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/*
* 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_BEING_H_
#define _TMWSERV_BEING_H_
#include <string>
#include <vector>
#include "limits.h"
#include "defines.h"
#include "game-server/movingobject.hpp"
class Being;
class MapComposite;
class AttackZone;
/**
* Beings and actors directions
*/
enum Direction
{
DIRECTION_DOWN = 1,
DIRECTION_UP,
DIRECTION_LEFT,
DIRECTION_RIGHT
};
/**
* 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? */
size_t usedSkill; /**< Skill 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;
};
typedef std::vector< AttributeModifier > AttributeModifiers;
/**
* Type definition for a list of hits
*/
typedef std::vector<unsigned int> Hits;
/**
* Generic Being (living object).
* Used for characters & monsters (all animated objects).
*/
class Being : public MovingObject
{
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(int type, int id);
/**
* 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(Object *source, Damage const &damage);
/**
* Changes status and calls all the "died" listeners.
*/
virtual void died();
/**
* Gets the damage list.
*/
Hits const &getHitsTaken() const
{ return mHitsTaken; }
/**
* Clears the damage list.
*/
void clearHitsTaken()
{ mHitsTaken.clear(); }
/**
* Performs an attack.
*/
void performAttack(Damage const &, AttackZone const *attackZone);
/**
* 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();
/**
* 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) {}
/** Gets the name of the being. */
std::string const &
getName() const
{ return mName; }
/** Sets the name of the being. */
void
setName(const std::string& name)
{ mName = name; }
protected:
static const int TICKS_PER_HP_REGENERATION = 100;
Action mAction;
std::vector< Attribute > mAttributes;
private:
Being(Being const &rhs);
Being &operator=(Being const &rhs);
std::string mName; /**< Name of the being. */
Hits mHitsTaken; /**< List of punches taken since last update */
AttributeModifiers mModifiers; /**< Currently modified attributes. */
int mHpRegenTimer; /**< timer for hp regeneration*/
};
#endif // _TMWSERV_BEING_H_
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