/*
* 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
*
* $Id$
*/
#ifndef _TMWSERV_BEING_H_
#define _TMWSERV_BEING_H_
#include <list>
#include <string>
#include <vector>
#include "defines.h"
#include "game-server/object.hpp"
class Being;
class MapComposite;
/**
* Derived attributes of a Being.
*/
enum
{
ATT_HP_MAXIMUM = NB_BASE_ATTRIBUTES,
ATT_PHYSICAL_ATTACK_MINIMUM,
ATT_PHYSICAL_ATTACK_FLUCTUATION,
ATT_PHYSICAL_DEFENCE,
ATT_MAGIC,
ATT_ACCURACY,
ATT_SPEED,
NB_COMPOUND_ATTRIBUTES
};
/**
* Element attribute for beings, actors and items.
* Subject to change until pauan and dabe are finished with the element system.
*/
enum Element
{
ELEMENT_NEUTRAL = 0,
ELEMENT_FIRE,
ELEMENT_WATER,
ELEMENT_EARTH,
ELEMENT_AIR,
ELEMENT_SACRED,
ELEMENT_DEATH
};
/**
* Beings and actors directions
*/
enum
{
DIRECTION_DOWN = 1,
DIRECTION_UP,
DIRECTION_LEFT,
DIRECTION_RIGHT
};
/**
* Methods of damage calculation
*/
enum Damagetype
{
DAMAGETYPE_PHYSICAL,
DAMAGETYPE_MAGICAL,
DAMAGETYPE_HAZARD,
DAMAGETYPE_OTHER
};
/**
* Structure that describes the severity and nature of an attack a being can
* be hit by.
*/
struct Damage
{
int value;
int penetration;
Element element;
Damagetype type;
Being *source;
};
/**
* Type definition for a list of hits
*/
typedef std::list<unsigned int> Hits;
/**
* Structures for storing the attribute modifiers of a Being.
*/
struct BeingModificators
{
std::vector<short> absoluteModificator;
std::vector< std::list<short> > percentModificators;
};
/**
* Generic Being (living object).
* Used for characters & monsters (all animated objects).
*/
class Being : public MovingObject
{
public:
/**
* Moves enum for beings and actors for others players vision.
* WARNING: Has to be in sync with the same enum in the Being class
* of the client!
*/
enum Action {
STAND,
WALK,
ATTACK,
SIT,
DEAD,
HURT
};
/**
* Proxy constructor.
*/
Being(int type, int id);
~Being();
/**
* Adds a fixed value stat modifier
*/
void addAbsoluteStatModifier(int attributeNumber, short value);
/**
* Removes a fixed value stat modifier
*/
void removeAbsoluteStatModifier(int attributeNumber, short value);
/**
* Adds a multiplier stat modificator in percent
*/
void addPercentStatModifier(int attributeNumber, short value);
/**
* Removes a previously added percent stat modifier.
* Does nothing and logs a warning when no modifier with the same
* value has been added before.
*/
void removePercentStatModifier(int attributeNumber, short value);
/**
* Returns a specific compound attribute of a being.
*/
unsigned short getCompoundAttribute(int attributeNumber)
{ return mCompoundAttributes[attributeNumber]; }
/**
* Creates a damage structure for a normal melee attack based on the
* current being stats and equipment.
*/
Damage getPhysicalAttackDamage();
/**
* sets the hit points
*/
void setHitpoints(unsigned hp)
{ mHitpoints = hp; }
/**
* 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.
*/
void damage(Damage);
/**
* Kills the being
*/
virtual void die();
/**
* Gets the damage list.
*/
Hits const &getHitsTaken() const
{ return mHitsTaken; }
/**
* Clears the damage list.
*/
void clearHitsTaken()
{ mHitsTaken.clear(); }
/**
* Performs an attack.
*/
void performAttack(MapComposite *);
/**
* Sets the current action.
*/
virtual void setAction(Action action);
/**
* Sets the current action.
*/
virtual Action getAction() const
{ return mAction; }
/**
* Moves the being toward its destination.
*/
virtual void move();
/**
* FOR TESTING PURPOSES ONLY
* Sets a compound attribute.
* Remember, they're modified after a modifier is added.
*/
void setCompoundAttribute(int attributeNumber, unsigned short value)
{ mCompoundAttributes[attributeNumber] = value; }
protected:
/**
* Sets a base attribute.
*/
void setBaseAttribute(int attributeNumber, unsigned short value)
{ mBaseAttributes[attributeNumber] = value; }
/**
* Gets a derived attribute.
*/
unsigned short getBaseAttribute(int attributeNumber) const
{ return mBaseAttributes[attributeNumber]; }
/**
* Recalculates the compound attributes of a being.
*/
void recalculateAllCompoundAttributes();
void calculateCompoundAttribute(int attributeNumber);
int mHitpoints; /**< Hitpoints of the being */
Action mAction;
BeingModificators mBeingModificators;
private:
Being(Being const &rhs);
Being &operator=(Being const &rhs);
unsigned short mBaseAttributes[NB_BASE_ATTRIBUTES];
unsigned short mCompoundAttributes[NB_COMPOUND_ATTRIBUTES];
Hits mHitsTaken; /**< List of punches taken since last update */
};
#endif // _TMWSERV_BEING_H_