/*
* 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_MONSTER_H_
#define _TMWSERV_MONSTER_H_
#include <map>
#include <vector>
#include "game-server/being.hpp"
#include "game-server/eventlistener.hpp"
class ItemClass;
class MapComposite;
/**
* Structure containing an item class and its probability to be dropped (unit: 1/10000).
*/
struct MonsterDrop
{
ItemClass *item;
int probability;
};
typedef std::vector< MonsterDrop > MonsterDrops;
/**
* Structure containing different attack types of a monster type
*/
struct MonsterAttack
{
unsigned id;
int priority;
float damageFactor;
int element;
int type;
int preDelay;
int aftDelay;
int range;
int angle;
};
typedef std::vector< MonsterAttack *> MonsterAttacks;
/**
* Class describing the characteristics of a generic monster.
*/
class MonsterClass
{
public:
MonsterClass(int id):
mID(id),
mAttributes(BASE_ATTR_NB, 0),
mSpeed(1),
mSize(16),
mExp(-1),
mAggressive(false),
mTrackRange(1),
mStrollRange(0),
mMutation(0),
mAttackDistance(0)
{}
/**
* Gets monster type.
*/
int getType() const
{ return mID; }
/**
* Sets monster drops.
*/
void setDrops(MonsterDrops const &v)
{ mDrops = v; }
/**
* Sets a being attribute
*/
void setAttribute(size_t attribute, int value)
{ mAttributes.at(attribute) = value ; }
/**
* Gets a being attribute
*/
int getAttribute(size_t attribute) const
{ return mAttributes.at(attribute); }
void setSpeed(int speed) { mSpeed = speed; } /**< sets inverted movement speed*/
int getSpeed() const { return mSpeed; } /**< gets inverted movement speed*/
void setSize(int size) { mSize = size; } /**< sets hit circle radius*/
int getSize() const { return mSize; } /**< gets hit circle radius*/
void setExp(int exp) { mExp = exp; } /**< sets experience reward*/
int getExp() const { return mExp; } /**< gets experience reward*/
void setAggressive(bool aggressive) { mAggressive = aggressive; } /**< sets if the monster attacks without being attacked first*/
bool isAggressive() const { return mAggressive; } /**< gets if the monster attacks without being attacked first*/
void setTrackRange(unsigned range){ mTrackRange = range; } /**< sets range in tiles in which the monster searches for enemies*/
unsigned getTrackRange() const { return mTrackRange; } /**< gets range in tiles in which the monster searches for enemies*/
void setStrollRange(unsigned range) { mStrollRange = range; } /**< sets range in tiles in which the monster moves around when idled*/
unsigned getStrollRange() const { return mStrollRange; } /**< gets range in tiles in which the monster moves around when idled*/
void setMutation(unsigned factor) { mMutation = factor; } /**< sets mutation factor in percent*/
unsigned getMutation() const { return mMutation; } /**< gets mutation factor in percent*/
void setAttackDistance(unsigned distance) { mAttackDistance = distance; } /**< sets preferred combat distance in pixels*/
unsigned getAttackDistance() const { return mAttackDistance; } /**< gets preferred combat distance in pixels*/
void addAttack(MonsterAttack *type) { mAttacks.push_back(type); } /**< adds an attack to the monsters repertoire */
const MonsterAttacks &getAttacks() const { return mAttacks; } /**< gets all attacks of the monster */
/**
* Randomly selects a monster drop (may return NULL).
*/
ItemClass *getRandomDrop() const;
private:
unsigned short mID; /**< ID of the monster class. */
MonsterDrops mDrops; /**< Items the monster drops when dying. */
std::vector<int> mAttributes; /**< Base attributes of the monster*/
int mSpeed; /** (inverted) Movement speed of the monster */
int mSize; /** Collision circle radius of the monster */
int mExp; /**< Exp reward for killing the monster */
bool mAggressive; /**< Does the monster attack without being provoked? */
unsigned mTrackRange; /**< Distance the monster tracks enemies in */
unsigned mStrollRange; /**< Distance the monster strolls around in when not fighting */
unsigned mMutation; /**< Mutation factor in percent*/
unsigned mAttackDistance;
MonsterAttacks mAttacks; /**< preferred combat distance in pixels*/
};
/**
* Structure holding possible positions relative to the target from which
* the monster can attack
*/
struct AttackPosition
{
AttackPosition(int posX, int posY, Direction dir):
x(posX),
y(posY),
direction(dir)
{};
int x;
int y;
Direction direction;
};
/**
* The class for a fightable monster with its own AI
*/
class Monster : public Being
{
public:
static const int KILLSTEAL_PROTECTION_TIME = 100; /**< Time in game ticks until ownership of a monster can change */
/**
* Constructor.
*/
Monster(MonsterClass *);
/**
* Destructor.
*/
~Monster();
/**
* Gets monster specy.
*/
MonsterClass *getSpecy()
{ return mSpecy; }
/**
* Performs one step of controller logic.
*/
void update();
/**
* Performs an attack, if needed.
*/
void perform();
/**
*
*/
virtual int getAttackType() const
{ return mCurrentAttack->id; }
/**
* Kills the being.
*/
void died();
/**
* Calls the damage function in Being and updates the aggro list
*/
virtual int damage(Object *source, Damage const &damage);
/**
* Removes a being from the anger list.
*/
void forgetTarget(Thing *being);
/**
* Gets the way the object is blocked by other things on the map
*/
virtual unsigned char getWalkMask() const
{ return 0x83; } // blocked walls, other monsters and players ( bin 1000 0011)
private:
int calculatePositionPriority(Point position, int targetPriority);
MonsterClass *mSpecy; /**< Monster specy. */
int mCountDown; /**< Count down till next random movement (temporary). */
std::map<Being *, int> mAnger; /**< Aggression towards other beings */
EventListener mTargetListener; /**< Listener for updating the anger list. */
Character* mOwner; /**< Character who currently owns this monster (killsteal protection) */
int mOwnerTimer; /**< Time until someone else can claim this monster (killsteal protection) */
std::map<Character *, std::set <size_t> > mExpReceivers; /**< List of characters and their skills that attacked this monster*/
std::set<Character *> mLegalExpReceivers; /**< List of characters who are entitled to receive exp (killsteal protection)*/
int mAttackTime; /**< Delay until monster can attack */
MonsterAttack *mCurrentAttack; /**<Attack the monster is currently performing */
std::list<AttackPosition> mAttackPositions; /**< set positions relative to target from which the monster can attack */
friend struct MonsterTargetEventDispatch;
protected:
/**
* Gets the way the object blocks pathfinding for other objects
*/
virtual Map::BlockType getBlockType() const
{ return Map::BLOCKTYPE_MONSTER; }
};
#endif // _TMWSERV_MONSTER_H_