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

178 lines
7 KiB
C++

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