/* * The Mana Server * Copyright (C) 2004-2010 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 . */ #ifndef BEING_H #define BEING_H #include #include #include #include #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 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 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); /** Restores all hit points of the being */ void heal(); /** Restores a specific number of hit points of the being */ void heal(int hp); /** * 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 Timers; Timers mTimers; }; #endif // BEING_H