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combat.h
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combat.h
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/**
* The Forgotten Server - a free and open-source MMORPG server emulator
* Copyright (C) 2019 Mark Samman <[email protected]>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef FS_COMBAT_H_B02CE79230FC43708699EE91FCC8F7CC
#define FS_COMBAT_H_B02CE79230FC43708699EE91FCC8F7CC
#include "thing.h"
#include "condition.h"
#include "map.h"
#include "baseevents.h"
#include <utility>
#include <valarray>
class Condition;
class Creature;
class Item;
struct Position;
//for luascript callback
class ValueCallback final : public CallBack
{
public:
explicit ValueCallback(formulaType_t type): type(type) {}
void getMinMaxValues(Player* player, CombatDamage& damage) const;
private:
formulaType_t type;
};
class TileCallback final : public CallBack
{
public:
void onTileCombat(Creature* creature, Tile* tile) const;
};
class TargetCallback final : public CallBack
{
public:
void onTargetCombat(Creature* creature, Creature* target) const;
};
struct CombatParams {
std::forward_list<std::unique_ptr<const Condition>> conditionList;
std::unique_ptr<ValueCallback> valueCallback;
std::unique_ptr<TileCallback> tileCallback;
std::unique_ptr<TargetCallback> targetCallback;
uint16_t itemId = 0;
ConditionType_t dispelType = CONDITION_NONE;
CombatType_t combatType = COMBAT_NONE;
CombatOrigin origin = ORIGIN_SPELL;
uint8_t impactEffect = CONST_ME_NONE;
uint8_t distanceEffect = CONST_ANI_NONE;
bool blockedByArmor = false;
bool blockedByShield = false;
bool targetCasterOrTopMost = false;
bool aggressive = true;
bool useCharges = false;
bool ignoreResistances = false;
};
class MatrixArea
{
using Center = std::pair<uint32_t, uint32_t>;
using Container = std::valarray<bool>;
public:
MatrixArea() = default;
MatrixArea(uint32_t rows, uint32_t cols): arr(rows * cols), rows{rows}, cols{cols} {}
bool operator()(uint32_t row, uint32_t col) const { return arr[row * cols + col]; }
bool& operator()(uint32_t row, uint32_t col) { return arr[row * cols + col]; }
void setCenter(uint32_t y, uint32_t x) { center = std::make_pair(x, y); }
const Center& getCenter() const { return center; }
uint32_t getRows() const { return rows; }
uint32_t getCols() const { return cols; }
MatrixArea flip() const;
MatrixArea mirror() const;
MatrixArea transpose() const;
MatrixArea rotate90() const;
MatrixArea rotate180() const;
MatrixArea rotate270() const;
operator bool() const { return rows == 0 || cols == 0; }
private:
MatrixArea(Center center, uint32_t rows, uint32_t cols, Container&& arr):
arr{std::move(arr)}, center{std::move(center)}, rows{rows}, cols{cols} {}
Container arr = {};
Center center = {};
uint32_t rows = 0, cols = 0;
};
class AreaCombat
{
public:
void setupArea(const std::vector<uint32_t>& vec, uint32_t rows);
void setupArea(int32_t length, int32_t spread);
void setupArea(int32_t radius);
void setupAreaRing(int32_t ring);
void setupExtArea(const std::vector<uint32_t>& vec, uint32_t rows);
const MatrixArea& getArea(const Position& centerPos, const Position& targetPos) const;
private:
std::vector<MatrixArea> areas;
bool hasExtArea = false;
};
class Combat
{
public:
Combat() = default;
// non-copyable
Combat(const Combat&) = delete;
Combat& operator=(const Combat&) = delete;
static bool isInPvpZone(const Creature* attacker, const Creature* target);
static bool isProtected(const Player* attacker, const Player* target);
static bool isPlayerCombat(const Creature* target);
static CombatType_t ConditionToDamageType(ConditionType_t type);
static ConditionType_t DamageToConditionType(CombatType_t type);
static ReturnValue canTargetCreature(Player* attacker, Creature* target);
static ReturnValue canDoCombat(Creature* caster, Tile* tile, bool aggressive);
static ReturnValue canDoCombat(Creature* attacker, Creature* target);
static void postCombatEffects(Creature* caster, const Position& pos, const CombatParams& params);
static void addDistanceEffect(Creature* caster, const Position& fromPos, const Position& toPos, uint8_t effect);
void doCombat(Creature* caster, Creature* target) const;
void doCombat(Creature* caster, const Position& position) const;
static void doTargetCombat(Creature* caster, Creature* target, CombatDamage& damage, const CombatParams& params);
static void doAreaCombat(Creature* caster, const Position& position, const AreaCombat* area, CombatDamage& damage, const CombatParams& params);
bool setCallback(CallBackParam_t key);
CallBack* getCallback(CallBackParam_t key);
bool setParam(CombatParam_t param, uint32_t value);
int32_t getParam(CombatParam_t param);
void setArea(AreaCombat* area) {
this->area.reset(area);
}
bool hasArea() const {
return area != nullptr;
}
void addCondition(const Condition* condition) {
params.conditionList.emplace_front(condition);
}
void clearConditions() {
params.conditionList.clear();
}
void setPlayerCombatValues(formulaType_t formulaType, double mina, double minb, double maxa, double maxb);
void postCombatEffects(Creature* caster, const Position& pos) const {
postCombatEffects(caster, pos, params);
}
void setOrigin(CombatOrigin origin) {
params.origin = origin;
}
private:
static void combatTileEffects(const SpectatorVec& spectators, Creature* caster, Tile* tile, const CombatParams& params);
CombatDamage getCombatDamage(Creature* creature, Creature* target) const;
//configurable
CombatParams params;
//formula variables
formulaType_t formulaType = COMBAT_FORMULA_UNDEFINED;
double mina = 0.0;
double minb = 0.0;
double maxa = 0.0;
double maxb = 0.0;
std::unique_ptr<AreaCombat> area;
};
class MagicField final : public Item
{
public:
explicit MagicField(uint16_t type) : Item(type), createTime(OTSYS_TIME()) {}
MagicField* getMagicField() override {
return this;
}
const MagicField* getMagicField() const override {
return this;
}
bool isReplaceable() const {
return Item::items[getID()].replaceable;
}
CombatType_t getCombatType() const {
const ItemType& it = items[getID()];
return it.combatType;
}
int32_t getDamage() const {
const ItemType& it = items[getID()];
if (it.conditionDamage) {
return it.conditionDamage->getTotalDamage();
}
return 0;
}
void onStepInField(Creature* creature);
private:
int64_t createTime;
};
#endif