/* * 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 #include "game-server/being.hpp" #include "defines.h" #include "game-server/attackzone.hpp" #include "game-server/collisiondetection.hpp" #include "game-server/eventlistener.hpp" #include "game-server/mapcomposite.hpp" #include "game-server/effect.hpp" #include "utils/logger.h" Being::Being(ThingType type): Actor(type), mAction(STAND), mSpeed(0), mDirection(0), mHpRegenTimer(0) { Attribute attr = { 0, 0 }; mAttributes.resize(NB_BEING_ATTRIBUTES, attr); // Initialize element resistance to 100 (normal damage). for (int i = BASE_ELEM_BEGIN; i < BASE_ELEM_END; ++i) { mAttributes[i].base = 100; } } int Being::damage(Actor *, const Damage &damage) { if (mAction == DEAD) return 0; int HPloss = damage.base; if (damage.delta) { HPloss += rand() / (RAND_MAX / (damage.delta + 1)); } int hitThrow = rand()%(damage.cth + 1); int evadeThrow = rand()%(getModifiedAttribute(BASE_ATTR_EVADE) + 1); if (evadeThrow > hitThrow) { HPloss = 0; } /* Elemental modifier at 100 means normal damage. At 0, it means immune. And at 200, it means vulnerable (double damage). */ int mod1 = getModifiedAttribute(BASE_ELEM_BEGIN + damage.element); HPloss = HPloss * (mod1 / 100); /* Defence is an absolute value which is subtracted from the damage total. */ int mod2 = 0; switch (damage.type) { case DAMAGE_PHYSICAL: mod2 = getModifiedAttribute(BASE_ATTR_PHY_RES); HPloss = HPloss - mod2; break; case DAMAGE_MAGICAL: mod2 = getModifiedAttribute(BASE_ATTR_MAG_RES); HPloss = HPloss / (mod2 + 1); break; default: break; } if (HPloss < 0) HPloss = 0; mHitsTaken.push_back(HPloss); Attribute &HP = mAttributes[BASE_ATTR_HP]; LOG_DEBUG("Being " << getPublicID() << " suffered "<died) l.dispatch->died(&l, this); } } void Being::setDestination(const Point &dst) { mDst = dst; raiseUpdateFlags(UPDATEFLAG_NEW_DESTINATION); mPath.clear(); } void Being::move() { mOld = getPosition(); if (mActionTime > 100) { // Current move has not yet ended mActionTime -= 100; return; } int tileSX = mOld.x / 32, tileSY = mOld.y / 32; int tileDX = mDst.x / 32, tileDY = mDst.y / 32; if (tileSX == tileDX && tileSY == tileDY) { // Moving while staying on the same tile is free setPosition(mDst); mActionTime = 0; return; } Map *map = getMap()->getMap(); /* If no path exists, the for-loop won't be entered. Else a path for the * current destination has already been calculated. * The tiles in this path have to be checked for walkability, * in case there have been changes. The 'getWalk' method of the Map * class has been used, because that seems to be the most logical * place extra functionality will be added. */ for (std::list::iterator pathIterator = mPath.begin(); pathIterator != mPath.end(); pathIterator++) { if (!map->getWalk(pathIterator->x, pathIterator->y, getWalkMask())) { mPath.clear(); break; } } if (mPath.empty()) { // No path exists: the walkability of cached path has changed, the // destination has changed, or a path was never set. mPath = map->findPath(tileSX, tileSY, tileDX, tileDY, getWalkMask()); } if (mPath.empty()) { // no path was found mDst = mOld; mActionTime = 0; return; } PATH_NODE prev(tileSX, tileSY); Point pos; do { PATH_NODE next = mPath.front(); mPath.pop_front(); // 362 / 256 is square root of 2, used for walking diagonally mActionTime += (prev.x != next.x && prev.y != next.y) ? mSpeed * 362 / 256 : mSpeed; if (mPath.empty()) { // skip last tile center pos = mDst; break; } // position the actor in the middle of the tile for pathfinding purposes pos.x = next.x * 32 + 16; pos.y = next.y * 32 + 16; } while (mActionTime < 100); setPosition(pos); mActionTime = mActionTime > 100 ? mActionTime - 100 : 0; if (mAction == WALK || mAction == STAND) { mAction = (mActionTime) ? WALK : STAND; } } int Being::directionToAngle(int direction) { switch (direction) { case DIRECTION_UP: return 90; case DIRECTION_DOWN: return 270; case DIRECTION_RIGHT: return 180; case DIRECTION_LEFT: default: return 0; } } void Being::performAttack(const Damage &damage, const AttackZone *attackZone) { Point ppos = getPosition(); const int attackAngle = directionToAngle(getDirection()); std::list victims; LOG_DEBUG("Direction:"<range<< " angle:"<angle); Point attPos, attSize, defPos, defSize; if (attackZone->shape == ATTZONESHAPE_RECT) { if (getDirection() == DIRECTION_UP) { attPos.x = ppos.x - attackZone->angle; attPos.y = ppos.y - attackZone->range; attSize.x = attackZone->angle * 2; attSize.y = attackZone->range; } if (getDirection() == DIRECTION_DOWN) { attPos.x = ppos.x - attackZone->angle; attPos.y = ppos.y; attSize.x = attackZone->angle * 2; attSize.y = attackZone->range; } if (getDirection() == DIRECTION_RIGHT) { attPos.x = ppos.x; attPos.y = ppos.y - attackZone->angle; attSize.x = attackZone->range; attSize.y = attackZone->angle * 2; } if (getDirection() == DIRECTION_LEFT) { attPos.x = ppos.x - attackZone->range; attPos.y = ppos.y - attackZone->angle; attSize.x = attackZone->range; attSize.y = attackZone->angle * 2; } /* debug effect to see when and where the server pictures the attack - should * be moved to the client side when the attack detection works statisfactory. */ Effects::show(26, getMap(), Point(attPos.x + attSize.x / 2, attPos.y + attSize.y / 2)); } for (BeingIterator i(getMap()->getAroundActorIterator(this, attackZone->range)); i; ++i) { Being *b = *i; if (b == this) continue; const ThingType type = b->getType(); if (type != OBJECT_CHARACTER && type != OBJECT_MONSTER) continue; if (getMap()->getPvP() == PVP_NONE && type == OBJECT_CHARACTER && getType() == OBJECT_CHARACTER) continue; LOG_DEBUG("Attack Zone:" << attPos.x << ":" << attPos.y << " " << attSize.x << "x" << attSize.y); LOG_DEBUG("Defender Zone:" << defPos.x << ":" << defPos.y << " " << defSize.x << "x" << defSize.y); const Point &opos = b->getPosition(); switch (attackZone->shape) { case ATTZONESHAPE_CONE: if (Collision::diskWithCircleSector( opos, b->getSize(), ppos, attackZone->range, attackZone->angle / 2, attackAngle) ) { victims.push_back(b); } break; case ATTZONESHAPE_RECT: defPos.x = opos.x - b->getSize(); defPos.y = opos.y - b->getSize(); defSize.x = b->getSize() * 2; defSize.y = b->getSize() * 2; if (Collision::rectWithRect(attPos, attSize, defPos, defSize)) { victims.push_back(b); } break; default: break; } } if (attackZone->multiTarget) { // damage everyone for (std::list::iterator i = victims.begin(); i != victims.end(); i++) { (*i)->damage(this, damage); } } else { // find the closest and damage this one Being* closestVictim = NULL; int closestDistance = INT_MAX; for (std::list::iterator i = victims.begin(); i != victims.end(); i++) { Point opos = (*i)->getPosition(); int distance = abs(opos.x - ppos.x) + abs(opos.y - ppos.y); /* not using pythagoras here is a) faster and b) results in more natural target selection because targets closer to the center line of the attack angle are prioritized */ if (distance < closestDistance) { closestVictim = (*i); closestDistance = distance; } } if (closestVictim) closestVictim->damage(this, damage); } } void Being::setAction(Action action) { mAction = action; if (action != Being::ATTACK && // The players are informed about these actions action != Being::WALK) // by other messages { raiseUpdateFlags(UPDATEFLAG_ACTIONCHANGE); } } void Being::applyModifier(int attr, int amount, int duration, int lvl) { if (duration) { AttributeModifier mod; mod.attr = attr; mod.value = amount; mod.duration = duration; mod.level = lvl; mModifiers.push_back(mod); } mAttributes[attr].mod += amount; modifiedAttribute(attr); } void Being::dispellModifiers(int level) { AttributeModifiers::iterator i = mModifiers.begin(); while (i != mModifiers.end()) { if (i->level && i->level <= level) { mAttributes[i->attr].mod -= i->value; modifiedAttribute(i->attr); i = mModifiers.erase(i); continue; } ++i; } } int Being::getModifiedAttribute(int attr) const { int res = mAttributes[attr].base + mAttributes[attr].mod; return res <= 0 ? 0 : res; } void Being::update() { int oldHP = getModifiedAttribute(BASE_ATTR_HP); int newHP = oldHP; int maxHP = getAttribute(BASE_ATTR_HP); // Regenerate HP if (mAction != DEAD && ++mHpRegenTimer >= TICKS_PER_HP_REGENERATION) { mHpRegenTimer = 0; newHP += getModifiedAttribute(BASE_ATTR_HP_REGEN); } // Cap HP at maximum if (newHP > maxHP) { newHP = maxHP; } // Only update HP when it actually changed to avoid network noise if (newHP != oldHP) { applyModifier(BASE_ATTR_HP, newHP - oldHP); raiseUpdateFlags(UPDATEFLAG_HEALTHCHANGE); } // Update lifetime of effects. AttributeModifiers::iterator i = mModifiers.begin(); while (i != mModifiers.end()) { --i->duration; if (!i->duration) { mAttributes[i->attr].mod -= i->value; modifiedAttribute(i->attr); i = mModifiers.erase(i); continue; } ++i; } // Check if being died if (getModifiedAttribute(BASE_ATTR_HP) <= 0 && mAction != DEAD) { died(); } }