/*
* 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 "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)
{
mAttributes.resize(NB_ATTRIBUTES_BEING);
}
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(Damage damage)
{
if (mAction == DEAD) return 0;
// TODO: Implement dodge chance
int HPloss = damage.value;
// TODO: Implement elemental modifier
switch (damage.type)
{
case DAMAGETYPE_PHYSICAL:
HPloss -= getAttribute(DERIVED_ATTR_PHYSICAL_DEFENCE) / damage.piercing;
HPloss -= getAttribute(ATTR_EFF_VITALITY);
break;
case DAMAGETYPE_MAGICAL:
HPloss /= getAttribute(ATTR_EFF_WILLPOWER) + 1;
break;
case DAMAGETYPE_HAZARD:
HPloss /= getAttribute(ATTR_EFF_VITALITY) + 1;
break;
case DAMAGETYPE_OTHER:
// nothing to do here
break;
}
if (HPloss < 0) HPloss = 0;
if (HPloss > mHitpoints) HPloss = mHitpoints;
mHitpoints -= HPloss;
mHitsTaken.push_back(HPloss);
LOG_DEBUG("Being " << getPublicID() << " got hit.");
if (mHitpoints == 0) die();
return HPloss;
}
void Being::die()
{
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(MapComposite *map)
{
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(map->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(getPhysicalAttackDamage());
}
}
}
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::calculateDerivedAttributes()
{
// effective values for basic attributes
for (int i = NB_BASE_ATTRIBUTES; i < NB_EFFECTIVE_ATTRIBUTES; i++)
{
mAttributes.at(i)
= getAttribute(i - NB_BASE_ATTRIBUTES); // TODO: add modifiers
}
// combat-related derived stats
mAttributes.at(DERIVED_ATTR_HP_MAXIMUM)
= getAttribute(ATTR_EFF_VITALITY); // TODO: find a better formula
mAttributes.at(DERIVED_ATTR_PHYSICAL_ATTACK_MINIMUM)
= getAttribute(ATTR_EFF_STRENGTH);
mAttributes.at(DERIVED_ATTR_PHYSICAL_ATTACK_FLUCTUATION)
= getAttribute(getWeaponStats().skill);
mAttributes.at(DERIVED_ATTR_PHYSICAL_DEFENCE)
= 0 /* + sum of equipment pieces */;
}
Damage Being::getPhysicalAttackDamage()
{
Damage damage;
WeaponStats weaponStats = getWeaponStats();
damage.type = DAMAGETYPE_PHYSICAL;
damage.value = getAttribute(DERIVED_ATTR_PHYSICAL_ATTACK_MINIMUM)
+ (rand()%getAttribute(DERIVED_ATTR_PHYSICAL_ATTACK_FLUCTUATION));
damage.piercing = weaponStats.piercing;
damage.element = weaponStats.element;
damage.source = this;
return damage;
}
WeaponStats Being::getWeaponStats()
{
/* this function should never be called. it is just here to pacify the
* compiler.
*/
WeaponStats weaponStats;
weaponStats.piercing = 1;
weaponStats.element = ELEMENT_NEUTRAL;
weaponStats.skill = 0;
return weaponStats;
}