/*
* 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
*/
#include "game-server/monster.hpp"
#include "common/configuration.hpp"
#include "game-server/character.hpp"
#include "game-server/collisiondetection.hpp"
#include "game-server/item.hpp"
#include "game-server/mapcomposite.hpp"
#include "game-server/state.hpp"
#include "utils/logger.h"
#include <cmath>
ItemClass *MonsterClass::getRandomDrop() const
{
int p = rand() / (RAND_MAX / 10000);
for (MonsterDrops::const_iterator i = mDrops.begin(),
i_end = mDrops.end(); i != i_end; ++i)
{
p -= i->probability;
if (p < 0)
{
return i->item;
}
}
return NULL;
}
struct MonsterTargetEventDispatch: EventDispatch
{
MonsterTargetEventDispatch()
{
typedef EventListenerFactory< Monster, &Monster::mTargetListener > Factory;
removed = &Factory::create< Thing, &Monster::forgetTarget >::function;
died = &Factory::create< Thing, &Monster::forgetTarget, Being >::function;
}
};
static MonsterTargetEventDispatch monsterTargetEventDispatch;
Monster::Monster(MonsterClass *specy):
Being(OBJECT_MONSTER),
mSpecy(specy),
mCountDown(0),
mTargetListener(&monsterTargetEventDispatch),
mOwner(NULL),
mOwnerTimer(0),
mAttackTime(0),
mCurrentAttack(NULL)
{
LOG_DEBUG("Monster spawned!");
// get basic attributes from monster database
int mutation = specy->getMutation();
for (int i = BASE_ATTR_BEGIN; i < BASE_ATTR_END; i++)
{
float attr = (float)specy->getAttribute(i);
if (mutation)
{
attr *= (100 + (rand()%(mutation * 2)) - mutation) / 100.0f;
}
setAttribute(i, (int)std::ceil(attr));
}
setSpeed(specy->getSpeed());
setSize(specy->getSize());
// Set positions relative to target from which the monster can attack
int dist = specy->getAttackDistance();
mAttackPositions.push_back(AttackPosition(dist, 0, DIRECTION_LEFT));
mAttackPositions.push_back(AttackPosition(-dist, 0, DIRECTION_RIGHT));
mAttackPositions.push_back(AttackPosition(0, dist, DIRECTION_DOWN));
mAttackPositions.push_back(AttackPosition(0, -dist, DIRECTION_UP));
}
Monster::~Monster()
{
// Remove death listeners.
for (std::map<Being *, int>::iterator i = mAnger.begin(),
i_end = mAnger.end(); i != i_end; ++i)
{
i->first->removeListener(&mTargetListener);
}
// free map position
if (getMap())
{
Point oldP = getPosition();
getMap()->getMap()->freeTile(oldP.x / 32, oldP.y / 32, getBlockType());
}
}
void Monster::perform()
{
if (mAction == ATTACK && mCurrentAttack)
{
if (mAttackTime == mCurrentAttack->aftDelay)
{
// Hard-coded values for now.
Damage damage;
damage.base = (int) (getModifiedAttribute(BASE_ATTR_PHY_ATK_MIN) * mCurrentAttack->damageFactor);
damage.delta = (int) (getModifiedAttribute(BASE_ATTR_PHY_ATK_DELTA) * mCurrentAttack->damageFactor);
damage.cth = getModifiedAttribute(BASE_ATTR_HIT);
damage.element = mCurrentAttack->element;
damage.type = mCurrentAttack->type;
performAttack(damage);
}
if (!mAttackTime)
{
setAction(STAND);
}
}
}
void Monster::update()
{
Being::update();
if (mOwner && mOwnerTimer)
{
mOwnerTimer--;
} else {
mOwner = NULL;
}
// If dead do nothing but rot
if (mAction == DEAD)
{
mCountDown--;
if (mCountDown <= 0)
{
GameState::enqueueRemove(this);
}
return;
}
if (mAction == ATTACK)
{
mAttackTime--;
return;
}
// Check potential attack positions
Being *bestAttackTarget = NULL;
int bestTargetPriority = 0;
Point bestAttackPosition;
Direction bestAttackDirection = DIRECTION_DOWN;
// Iterate through objects nearby
int aroundArea = Configuration::getValue("visualRange", 320);
for (BeingIterator i(getMap()->getAroundBeingIterator(this, aroundArea)); i; ++i)
{
// We only want to attack player characters
if ((*i)->getType() != OBJECT_CHARACTER) continue;
Being *target = static_cast<Being *> (*i);
// Dead characters are ignored
if (target->getAction() == DEAD) continue;
// Determine how much we hate the target
int targetPriority = 0;
std::map<Being *, int, std::greater<Being *> >::iterator angerIterator;
angerIterator = mAnger.find(target);
if (angerIterator != mAnger.end())
{
targetPriority = angerIterator->second;
}
else if (mSpecy->isAggressive())
{
targetPriority = 1;
}
else
{
continue;
}
// Check all attack positions
for (std::list<AttackPosition>::iterator j = mAttackPositions.begin();
j != mAttackPositions.end();
j++)
{
Point attackPosition = (*i)->getPosition();
attackPosition.x += (*j).x;
attackPosition.y += (*j).y;
int posPriority = calculatePositionPriority(attackPosition,
targetPriority);
if (posPriority > bestTargetPriority)
{
bestAttackTarget = target;
bestTargetPriority = posPriority;
bestAttackPosition = attackPosition;
bestAttackDirection = (*j).direction;
}
}
}
// Check if an enemy has been found
if (bestAttackTarget)
{
//check which attacks have a chance to hit the target
MonsterAttacks allAttacks = mSpecy->getAttacks();
std::map<int, MonsterAttack *> workingAttacks;
int prioritySum = 0;
for (MonsterAttacks::iterator i = allAttacks.begin();
i != allAttacks.end();
i++)
{
const int attackAngle = directionToAngle(bestAttackDirection);
if (Collision::diskWithCircleSector(
bestAttackTarget->getPosition(), bestAttackTarget->getSize(),
getPosition(), (*i)->attackZone.range, (*i)->attackZone.angle, attackAngle))
{
prioritySum += (*i)->priority;
workingAttacks[prioritySum] = (*i);
}
}
if (workingAttacks.empty() || !prioritySum)
{ //when no attack can hit move closer to attack position
setDestination(bestAttackPosition);
}
else
{
//stop movement
setDestination(getPosition());
//turn into direction of enemy
setDirection(bestAttackDirection);
//perform a random attack based on priority
mCurrentAttack = workingAttacks.upper_bound(rand()%prioritySum)->second;
mAttackTime = mCurrentAttack->preDelay + mCurrentAttack->aftDelay;
setAction(ATTACK);
raiseUpdateFlags(UPDATEFLAG_ATTACK);
}
}
else
{
// We have no target - let's wander around
if (getPosition() == getDestination())
{
mCountDown--;
if (mCountDown <= 0)
{
unsigned range = mSpecy->getStrollRange();
if (range)
{
Point randomPos(rand() % (range * 2 + 1) - range + getPosition().x,
rand() % (range * 2 + 1) - range + getPosition().y);
setDestination(randomPos);
mCountDown = 10 + rand() % 10;
}
}
}
}
}
int Monster::calculatePositionPriority(Point position, int targetPriority)
{
Point thisPos = getPosition();
unsigned range = mSpecy->getTrackRange();
// Check if we already are on this position
if (thisPos.x / 32 == position.x / 32 &&
thisPos.y / 32 == position.y / 32)
{
return targetPriority *= range;
}
std::list<PATH_NODE> path;
path = getMap()->getMap()->findPath(thisPos.x / 32, thisPos.y / 32,
position.x / 32, position.y / 32,
getWalkMask(),
range);
if (path.empty() || path.size() >= range)
{
return 0;
}
else
{
return targetPriority * (range - path.size());
}
}
void Monster::forgetTarget(Thing *t)
{
Being *b = static_cast< Being * >(t);
mAnger.erase(b);
b->removeListener(&mTargetListener);
if (b->getType() == OBJECT_CHARACTER)
{
Character *c = static_cast< Character * >(b);
mExpReceivers.erase(c);
mLegalExpReceivers.erase(c);
}
}
int Monster::damage(Actor *source, const Damage &damage)
{
int HPLoss = Being::damage(source, damage);
if (HPLoss && source && source->getType() == OBJECT_CHARACTER)
{
Character *s = static_cast< Character * >(source);
std::pair< std::map< Being *, int >::iterator, bool > ib =
mAnger.insert(std::make_pair(s, HPLoss));
if (ib.second)
{
s->addListener(&mTargetListener);
}
else
{
ib.first->second += HPLoss;
}
std::list<size_t>::const_iterator iSkill;
for (iSkill = damage.usedSkills.begin(); iSkill != damage.usedSkills.end(); ++iSkill)
{
if (*iSkill)
{
mExpReceivers[s].insert(*iSkill);
if (!mOwnerTimer || mOwner == s || mOwner->getParty() == s->getParty())
{
mOwner = s;
mLegalExpReceivers.insert(s);
mOwnerTimer = KILLSTEAL_PROTECTION_TIME;
}
}
}
}
return HPLoss;
}
void Monster::died()
{
if (mAction == DEAD) return;
Being::died();
mCountDown = 50; // Sets remove time to 5 seconds
//drop item
if (ItemClass *drop = mSpecy->getRandomDrop())
{
Item *item = new Item(drop, 1);
item->setMap(getMap());
item->setPosition(getPosition());
GameState::enqueueInsert(item);
}
//distribute exp reward
if (mExpReceivers.size() > 0)
{
std::map<Character *, std::set <size_t> > ::iterator iChar;
std::set<size_t>::iterator iSkill;
float expPerChar = (float)mSpecy->getExp() / mExpReceivers.size();
for (iChar = mExpReceivers.begin(); iChar != mExpReceivers.end(); iChar++)
{
Character *character = (*iChar).first;
std::set<size_t> *skillSet = &(*iChar).second;
if (mLegalExpReceivers.find(character) == mLegalExpReceivers.end()
|| skillSet->size() < 1)
{
continue;
}
int expPerSkill = int(expPerChar / skillSet->size());
for (iSkill = skillSet->begin(); iSkill != skillSet->end(); iSkill++)
{
character->receiveExperience(*iSkill, expPerSkill);
}
}
}
}