/*
* 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
*/
#include <cassert>
#include "game-server/being.hpp"
#include "defines.h"
#include "game-server/attackzone.hpp"
#include "game-server/collisiondetection.hpp"
#include "game-server/eventlistener.hpp"
#include "game-server/mapcomposite.hpp"
#include "game-server/effect.hpp"
#include "utils/logger.h"
Being::Being(int type, int id):
MovingObject(type, id),
mAction(STAND),
mHpRegenTimer(0)
{
Attribute attr = { 0, 0 };
mAttributes.resize(NB_BEING_ATTRIBUTES, attr);
// Initialize element resistance to 100 (normal damage).
for (int i = BASE_ELEM_BEGIN; i < BASE_ELEM_END; ++i)
{
mAttributes[i].base = 100;
}
}
int Being::damage(Object *, Damage const &damage)
{
if (mAction == DEAD) return 0;
int HPloss = damage.base;
if (damage.delta)
{
HPloss += rand() / (RAND_MAX / (damage.delta + 1));
}
int hitThrow = rand()%(damage.cth + 1);
int evadeThrow = rand()%(getModifiedAttribute(BASE_ATTR_EVADE) + 1);
if (evadeThrow > hitThrow)
{
HPloss = 0;
}
/* Elemental modifier at 100 means normal damage. At 0, it means immune.
And at 200, it means vulnerable (double damage). */
int mod1 = getModifiedAttribute(BASE_ELEM_BEGIN + damage.element);
HPloss = HPloss * (mod1 / 100);
/* Defence is an absolute value which is subtracted from the damage total. */
int mod2 = 0;
switch (damage.type)
{
case DAMAGE_PHYSICAL:
mod2 = getModifiedAttribute(BASE_ATTR_PHY_RES);
HPloss = HPloss - mod2;
break;
case DAMAGE_MAGICAL:
mod2 = getModifiedAttribute(BASE_ATTR_MAG_RES);
HPloss = HPloss / (mod2 + 1);
break;
default:
break;
}
if (HPloss < 0) HPloss = 0;
mHitsTaken.push_back(HPloss);
Attribute &HP = mAttributes[BASE_ATTR_HP];
LOG_DEBUG("Being " << getPublicID() << " suffered "<<HPloss<<" damage. HP: "<<HP.base + HP.mod<<"/"<<HP.base);
HP.mod -= HPloss;
if (HPloss != 0) modifiedAttribute(BASE_ATTR_HP);
return HPloss;
}
void Being::died()
{
if (mAction == DEAD) return;
LOG_DEBUG("Being " << getPublicID() << " died.");
setAction(DEAD);
// dead beings stay where they are
clearDestination();
for (Listeners::iterator i = mListeners.begin(),
i_end = mListeners.end(); i != i_end;)
{
EventListener const &l = **i;
++i; // In case the listener removes itself from the list on the fly.
if (l.dispatch->died) l.dispatch->died(&l, this);
}
}
void Being::move()
{
MovingObject::move();
if (mAction == WALK || mAction == STAND)
{
mAction = (mActionTime) ? WALK : STAND;
}
}
int Being::directionToAngle(int direction)
{
switch (direction)
{
case DIRECTION_UP: return 90;
case DIRECTION_DOWN: return 270;
case DIRECTION_RIGHT: return 180;
case DIRECTION_LEFT:
default: return 0;
}
}
void Being::performAttack(Damage const &damage, AttackZone const *attackZone)
{
Point ppos = getPosition();
const int attackAngle = directionToAngle(getDirection());
std::list<Being *> victims;
LOG_DEBUG("Direction:"<<getDirection()<<
" range:"<<attackZone->range<<
" angle:"<<attackZone->angle);
Point attPos, attSize, defPos, defSize;
if (attackZone->shape == ATTZONESHAPE_RECT)
{
if (getDirection() == DIRECTION_UP)
{
attPos.x = ppos.x - attackZone->angle;
attPos.y = ppos.y - attackZone->range;
attSize.x = attackZone->angle * 2;
attSize.y = attackZone->range;
}
if (getDirection() == DIRECTION_DOWN)
{
attPos.x = ppos.x - attackZone->angle;
attPos.y = ppos.y;
attSize.x = attackZone->angle * 2;
attSize.y = attackZone->range;
}
if (getDirection() == DIRECTION_RIGHT)
{
attPos.x = ppos.x;
attPos.y = ppos.y - attackZone->angle;
attSize.x = attackZone->range;
attSize.y = attackZone->angle * 2;
}
if (getDirection() == DIRECTION_LEFT)
{
attPos.x = ppos.x - attackZone->range;
attPos.y = ppos.y - attackZone->angle;
attSize.x = attackZone->range;
attSize.y = attackZone->angle * 2;
}
/* debug effect to see when and where the server pictures the attack - should
* be moved to the client side when the attack detection works statisfactory.
*/
Effects::show(26, getMap(), Point(attPos.x + attSize.x / 2, attPos.y + attSize.y / 2));
}
for (MovingObjectIterator
i(getMap()->getAroundObjectIterator(this, attackZone->range)); i; ++i)
{
MovingObject *o = *i;
Point opos = o->getPosition();
if (o == this) continue;
int type = o->getType();
if (type != OBJECT_CHARACTER && type != OBJECT_MONSTER) continue;
if (getMap()->getPvP() == PVP_NONE &&
type == OBJECT_CHARACTER &&
getType() == OBJECT_CHARACTER)
continue;
LOG_DEBUG("Attack Zone:"<<
attPos.x<<":"<<attPos.y<<
" "<<
attSize.x<<"x"<<attSize.y);
LOG_DEBUG("Defender Zone:"<<
defPos.x<<":"<<defPos.y<<
" "<<
defSize.x<<"x"<<defSize.y);
switch (attackZone->shape)
{
case ATTZONESHAPE_CONE:
if (Collision::diskWithCircleSector(
opos, o->getSize(),
ppos, attackZone->range,
attackZone->angle / 2, attackAngle)
)
{
victims.push_back(static_cast< Being * >(o));
}
break;
case ATTZONESHAPE_RECT:
defPos.x = opos.x - o->getSize();
defPos.y = opos.y - o->getSize();
defSize.x = o->getSize() * 2;
defSize.y = o->getSize() * 2;
if (Collision::rectWithRect(attPos, attSize, defPos, defSize))
{
victims.push_back(static_cast< Being * >(o));
}
break;
default:
break;
}
}
if (attackZone->multiTarget)
{
// damage everyone
for (std::list<Being *>::iterator i = victims.begin();
i != victims.end();
i++)
{
(*i)->damage(this, damage);
}
}
else
{
// find the closest and damage this one
Being* closestVictim = NULL;
int closestDistance = INT_MAX;
for (std::list<Being *>::iterator i = victims.begin();
i != victims.end();
i++)
{
Point opos = (*i)->getPosition();
int distance = abs(opos.x - ppos.x) + abs(opos.y - ppos.y);
/* not using pythagoras here is a) faster and b) results in more natural
target selection because targets closer to the center line of the
attack angle are prioritized
*/
if (distance < closestDistance)
{
closestVictim = (*i);
closestDistance = distance;
}
}
if (closestVictim) closestVictim->damage(this, 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);
}
}
void Being::applyModifier(int attr, int amount, int duration, int lvl)
{
if (duration)
{
AttributeModifier mod;
mod.attr = attr;
mod.value = amount;
mod.duration = duration;
mod.level = lvl;
mModifiers.push_back(mod);
}
mAttributes[attr].mod += amount;
modifiedAttribute(attr);
}
void Being::dispellModifiers(int level)
{
AttributeModifiers::iterator i = mModifiers.begin();
while (i != mModifiers.end())
{
if (i->level && i->level <= level)
{
mAttributes[i->attr].mod -= i->value;
modifiedAttribute(i->attr);
i = mModifiers.erase(i);
continue;
}
++i;
}
}
int Being::getModifiedAttribute(int attr) const
{
int res = mAttributes[attr].base + mAttributes[attr].mod;
return res <= 0 ? 0 : res;
}
void Being::update()
{
int oldHP = getModifiedAttribute(BASE_ATTR_HP);
int newHP = oldHP;
int maxHP = getAttribute(BASE_ATTR_HP);
// regenerate HP
if (mAction != DEAD && ++mHpRegenTimer >= TICKS_PER_HP_REGENERATION)
{
mHpRegenTimer = 0;
newHP += getModifiedAttribute(BASE_ATTR_HP_REGEN);
}
//cap HP at maximum
if (newHP > maxHP)
{
newHP = maxHP;
}
//only update HP when it actually changed to avoid network noise
if (newHP != oldHP)
{
applyModifier(BASE_ATTR_HP, newHP - oldHP);
raiseUpdateFlags(UPDATEFLAG_HEALTHCHANGE);
}
// Update lifetime of effects.
AttributeModifiers::iterator i = mModifiers.begin();
while (i != mModifiers.end())
{
--i->duration;
if (!i->duration)
{
mAttributes[i->attr].mod -= i->value;
modifiedAttribute(i->attr);
i = mModifiers.erase(i);
continue;
}
++i;
}
//check if being died
if (getModifiedAttribute(BASE_ATTR_HP) <= 0 && mAction != DEAD)
{
died();
}
}