Planeshift
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This class handles all calculations around combat, using statistics and information from the pspccharacterinfo Prop Classes for both the attacker and the target. More...
#include <combatmanager.h>
Public Member Functions | |
bool | AttackSomeone (gemActor *attacker, gemActor *target, const Stance &stance) |
This is how you start an attack sequence. More... | |
CombatManager (CacheManager *cachemanager, EntityManager *entitymanager) | |
EntityManager * | GetEntityManager () |
bool | InitializePVP () |
bool | InPVPRegion (csVector3 &pos, iSector *sector) |
void | NotifyTarget (gemActor *attacker, gemObject *target) |
void | sendAttackList (MsgEntry *me, Client *client) |
void | sendAttackQueue (MsgEntry *me, Client *client) |
void | sendAttackQueue (psCharacter *character) |
void | SetCombat (gemActor *combatant, const Stance &stance) |
void | StopAttack (gemActor *attacker) |
This is how you break an attack sequence off, through death or user command. More... | |
virtual | ~CombatManager () |
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void | HandleMessage (MsgEntry *msg, Client *client) |
Transfers the message to the manager specific function. More... | |
void | Subscribe (FunctionPointer fpt, msgtype type, uint32_t flags=0x01) |
Subscribes this manager to a specific message type with a custom callback. More... | |
bool | Unsubscribe (msgtype type) |
Unsubscribes this manager from a specific message type. More... | |
bool | Unsubscribe (FunctionPointer handler, msgtype type) |
Unsubscribes a specific handler from a specific message type. More... | |
bool | UnsubscribeAll () |
Unsubscribes this manager from all message types. More... | |
virtual | ~MessageManager () |
Unsubscribes all messages then destroys this object. More... | |
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csArray< csString > | DecodeCommandArea (Client *client, csString target) |
Decodes an area: expression. More... | |
gemObject * | FindObjectByString (const csString &str, gemActor *me) const |
Find the object we are referring to in str. More... | |
Client * | FindPlayerClient (const char *name) |
Finds Client* of character with given name. More... | |
virtual bool | Verify (MsgEntry *pMsg, unsigned int flags, Client *&client) |
Static Public Member Functions | |
static const Stance & | GetLoweredActorStance (CacheManager *cachemanager, gemActor *attacker) |
Gets increased combat stance of particular attacker. More... | |
static const Stance & | GetRaisedActorStance (CacheManager *cachemanager, gemActor *attacker) |
Gets increased combat stance of particular attacker. More... | |
static const Stance & | GetStance (CacheManager *cachemanager, csString name) |
Gets combat stance by name. More... | |
Public Attributes | |
csArray< INVENTORY_SLOT_NUMBER > | targetLocations |
Additional Inherited Members | |
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typedef void(CombatManager::* | FunctionPointer) (MsgEntry *, Client *) |
This class handles all calculations around combat, using statistics and information from the pspccharacterinfo Prop Classes for both the attacker and the target.
Definition at line 55 of file combatmanager.h.
CombatManager::CombatManager | ( | CacheManager * | cachemanager, |
EntityManager * | entitymanager | ||
) |
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virtual |
This is how you start an attack sequence.
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inline |
Definition at line 102 of file combatmanager.h.
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static |
Gets increased combat stance of particular attacker.
If current combat stance is the lowest returns current combat stance
cachemanager | manager that holds details about stances from database. |
attacker | gemActor that requests to lower his stance |
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static |
Gets increased combat stance of particular attacker.
If current combat stance is the highest returns current combat stance
cachemanager | manager that holds details about stances from database. |
attacker | gemActor that requests to raise his stance |
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static |
Gets combat stance by name.
If combat stance name is invalid returns default global stance
cachemanager | manager that holds details about stances from database. |
name | name of requested stance |
bool CombatManager::InitializePVP | ( | ) |
bool CombatManager::InPVPRegion | ( | csVector3 & | pos, |
iSector * | sector | ||
) |
void CombatManager::sendAttackQueue | ( | psCharacter * | character | ) |
void CombatManager::StopAttack | ( | gemActor * | attacker | ) |
This is how you break an attack sequence off, through death or user command.
csArray<INVENTORY_SLOT_NUMBER> CombatManager::targetLocations |
Definition at line 105 of file combatmanager.h.