/* * 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 #include #include "game-server/being.hpp" #include "game-server/deathlistener.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 DeathListener { 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 */ virtual void die(); /** * Calls the damage function in Being and updates the aggro list */ virtual int damage(Object *source, Damage const &damage); /** * Getting informed that a being that might be on the target list died */ virtual void died(Being *being); /** * Getting informed that a being that might be on the target list is * deleted */ virtual void deleted(Being *being) { died(being); } private: int calculatePositionPriority(Point position, int targetPriority); MonsterClass *mSpecy; /**< Monster specy. */ int mCountDown; /**< Count down till next random movement (temporary). */ std::map mAnger; /**< Aggression towards other beings */ 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 mAttackPositions; /**< set positions relative to target from which the monster can attack */ }; #endif // _TMWSERV_MONSTER_H_