/*
* The Mana Server
* Copyright (C) 2004-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server 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 Server 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 Server. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef BEING_H
#define BEING_H
#include <string>
#include <vector>
#include <list>
#include <map>
#include "limits.h"
#include "game-server/actor.h"
#include "game-server/attribute.h"
#include "game-server/attack.h"
#include "game-server/timeout.h"
class Being;
class MapComposite;
class StatusEffect;
typedef std::map< unsigned, Attribute > AttributeMap;
struct Status
{
StatusEffect *status;
unsigned time; // Number of ticks
};
typedef std::map< int, Status > StatusEffects;
/**
* Type definition for a list of hits
*/
typedef std::vector<unsigned> Hits;
/**
* Generic being (living actor). Keeps direction, destination and a few other
* relevant properties. Used for characters & monsters (all animated objects).
*/
class Being : public Actor
{
public:
/**
* Proxy constructor.
*/
Being(EntityType type);
/**
* Update being state.
*/
virtual void update();
/**
* Takes a damage structure, computes the real damage based on the
* stats, deducts the result from the hitpoints and adds the result to
* the HitsTaken list.
*/
virtual int damage(Actor *source, const Damage &damage);
/** Restores all hit points of the being */
void heal();
/** Restores a specific number of hit points of the being */
void heal(int hp);
/**
* Changes status and calls all the "died" listeners.
*/
virtual void died();
/**
* Process all available attacks
*/
void processAttacks();
/**
* Adds an attack to the available attacks
*/
void addAttack(AttackInfo *attack);
/**
* Removes an attack from the available attacks
*/
void removeAttack(AttackInfo *attackInfo);
/**
* Gets the destination coordinates of the being.
*/
const Point &getDestination() const
{ return mDst; }
/**
* Sets the destination coordinates of the being.
*/
void setDestination(const Point &dst);
/**
* Sets the destination coordinates of the being to the current
* position.
*/
void clearDestination()
{ setDestination(getPosition()); }
/**
* Gets the old coordinates of the being.
*/
const Point &getOldPosition() const
{ return mOld; }
/**
* Sets the facing direction of the being.
*/
void setDirection(BeingDirection direction)
{ mDirection = direction; raiseUpdateFlags(UPDATEFLAG_DIRCHANGE); }
BeingDirection getDirection() const
{ return mDirection; }
/**
* Gets the damage list.
*/
const Hits &getHitsTaken() const
{ return mHitsTaken; }
/**
* Clears the damage list.
*/
void clearHitsTaken()
{ mHitsTaken.clear(); }
/**
* Performs an attack.
* Return Value: damage inflicted or -1 when illegal target
*/
int performAttack(Being *target, const Damage &dmg);
/**
* Sets the current action.
*/
void setAction(BeingAction action);
/**
* Sets the current action.
*/
BeingAction getAction() const
{ return mAction; }
/**
* Gets the attack id the being is currently performing.
* For being, this is defaulted to the first one (1).
*/
virtual int getAttackId() const
{ return mCurrentAttack ?
mCurrentAttack->getAttackInfo()->getDamage().id : 0;
}
/**
* Moves the being toward its destination.
*/
void move();
/**
* Returns the path to the being's current destination.
*/
virtual Path findPath();
/** Gets the gender of the being (male or female). */
BeingGender getGender() const
{ return mGender; }
/** Sets the gender of the being (male or female). */
void setGender(BeingGender gender);
/**
* Sets an attribute.
*/
void setAttribute(unsigned id, double value);
/**
* Gets an attribute.
*/
double getAttribute(unsigned id) const;
/**
* Gets an attribute after applying modifiers.
*/
double getModifiedAttribute(unsigned id) const;
/**
* No-op to satisfy shared structure.
* @note The game server calculates this manually, so nothing happens
* here.
*/
void setModAttribute(unsigned, double);
/**
* Checks whether or not an attribute exists in this being.
* @returns True if the attribute is present in the being, false otherwise.
*/
bool checkAttributeExists(unsigned id) const
{ return mAttributes.count(id); }
/**
* Adds a modifier to one attribute.
* @param duration If non-zero, creates a temporary modifier that
* expires after \p duration ticks.
* @param lvl If non-zero, indicates that a temporary modifier can be
* dispelled prematuraly by a spell of given level.
*/
void applyModifier(unsigned attr, double value, unsigned layer,
unsigned duration = 0, unsigned id = 0);
bool removeModifier(unsigned attr, double value, unsigned layer,
unsigned id = 0, bool fullcheck = false);
/**
* Called when an attribute modifier is changed.
* Recalculate the base value of an attribute and update derived
* attributes if it has changed.
* @returns Whether it was changed.
*/
virtual bool recalculateBaseAttribute(unsigned);
/**
* Attribute has changed, recalculate base value of dependant
* attributes (and handle other actions for the modified
* attribute)
*/
virtual void updateDerivedAttributes(unsigned);
/**
* Sets a statuseffect on this being
*/
void applyStatusEffect(int id, int time);
/**
* Removes the status effect
*/
void removeStatusEffect(int id);
/**
* Returns true if the being has a status effect
*/
bool hasStatusEffect(int id) const;
/**
* Returns the time of the status effect if in effect, or 0 if not
*/
unsigned getStatusEffectTime(int id) const;
/**
* Changes the time of the status effect (if in effect)
*/
void setStatusEffectTime(int id, int time);
/** Gets the name of the being. */
const std::string &getName() const
{ return mName; }
/** Sets the name of the being. */
void setName(const std::string &name)
{ mName = name; }
/**
* Converts a direction to an angle. Used for combat hit checks.
*/
static int directionToAngle(int direction);
/**
* Get Target
*/
Being *getTarget() const
{ return mTarget; }
/**
* Set Target
*/
void setTarget(Being *target)
{ mTarget = target; }
sigc::signal<void, Being *> signal_died;
protected:
/**
* Performs an attack
*/
virtual void processAttack(Attack &attack);
/**
* Update the being direction when moving so avoid directions desyncs
* with other clients.
*/
void updateDirection(const Point ¤tPos,
const Point &destPos);
static const int TICKS_PER_HP_REGENERATION = 100;
BeingAction mAction;
AttributeMap mAttributes;
Attacks mAttacks;
StatusEffects mStatus;
Being *mTarget;
Point mOld; /**< Old coordinates. */
Point mDst; /**< Target coordinates. */
BeingGender mGender; /**< Gender of the being. */
Attack *mCurrentAttack; /**< Last used attack. */
private:
Being(const Being &rhs);
Being &operator=(const Being &rhs);
/**
* Connected to signal_inserted to reset the old position.
*/
void inserted(Entity *);
Path mPath;
BeingDirection mDirection; /**< Facing direction. */
std::string mName;
Hits mHitsTaken; /**< List of punches taken since last update. */
/** Time until hp is regenerated again */
Timeout mHealthRegenerationTimeout;
};
#endif // BEING_H