2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RY_COMBAT_ACTION_STUN_H
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#define RY_COMBAT_ACTION_STUN_H
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#include "nel/misc/types_nl.h"
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#include "combat_action.h"
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#include "combat_stun_effect.h"
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/**
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* <Class description>
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* \author David Fleury
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* \author Nevrax France
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* \date 2003
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*/
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class CCombatActionStun : public CCombatAction
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{
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public:
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/// Constructor
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CCombatActionStun() : _StunDuration(0), _StunDurationResisted(0), _StunEffect(NULL)
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{}
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/// Constructor
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CCombatActionStun(const TDataSetRow & actorRowId, CCombatPhrase *phrase, NLMISC::TGameCycle duration, NLMISC::TGameCycle durationResisted, uint16 level)
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: _StunDuration(duration), _StunDurationResisted(durationResisted), _StunEffect(NULL), _StunLevel(level)
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{
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_CombatPhrase = phrase;
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if (actorRowId.isValid() )
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_ActorRowId = actorRowId;
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}
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/// build
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virtual bool build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, uint &brickIndex, CCombatPhrase * phrase );
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/// validate the combat action
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virtual bool validate(CCombatPhrase *phrase, std::string &errorCode) { return true; }
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/// apply combat action effects
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virtual void apply(CCombatPhrase *phrase);
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private:
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/// stun duration if no resist (in ticks)
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NLMISC::TGameCycle _StunDuration;
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/// stun duration if resisted (in ticks)
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NLMISC::TGameCycle _StunDurationResisted;
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/// stun relative power (used to test target resistance)
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uint16 _StunLevel;
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/// the stun effect
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CCombatStunEffect *_StunEffect;
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};
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#endif // RY_COMBAT_ACTION_STUN_H
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/* End of combat_action_stun.h */
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