blob: 40ab204705c401dbce054e765b0d40696280c458 (
plain) (
tree)
|
|
/*
* 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;
/**
* Class describing the characteristics of a generic monster.
*/
class MonsterClass
{
public:
MonsterClass(int id): mID(id) {}
/**
* Gets monster type.
*/
int getType() const
{ return mID; }
/**
* Sets monster drops.
*/
void setDrops(MonsterDrops const &v)
{ mDrops = v; }
/**
* Randomly selects a monster drop (may return NULL).
* TODO: pass some luck modifier as an argument.
*/
ItemClass *getRandomDrop() const;
private:
unsigned short mID; /**< ID of the monster class. */
MonsterDrops mDrops; /**< Items the monster drops when dying. */
};
/**
* 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:
/**
* 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();
/**
* 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);
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. */
int mAttackTime; /**< Delay until monster can attack */
// TODO: the following vars should all be the same for all monsters of
// the same type. So they should be put into some central data structure
// to save memory.
int mAttackPreDelay; /**< time between decision to make an attack and performing the attack */
int mAttackAftDelay; /**< time it takes to perform an attack */
bool mAgressive; /**< Does the monster attack without being provoked? */
unsigned mAgressionRange; /**< Distance the monster tracks enemies in */
std::list<AttackPosition> mAttackPositions; /**< set positions relative to target from which the monster can attack */
friend struct MonsterTargetEventDispatch;
};
#endif // _TMWSERV_MONSTER_H_
|