/*
* The Mana Server
* Copyright (C) 2004 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.hpp"
class Being;
class MapComposite;
class StatusEffect;
/**
* Beings and actors directions
* Needs too match client
*/
enum Direction
{
DIRECTION_UP = 1,
DIRECTION_DOWN,
DIRECTION_LEFT,
DIRECTION_RIGHT
};
enum TimerID
{
T_M_STROLL, // time until monster strolls to new location
T_M_KILLSTEAL_PROTECTED, // killsteal protection time
T_M_DECAY, // time until dead monster is removed
T_B_ATTACK_TIME, // time until being can attack again
T_B_HP_REGEN // time until hp is regenerated again
};
/**
* Methods of damage calculation
*/
enum
{
DAMAGE_PHYSICAL = 0,
DAMAGE_MAGICAL,
DAMAGE_OTHER
};
/**
* Structure that describes the severity and nature of an attack a being can
* be hit by.
*/
struct Damage
{
unsigned short base; /**< Base amount of damage. */
unsigned short delta; /**< Additional damage when lucky. */
unsigned short cth; /**< Chance to hit. Opposes the evade attribute. */
unsigned char element; /**< Elemental damage. */
unsigned char type; /**< Damage type: Physical or magical? */
std::list<size_t> usedSkills; /**< Skills used by source (needed for exp calculation) */
};
/**
* Holds the base value of an attribute and the sum of all its modifiers.
* While base + mod may be negative, the modified attribute is not.
*/
struct Attribute
{
unsigned short base;
short mod;
};
struct AttributeModifier
{
/**< Number of ticks (0 means permanent, e.g. equipment). */
unsigned short duration;
short value; /**< Positive or negative amount. */
unsigned char attr; /**< Attribute to modify. */
/**
* Strength of the modification.
* - Zero means permanent, e.g. equipment.
* - Non-zero means spell. Can only be removed by a wizard with a
* dispell level higher than this value.
*/
unsigned char level;
};
struct Status
{
StatusEffect *status;
unsigned time; // Number of ticks
};
typedef std::map< int, Status > StatusEffects;
typedef std::vector< AttributeModifier > AttributeModifiers;
/**
* Type definition for a list of hits
*/
typedef std::vector<unsigned int> 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:
/**
* 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(ThingType type);
/**
* Cleans obsolete attribute modifiers.
*/
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);
/**
* Changes status and calls all the "died" listeners.
*/
virtual void died();
/**
* Performs actions scheduled by the being.
*/
virtual void perform() {}
/**
* 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(int direction)
{ mDirection = direction; raiseUpdateFlags(UPDATEFLAG_DIRCHANGE); }
int getDirection() const
{ return mDirection; }
/**
* Gets beings speed.
* The speed is given in tiles per second.
*/
float getSpeed() const
{ return (float)(1000 / (float)mSpeed); }
/**
* Gets beings speed.
* The speed is to be set in tiles per second
* This function automatically transform it
* into millsecond per tile.
*/
void setSpeed(float s);
/**
* 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, unsigned range, const Damage &damage);
/**
* Sets the current action.
*/
void setAction(Action action);
/**
* Sets the current action.
*/
Action getAction() const
{ return mAction; }
/**
* Gets the type of the attack the being is currently performing.
*/
virtual int getAttackType() const
{ return 0; }
/**
* Moves the being toward its destination.
*/
void move();
/**
* Returns the path to the being's current destination.
*/
virtual Path findPath();
/**
* Sets an attribute.
*/
void setAttribute(int n, int value)
{ mAttributes[n].base = value; }
/**
* Gets an attribute.
*/
int getAttribute(int n) const
{ return mAttributes[n].base; }
/**
* Gets an attribute after applying modifiers.
*/
int getModifiedAttribute(int) const;
/**
* 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(int attr, int value, int duration = 0, int lvl = 0);
/**
* Removes all the modifiers with a level low enough.
*/
void dispellModifiers(int level);
/**
* Called when an attribute modifier is changed.
*/
virtual void modifiedAttribute(int) {}
/**
* 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; }
protected:
static const int TICKS_PER_HP_REGENERATION = 100;
Action mAction;
std::vector< Attribute > mAttributes;
StatusEffects mStatus;
Being *mTarget;
Point mOld; /**< Old coordinates. */
Point mDst; /**< Target coordinates. */
/** Sets timer unless already higher. */
void setTimerSoft(TimerID id, int value);
/**
* Sets timer even when already higher (when in doubt this one is
* faster)
*/
void setTimerHard(TimerID id, int value);
/** Returns number of ticks left on the timer */
int getTimer(TimerID id) const;
/** Returns whether timer exists and is > 0 */
bool isTimerRunning(TimerID id) const;
/** Returns whether the timer reached 0 in this tick */
bool isTimerJustFinished(TimerID id) const;
private:
Being(const Being &rhs);
Being &operator=(const Being &rhs);
Path mPath;
unsigned int mSpeed; /**< Speed. */
unsigned char mDirection; /**< Facing direction. */
std::string mName;
Hits mHitsTaken; /**< List of punches taken since last update. */
AttributeModifiers mModifiers; /**< Currently modified attributes. */
typedef std::map<TimerID, int> Timers;
Timers mTimers;
};
#endif // BEING_H