/*
* The Mana Server
* Copyright (C) 2004-2011 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 .
*/
#include "game-server/monster.h"
#include "common/configuration.h"
#include "common/resourcemanager.h"
#include "game-server/attributemanager.h"
#include "game-server/character.h"
#include "game-server/collisiondetection.h"
#include "game-server/item.h"
#include "game-server/mapcomposite.h"
#include "game-server/state.h"
#include "scripting/script.h"
#include "utils/logger.h"
#include "utils/speedconv.h"
#include
struct MonsterTargetEventDispatch: EventDispatch
{
MonsterTargetEventDispatch()
{
typedef EventListenerFactory Factory;
removed = &Factory::create< Thing, &Monster::forgetTarget >::function;
died = &Factory::create::function;
}
};
static MonsterTargetEventDispatch monsterTargetEventDispatch;
Monster::Monster(MonsterClass *specy):
Being(OBJECT_MONSTER),
mSpecy(specy),
mScript(NULL),
mTargetListener(&monsterTargetEventDispatch),
mOwner(NULL),
mCurrentAttack(NULL)
{
LOG_DEBUG("Monster spawned! (id: " << mSpecy->getId() << ").");
/*
* Initialise the attribute structures.
*/
const AttributeScope &mobAttr = attributeManager->getAttributeScope(
MonsterScope);
for (AttributeScope::const_iterator it = mobAttr.begin(),
it_end = mobAttr.end(); it != it_end; ++it)
{
mAttributes.insert(std::pair< unsigned int, Attribute >
(it->first, Attribute(*it->second)));
}
/*
* Set the attributes to the values defined by the associated monster
* class with or without mutations as needed.
*/
int mutation = specy->getMutation();
for (AttributeMap::iterator it2 = mAttributes.begin(),
it2_end = mAttributes.end(); it2 != it2_end; ++it2)
{
double attr = 0.0f;
if (specy->hasAttribute(it2->first))
{
attr = specy->getAttribute(it2->first);
setAttribute(it2->first,
mutation ?
attr * (100 + (rand()%(mutation << 1)) - mutation) / 100.0 :
attr);
}
}
setSize(specy->getSize());
setGender(specy->getGender());
// Set positions relative to target from which the monster can attack
int dist = specy->getAttackDistance();
mAttackPositions.push_back(AttackPosition(dist, 0, LEFT));
mAttackPositions.push_back(AttackPosition(-dist, 0, RIGHT));
mAttackPositions.push_back(AttackPosition(0, -dist, DOWN));
mAttackPositions.push_back(AttackPosition(0, dist, UP));
// Load default script
loadScript(specy->getScript());
}
Monster::~Monster()
{
// Remove the monster's script if it has one
if (mScript)
delete mScript;
// Remove death listeners.
for (std::map::iterator i = mAnger.begin(),
i_end = mAnger.end(); i != i_end; ++i)
{
i->first->removeListener(&mTargetListener);
}
}
void Monster::perform()
{
if (mAction == ATTACK)
{
if (mTarget)
{
if (mCurrentAttack)
{
if (!isTimerRunning(T_M_ATTACK_TIME))
{
setTimerHard(T_M_ATTACK_TIME, mCurrentAttack->aftDelay
+ mCurrentAttack->preDelay);
Damage dmg(0,
getModifiedAttribute(MOB_ATTR_PHY_ATK_MIN) *
mCurrentAttack->damageFactor,
getModifiedAttribute(MOB_ATTR_PHY_ATK_DELTA) *
mCurrentAttack->damageFactor,
getModifiedAttribute(ATTR_ACCURACY),
mCurrentAttack->element,
mCurrentAttack->type,
mCurrentAttack->range);
int hit = performAttack(mTarget, dmg);
if (! mCurrentAttack->scriptFunction.empty()
&& mScript
&& hit > -1)
{
mScript->setMap(getMap());
mScript->prepare(mCurrentAttack->scriptFunction);
mScript->push(this);
mScript->push(mTarget);
mScript->push(hit);
mScript->execute();
}
}
}
}
else
{
setAction(STAND);
}
}
}
void Monster::update()
{
Being::update();
if (isTimerJustFinished(T_M_KILLSTEAL_PROTECTED))
{
mOwner = NULL;
}
// If dead, remove it
if (mAction == DEAD)
{
if (!isTimerRunning(T_M_DECAY))
{
GameState::enqueueRemove(this);
}
return;
}
else if(mScript)
{
mScript->setMap(getMap());
mScript->prepare("update");
mScript->push(this);
mScript->execute();
}
// Cancel the rest when we are currently performing an attack
if (isTimerRunning(T_M_ATTACK_TIME))
return;
// Check potential attack positions
Being *bestAttackTarget = mTarget = NULL;
int bestTargetPriority = 0;
Point bestAttackPosition;
BeingDirection bestAttackDirection = DOWN;
// Iterate through objects nearby
int aroundArea = Configuration::getValue("game_visualRange", 448);
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 (*i);
// Dead characters are ignored
if (target->getAction() == DEAD)
continue;
// Determine how much we hate the target
int targetPriority = 0;
std::map >::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::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 = mTarget = 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 workingAttacks;
int prioritySum = 0;
for (MonsterAttacks::iterator i = allAttacks.begin();
i != allAttacks.end();
i++)
{
int distx = this->getPosition().x
- bestAttackTarget->getPosition().x;
int disty = this->getPosition().y
- bestAttackTarget->getPosition().y;
int distSquare = (distx * distx + disty * disty);
int maxDist = (*i)->range + bestAttackTarget->getSize();
if (maxDist * maxDist >= distSquare)
{
prioritySum += (*i)->priority;
workingAttacks[prioritySum] = (*i);
}
}
if (workingAttacks.empty() || !prioritySum)
{ //when no attack can hit move closer to attack position
setDestination(bestAttackPosition);
}
else
{
// Prepare for using a random attack which can hit the enemy
// 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;
setAction(ATTACK);
raiseUpdateFlags(UPDATEFLAG_ATTACK);
}
}
else
{
// We have no target - let's wander around
if (!isTimerRunning(T_M_STROLL) && getPosition() == getDestination())
{
if (!isTimerRunning(T_M_KILLSTEAL_PROTECTED))
{
unsigned range = mSpecy->getStrollRange();
if (range)
{
Point randomPos(rand() % (range * 2 + 1)
- range + getPosition().x,
rand() % (range * 2 + 1)
- range + getPosition().y);
// Don't allow negative destinations, to avoid rounding
// problems when divided by tile size
if (randomPos.x >= 0 && randomPos.y >= 0)
setDestination(randomPos);
}
setTimerHard(T_M_STROLL, 10 + rand() % 10);
}
}
}
}
void Monster::loadScript(const std::string &scriptName)
{
// A script may have already been loaded for this monster
delete mScript;
mScript = 0;
if (scriptName.length() == 0)
return;
std::stringstream filename;
filename << "scripts/monster/" << scriptName;
if (ResourceManager::exists(filename.str()))
{
LOG_INFO("Loading monster script: " << filename.str());
std::string engineName =
Script::determineEngineByFilename(filename.str());
mScript = Script::create(engineName);
mScript->loadFile(filename.str());
}
else
{
LOG_WARN("Could not find script file \""
<< filename.str() << "\" for monster");
}
}
int Monster::calculatePositionPriority(Point position, int targetPriority)
{
Point thisPos = getPosition();
unsigned range = mSpecy->getTrackRange();
Map *map = getMap()->getMap();
int tileWidth = map->getTileWidth();
int tileHeight = map->getTileHeight();
// Check if we already are on this position
if (thisPos.x / tileWidth == position.x / tileWidth &&
thisPos.y / tileHeight == position.y / tileHeight)
{
return targetPriority *= range;
}
Path path;
path = map->findPath(thisPos.x / tileWidth, thisPos.y / tileHeight,
position.x / tileWidth, position.y / tileHeight,
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);
}
}
void Monster::changeAnger(Actor *target, int amount)
{
if (target && (target->getType() == OBJECT_MONSTER
|| target->getType() == OBJECT_CHARACTER))
{
Being *t = static_cast< Being * >(target);
if (mAnger.find(t) != mAnger.end())
{
mAnger[t] += amount;
}
else
{
mAnger[t] = amount;
t->addListener(&mTargetListener);
}
}
}
int Monster::damage(Actor *source, const Damage &damage)
{
int HPLoss = Being::damage(source, damage);
if (source)
{
changeAnger(source, HPLoss);
}
if (HPLoss && source && source->getType() == OBJECT_CHARACTER)
{
Character *s = static_cast< Character * >(source);
mExpReceivers[s].insert(damage.skill);
if (!isTimerRunning(T_M_KILLSTEAL_PROTECTED) || mOwner == s
|| mOwner->getParty() == s->getParty())
{
mOwner = s;
mLegalExpReceivers.insert(s);
setTimerHard(T_M_KILLSTEAL_PROTECTED,
KILLSTEAL_PROTECTION_TIME);
}
}
return HPLoss;
}
void Monster::died()
{
if (mAction == DEAD) return;
Being::died();
setTimerHard(T_M_DECAY, Monster::DECAY_TIME);
if (mExpReceivers.size() > 0)
{
// If the monster was killed by players, randomly drop items.
const unsigned size = mSpecy->mDrops.size();
for (unsigned i = 0; i < size; i++)
{
const int p = rand() / (RAND_MAX / 10000);
if (p <= mSpecy->mDrops[i].probability)
{
Item *item = new Item(mSpecy->mDrops[i].item, 1);
item->setMap(getMap());
item->setPosition(getPosition());
GameState::enqueueInsert(item);
}
}
// Distribute exp reward.
std::map > ::iterator iChar;
std::set::iterator iSkill;
float expPerChar = (float)mSpecy->getExp() / mExpReceivers.size();
for (iChar = mExpReceivers.begin(); iChar != mExpReceivers.end();
iChar++)
{
Character *character = (*iChar).first;
std::set *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,
mSpecy->getOptimalLevel());
}
character->incrementKillCount(mSpecy->getId());
}
}
}
bool Monster::recalculateBaseAttribute(unsigned int attr)
{
LOG_DEBUG("Monster: Received update attribute recalculation request for "
<< attr << ".");
if (!mAttributes.count(attr))
{
LOG_DEBUG("Monster::recalculateBaseAttribute: "
<< attr << " not found!");
return false;
}
double newBase = getAttribute(attr);
switch (attr)
{
// Those a set only at load time.
case ATTR_MAX_HP:
case MOB_ATTR_PHY_ATK_MIN:
case MOB_ATTR_PHY_ATK_DELTA:
case MOB_ATTR_MAG_ATK:
case ATTR_DODGE:
case ATTR_MAGIC_DODGE:
case ATTR_ACCURACY:
case ATTR_DEFENSE:
case ATTR_MAGIC_DEFENSE:
case ATTR_HP_REGEN:
case ATTR_MOVE_SPEED_TPS:
case ATTR_INV_CAPACITY:
// nothing to do.
break;
// Only HP and Speed Raw updated for monsters
default:
Being::recalculateBaseAttribute(attr);
break;
}
if (newBase != getAttribute(attr))
{
setAttribute(attr, newBase);
return true;
}
LOG_DEBUG("Monster: No changes to sync for attribute '" << attr << "'.");
return false;
}