khanat-opennel-code/code/ryzom/server/src/sabrina/combat_action_stun.h

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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/>.
#ifndef RY_COMBAT_ACTION_STUN_H
#define RY_COMBAT_ACTION_STUN_H
#include "nel/misc/types_nl.h"
#include "combat_action.h"
#include "combat_stun_effect.h"
/**
* <Class description>
* \author David Fleury
* \author Nevrax France
* \date 2003
*/
class CCombatActionStun : public CCombatAction
{
public:
/// Constructor
CCombatActionStun() : _StunDuration(0), _StunDurationResisted(0), _StunEffect(NULL)
{}
/// Constructor
CCombatActionStun(const TDataSetRow & actorRowId, CCombatPhrase *phrase, NLMISC::TGameCycle duration, NLMISC::TGameCycle durationResisted, uint16 level)
: _StunDuration(duration), _StunDurationResisted(durationResisted), _StunEffect(NULL), _StunLevel(level)
{
_CombatPhrase = phrase;
if (actorRowId.isValid() )
_ActorRowId = actorRowId;
}
/// build
virtual bool build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, uint &brickIndex, CCombatPhrase * phrase );
/// validate the combat action
virtual bool validate(CCombatPhrase *phrase, std::string &errorCode) { return true; }
/// apply combat action effects
virtual void apply(CCombatPhrase *phrase);
private:
/// stun duration if no resist (in ticks)
NLMISC::TGameCycle _StunDuration;
/// stun duration if resisted (in ticks)
NLMISC::TGameCycle _StunDurationResisted;
/// stun relative power (used to test target resistance)
uint16 _StunLevel;
/// the stun effect
CCombatStunEffect *_StunEffect;
};
#endif // RY_COMBAT_ACTION_STUN_H
/* End of combat_action_stun.h */