/* * 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/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), mAttributes(BASE_ATTR_NB, 0), mExp(-1) {} /** * Gets monster type. */ int getType() const { return mID; } /** * Sets monster drops. */ void setDrops(MonsterDrops const &v) { mDrops = v; } /** * Sets a being attribute */ void setAttribute(size_t attribute, int value) { mAttributes.at(attribute) = value ; } /** * Gets a being attribute */ int getAttribute(size_t attribute) const { return mAttributes.at(attribute); } /** * Sets exp reward for killing the monster */ void setExp(int exp) { mExp = exp; } /** * Gets exp reward for killing the monster */ int getExp() const { return mExp; } /** * 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. */ std::vector mAttributes; /**< Base attributes of the monster*/ int mExp; /**< Exp reward for killing the monster */ }; /** * 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: static const int KILLSTEAL_PROTECTION_TIME = 100; /**< Time in game ticks until ownership of a monster can change */ /** * 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 mAnger; /**< Aggression towards other beings */ EventListener mTargetListener; /**< Listener for updating the anger list. */ Character* mOwner; /**< Character who currently owns this monster (killsteal protection) */ int mOwnerTimer; /**< Time until someone else can claim this monster (killsteal protection) */ std::map > mExpReceivers; /**< List of characters and their skills that attacked this monster*/ std::set mLegalExpReceivers; /**< List of characters who are entitled to receive exp (killsteal protection)*/ 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 stored in mSpecy 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 */ int mAttackRange; /**< range of the monsters attacks in pixel */ int mAttackAngle; /**< angle of the monsters attacks in degree */ 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 */ friend struct MonsterTargetEventDispatch; }; #endif // _TMWSERV_MONSTER_H_