(SABRINA::TEffectType effectType);
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virtual void cbSabrinaActionApplyEnd();
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//------------------------------------------------------------------------------------------------------
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// Virtual Read Accessor Interface
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virtual sint32 getSkillValue(SKILLS::ESkills skill) const;
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virtual sint32 getAttackSkillValue() const;
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virtual sint32 getDefenseSkillValue() const;
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virtual sint32 getDodgeSkillValue() const;
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virtual bool getRightHandWeaponStats(CWeaponStats& stats) const;
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virtual bool getLeftHandWeaponStats(CWeaponStats& stats) const;
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virtual bool getAmmoStats(CWeaponStats& stats) const;
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virtual bool getArmorProtectionStats(SLOT_EQUIPMENT::TSlotEquipment slot,CArmorStats& protection) const;
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virtual bool getLeftHandProtectionStats(CShieldStats& protection) const;
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virtual ISabrinaActor* getTarget() const;
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//------------------------------------------------------------------------------------------------------
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// Logical test routines
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virtual bool isValidOffensiveTarget(ISabrinaActor* target) const;
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virtual bool isValidCurativeTarget(ISabrinaActor* target) const;
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//------------------------------------------------------------------------------------------------------
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// Management of the player's own actions
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virtual void beginSabrinaAction(const ISabrinaPhraseModel* phrase);
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virtual void cancelSabrinaAction(SABRINA::TEventCode reason);
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//------------------------------------------------------------------------------------------------------
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// Virtual callbacks for message sending on activation/ cancelation of Sabrina actions
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virtual void cbSabrinaActionBegin(const CSabrinaPhraseInstance* completedPhrase);
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virtual void cbSabrinaActionSuccess(const CSabrinaPhraseInstance* completedPhrase, SABRINA::TEventCode code);
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virtual void cbSabrinaActionFailure(const CSabrinaPhraseInstance* completedPhrase, SABRINA::TEventCode code);
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virtual void cbSabrinaActionCancel(const CSabrinaPhraseInstance* completedPhrase, SABRINA::TEventCode code);
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virtual void cbSabrinaActionEnd(const CSabrinaPhraseInstance* completedPhrase);
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//------------------------------------------------------------------------------------------------------
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// Cyclic action management methods
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/// set the cyclic action
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void setCyclicAction( ISabrinaPhraseModel *phrase);
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/// stop the cyclic action
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void stopCyclicAction(const TDataSetRow &entityRowId);
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//------------------------------------------------------------------------------------------------------
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// Management of the player's phrase memory
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// add memory banks (used at player connection to creat memory set)
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// note that memory bank names are limited to 7 letters
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void addMemoryBank(const std::string& memoryBankName);
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// memorize a phrase in a slot in a memory bank
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void memorize(const std::string& memoryBankName, uint32 memorySlot, ISabrinaPhraseDescription* phrase);
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// set the 'active memory bank' variable
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void setActiveMemoryBank(const std::string& memoryBankName);
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// set the default action within the active memory bank (~0u to reset to no default action)
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// deppending on the action type this may or may not be a cyclic action
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void setDefaultAction(uint32 memorySlot);
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// execute an action from within the active memory bank
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void executeAction(uint32 memorySlot);
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// the client and/ or server has indicated that they now (or no longer) are well placed for
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// performing the current default action (the action must be cyclic)
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void setCyclicActionFlag(bool value);
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//------------------------------------------------------------------------------------------------------
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// Message Management for player information messages...
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// TODO...
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private:
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// the player's current active action phrase
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CSabrinaPhraseInstancePtr _CurrentActionPhrase;
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// structure for the player's phrase memory...
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struct CMemoryBank
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{
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uint64 BankId; // used as a 0..7 character asciiz string
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std::vector<ISabrinaPhraseDescriptionPtr> MemorySlots; // MemorySlots[SABRINA::SLOTS_PER_MEMORY_BANK];
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uint32 DefaultAction; // ~0u if none
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CMemoryBank():
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BankId(0),
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MemorySlots(SABRINA::SLOTS_PER_MEMORY_BANK),
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DefaultAction(~0u)
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{
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}
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// copy constructor (needed to protect smart pointers...)
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CMemoryBank(const CMemoryBank& other):
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BankId(other.BankId),
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MemorySlots(other.MemorySlots),
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DefaultAction(other.DefaultAction)
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{
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}
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};
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// the player's set of memory banks (one per right hand item type)
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std::vector<CMemoryBank> _MemoryBanks;
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// index of the active memory bank (within _MemoryBanks)
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uint32 _ActiveMemoryBank;
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// a flag used to determine whether or not to launch a new action automatically when the
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// current action terminates
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bool _CyclicActionFlag; // set to true if the client is well placed and default action is cyclic
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};
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#endif
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