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forked from metin2/server
server/game/src/PetSystem.h

163 lines
4.3 KiB
C++

#ifndef __HEADER_PET_SYSTEM__
#define __HEADER_PET_SYSTEM__
class CHARACTER;
// TODO: 펫으로서의 능력치? 라던가 친밀도, 배고픔 기타등등... 수치
struct SPetAbility
{
};
/**
*/
class CPetActor //: public CHARACTER
{
public:
enum EPetOptions
{
EPetOption_Followable = 1 << 0,
EPetOption_Mountable = 1 << 1,
EPetOption_Summonable = 1 << 2,
EPetOption_Combatable = 1 << 3,
};
protected:
friend class CPetSystem;
CPetActor(LPCHARACTER owner, DWORD vnum, DWORD options = EPetOption_Followable | EPetOption_Summonable);
// CPetActor(LPCHARACTER owner, DWORD vnum, const SPetAbility& petAbility, DWORD options = EPetOption_Followable | EPetOption_Summonable);
virtual ~CPetActor();
virtual bool Update(DWORD deltaTime);
protected:
virtual bool _UpdateFollowAI(); ///< 주인을 따라다니는 AI 처리
virtual bool _UpdatAloneActionAI(float fMinDist, float fMaxDist); ///< 주인 근처에서 혼자 노는 AI 처리
/// @TODO
//virtual bool _UpdateCombatAI();
private:
bool Follow(float fMinDistance = 50.f);
public:
LPCHARACTER GetCharacter() const { return m_pkChar; }
LPCHARACTER GetOwner() const { return m_pkOwner; }
DWORD GetVID() const { return m_dwVID; }
DWORD GetVnum() const { return m_dwVnum; }
bool HasOption(EPetOptions option) const { return m_dwOptions & option; }
void SetName(const char* petName);
bool Mount();
void Unmount();
DWORD Summon(const char* petName, LPITEM pSummonItem, bool bSpawnFar = false);
void Unsummon();
bool IsSummoned() const { return 0 != m_pkChar; }
void SetSummonItem (LPITEM pItem);
DWORD GetSummonItemVID () { return m_dwSummonItemVID; }
// 버프 주는 함수와 거두는 함수.
// 이게 좀 괴랄한게, 서버가 ㅄ라서,
// POINT_MOV_SPEED, POINT_ATT_SPEED, POINT_CAST_SPEED는 PointChange()란 함수만 써서 변경해 봐야 소용이 없는게,
// PointChange() 이후에 어디선가 ComputePoints()를 하면 싹다 초기화되고,
// 더 웃긴건, ComputePoints()를 부르지 않으면 클라의 POINT는 전혀 변하지 않는다는 거다.
// 그래서 버프를 주는 것은 ComputePoints() 내부에서 petsystem->RefreshBuff()를 부르도록 하였고,
// 버프를 빼는 것은 ClearBuff()를 부르고, ComputePoints를 하는 것으로 한다.
void GiveBuff();
void ClearBuff();
private:
DWORD m_dwVnum;
DWORD m_dwVID;
DWORD m_dwOptions;
DWORD m_dwLastActionTime;
DWORD m_dwSummonItemVID;
DWORD m_dwSummonItemVnum;
short m_originalMoveSpeed;
std::string m_name;
LPCHARACTER m_pkChar; // Instance of pet(CHARACTER)
LPCHARACTER m_pkOwner;
// SPetAbility m_petAbility; // 능력치
};
/**
*/
class CPetSystem
{
public:
typedef std::unordered_map<DWORD, CPetActor*> TPetActorMap; /// <VNUM, PetActor> map. (한 캐릭터가 같은 vnum의 펫을 여러개 가질 일이 있을까..??)
public:
CPetSystem(LPCHARACTER owner);
virtual ~CPetSystem();
CPetActor* GetByVID(DWORD vid) const;
CPetActor* GetByVnum(DWORD vnum) const;
bool Update(DWORD deltaTime);
void Destroy();
size_t CountSummoned() const; ///< 현재 소환된(실체화 된 캐릭터가 있는) 펫의 개수
public:
void SetUpdatePeriod(DWORD ms);
CPetActor* Summon(DWORD mobVnum, LPITEM pSummonItem, const char* petName, bool bSpawnFar, DWORD options = CPetActor::EPetOption_Followable | CPetActor::EPetOption_Summonable);
void Unsummon(DWORD mobVnum, bool bDeleteFromList = false);
void Unsummon(CPetActor* petActor, bool bDeleteFromList = false);
// TODO: 진짜 펫 시스템이 들어갈 때 구현. (캐릭터가 보유한 펫의 정보를 추가할 때 라던가...)
CPetActor* AddPet(DWORD mobVnum, const char* petName, const SPetAbility& ability, DWORD options = CPetActor::EPetOption_Followable | CPetActor::EPetOption_Summonable | CPetActor::EPetOption_Combatable);
void DeletePet(DWORD mobVnum);
void DeletePet(CPetActor* petActor);
void RefreshBuff();
private:
TPetActorMap m_petActorMap;
LPCHARACTER m_pkOwner; ///< 펫 시스템의 Owner
DWORD m_dwUpdatePeriod; ///< 업데이트 주기 (ms단위)
DWORD m_dwLastUpdateTime;
LPEVENT m_pkPetSystemUpdateEvent;
};
/**
// Summon Pet
CPetSystem* petSystem = mainChar->GetPetSystem();
CPetActor* petActor = petSystem->Summon(~~~);
DWORD petVID = petActor->GetVID();
if (0 == petActor)
{
ERROR_LOG(...)
};
// Unsummon Pet
petSystem->Unsummon(petVID);
// Mount Pet
petActor->Mount()..
CPetActor::Update(...)
{
// AI : Follow, actions, etc...
}
*/
#endif //__HEADER_PET_SYSTEM__