/*
* 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;
/**
* 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
};
/**
* States attribute for beings, and actors.
* States can be multiple for the same being.
*/
struct BeingState
{
bool STATE_NORMAL;
bool STATE_POISONED;
bool STATE_STONED;
bool STATE_STUNNED;
bool STATE_SLOWED;
bool STATE_TIRED;
bool STATE_MAD;
bool STATE_BERSERK;
bool STATE_HASTED;
bool STATE_FLOATING;
};
/**
* 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 describing severity and nature of an attack a being can suffer of
*/
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;
/**
* Structure type for the stats of a Being.
*/
struct Stats
{
std::vector<unsigned short> base;
std::vector<short> absoluteModificator;
std::vector< std::list<short> > percentModificators;
};
/**
* Generic Being (living object).
* Used for players & monsters (all animated objects).
*/
class Being : public MovingObject
{
public:
/**
* Computed statistics of a Being.
*/
enum Stat
{
STAT_HP_MAXIMUM,
STAT_PHYSICAL_ATTACK_MINIMUM,
STAT_PHYSICAL_ATTACK_FLUCTUATION,
STAT_PHYSICAL_DEFENCE,
// add new computed statistics on demand
NB_STATS_BEING
};
/**
* 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)
: MovingObject(type, id),
mAction(STAND)
{}
/**
* Sets a being statistic.
*
* @param numStat the statistic number.
* @param value the new value.
*/
void setBaseStat(unsigned numStat, unsigned short value)
{ mStats.base[numStat] = value;
calculateBaseStats();
}
/**
* Adds a fixed value stat modifier
*/
void addAbsoluteStatModifier(unsigned numStat, short value);
/**
* Removes a fixed value stat modifier
*/
void removeAbsoluteStatModifier(unsigned numStat, short value);
/**
* Adds a multiplier stat modificator in percent
*/
void addPercentStatModifier(unsigned numStat, 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(unsigned numStat, short value);
/**
* Returns a being statistic without temporary modifiers
*
* @param numStat the statistic number.
* @return the statistic value.
*/
unsigned short getBaseStat(unsigned stat)
{ return mStats.base.at(stat); }
/**
* Returns a being statistic with added temporary modifiers
*/
unsigned short getRealStat(unsigned stat);
/**
* Recalculates all stats of the being that are derived from others.
* Call whenever you change something that affects a derived stat.
* Called automatically when you manipulate a stat using setBaseStat()
*/
virtual void calculateBaseStats()
{ /*NOOP*/ };
/**
* 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);
virtual Action getAction() const
{ return mAction; }
/**
* Moves the being toward its destination.
*/
virtual void move();
protected:
int mHitpoints; /**< Hitpoints of the being */
Action mAction;
Stats mStats;
private:
Being(Being const &rhs);
Being &operator=(Being const &rhs);
Hits mHitsTaken; /**< List of punches taken since last update */
};
#endif // _TMWSERV_BEING_H_