/*
* 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 <cassert>
#include "game-server/being.hpp"
#include "defines.h"
#include "game-server/collisiondetection.hpp"
#include "game-server/deathlistener.hpp"
#include "game-server/mapcomposite.hpp"
#include "utils/logger.h"
Being::Being(int type, int id):
MovingObject(type, id),
mAction(STAND)
{
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;
}
}
Being::~Being()
{
// Notify death listeners
DeathListeners::iterator i_end = mDeathListeners.end();
DeathListeners::iterator i;
for (i = mDeathListeners.begin(); i != i_end; ++i)
{
(*i)->deleted(this);
}
}
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));
}
/* Damage can either be avoided, or applied, or critical (applied twice).
This is decided by comparing CTH and Evade. If they are equal, the
probabilities are 10%, 80%, 10%. Otherwise, the bigger the CTH, the
higher the chance to do a critical, up to 50%; and the bigger the Evade,
the higher the chance to do evade the hit, up to 50% again. */
int avoidChance = 10, criticalChance = 10;
int diff = damage.cth - getModifiedAttribute(BASE_ATTR_EVADE);
if (diff > 0)
{
// CTH - Evade >= 200 => 50% critical
criticalChance += diff * diff / 1000;
if (criticalChance > 50) criticalChance = 50;
}
else if (diff < 0)
{
// Evade - CTH >= 200 => 50% avoid
avoidChance += diff * diff / 10000;
if (avoidChance > 50) avoidChance = 50;
}
int chance = rand() / (RAND_MAX / 100);
if (chance <= avoidChance)
{
mHitsTaken.push_back(0);
return 0;
}
if (chance >= 100 - criticalChance) HPloss *= 2;
/* 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);
/* Resistance to damage at 0 gives normal damage. At 100, it gives halved
damage. At 200, it divides damage by 3. And so on. */
int mod2 = 0;
switch (damage.type)
{
case DAMAGE_PHYSICAL:
mod2 = getModifiedAttribute(BASE_ATTR_PHY_RES);
break;
case DAMAGE_MAGICAL:
mod2 = getModifiedAttribute(BASE_ATTR_MAG_RES);
break;
default:
break;
}
HPloss = HPloss * mod1 / (100 + mod2);
mHitsTaken.push_back(HPloss);
LOG_DEBUG("Being " << getPublicID() << " got hit.");
Attribute &HP = mAttributes[BASE_ATTR_HP];
if (HPloss >= HP.base + HP.mod) HPloss = HP.base + HP.mod;
if (HPloss > 0)
{
HP.mod -= HPloss;
modifiedAttribute(BASE_ATTR_HP);
if (HP.base + HP.mod == 0) die();
}
return HPloss;
}
void Being::die()
{
if (mAction == DEAD) return;
LOG_DEBUG("Being " << getPublicID() << " died.");
setAction(DEAD);
// dead beings stay where they are
clearDestination();
// Notify death listeners
DeathListeners::iterator i_end = mDeathListeners.end();
DeathListeners::iterator i;
for (i = mDeathListeners.begin(); i != i_end; ++i)
{
(*i)->died(this);
}
}
void Being::move()
{
MovingObject::move();
if (mAction == WALK || mAction == STAND)
{
if (mActionTime)
{
mAction = WALK;
}
else
{
mAction = STAND;
}
}
}
void Being::performAttack(Damage const &damage)
{
int SHORT_RANGE = 60;
int SMALL_ANGLE = 35;
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;
}
for (MovingObjectIterator
i(getMap()->getAroundObjectIterator(this, SHORT_RANGE)); i; ++i)
{
MovingObject *o = *i;
if (o == this) continue;
int type = o->getType();
if (type != OBJECT_CHARACTER && 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(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()
{
// 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;
}
}