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/*
* The Mana World Server
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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 any later version.
*
* The Mana World 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 The Mana World; if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "game-server/being.hpp"
#include "game-server/collisiondetection.hpp"
#include "game-server/mapcomposite.hpp"
#include "utils/logger.h"
void Being::damage(Damage damage)
{
if (mAction == DEAD) return;
int HPloss;
HPloss = damage; // TODO: Implement complex damage calculation here
if (HPloss > mHitpoints) HPloss = mHitpoints;
mHitpoints -= HPloss;
mHitsTaken.push_back(HPloss);
LOG_INFO("Being " << getPublicID() << " got hit");
if (mHitpoints == 0) die();
}
void Being::die()
{
LOG_INFO("Being " << getPublicID() << " died");
setAction(DEAD);
// dead beings stay where they are
setDestination(getPosition());
}
void Being::move()
{
MovingObject::move();
if (mAction == WALK || mAction == STAND)
{
if (mActionTime)
{
mAction = WALK;
}
else
{
mAction = STAND;
}
}
}
void Being::performAttack(MapComposite *map)
{
int SHORT_RANGE = 32;
int SMALL_ANGLE = 15;
Point ppos = getPosition();
int dir = getDirection();
int attackAngle = 0;
switch (dir)
{
case DIRECTION_UP:
attackAngle = 90;
break;
case DIRECTION_DOWN:
attackAngle = 270;
break;
case DIRECTION_LEFT:
attackAngle = 180;
break;
case DIRECTION_RIGHT:
attackAngle = 0;
break;
default:
break;
}
/* TODO: calculate real attack power and damage properties based on
character equipment and stats. */
Damage damage = 1;
for (MovingObjectIterator i(map->getAroundObjectIterator(this, SHORT_RANGE)); i; ++i)
{
MovingObject *o = *i;
if (o == this) continue;
int type = o->getType();
if (type != OBJECT_PLAYER && type != OBJECT_MONSTER) continue;
Point opos = o->getPosition();
if (Collision::diskWithCircleSector(
opos, o->getSize(),
ppos, SHORT_RANGE, SMALL_ANGLE, attackAngle)
)
{
static_cast< Being * >(o)->damage(damage);
}
}
}
void Being::setAction(Action action)
{
mAction = action;
if (action != Being::ATTACK && // The players are informed about these actions
action != Being::WALK) // by other messages
{
raiseUpdateFlags(UPDATEFLAG_ACTIONCHANGE);
}
}
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