summaryrefslogtreecommitdiff
path: root/src/game-server/monster.cpp
blob: b65ee3dea572b722ca60f418eac4a0125e2d1792 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
/*
 *  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
 *
 *  $Id$
 */

#include "game-server/monster.hpp"

#include "game-server/item.hpp"
#include "game-server/mapcomposite.hpp"
#include "game-server/state.hpp"
#include "utils/logger.h"

ItemClass *MonsterClass::getRandomDrop() const
{
    int p = rand() / (RAND_MAX / 10000);
    for (MonsterDrops::const_iterator i = mDrops.begin(),
         i_end = mDrops.end(); i != i_end; ++i)
    {
        p -= i->probability;
        if (p < 0)
        {
            return i->item;
        }
    }
    return NULL;
}

struct MonsterTargetEventDispatch: EventDispatch
{
    MonsterTargetEventDispatch()
    {
        typedef EventListenerFactory< Monster, &Monster::mTargetListener > Factory;
        removed = &Factory::create< Thing, &Monster::forgetTarget >::function;
        died = &Factory::create< Thing, &Monster::forgetTarget, Being >::function;
    }
};

static MonsterTargetEventDispatch monsterTargetEventDispatch;

Monster::Monster(MonsterClass *specy):
    Being(OBJECT_MONSTER, 65535),
    mSpecy(specy),
    mCountDown(0),
    mTargetListener(&monsterTargetEventDispatch),
    mAttackTime(0),
    mAttackPreDelay(5),
    mAttackAftDelay(10)
{
    LOG_DEBUG("Monster spawned!");
    mAgressive = false;   // TODO: Get from monster database
    mAgressionRange = 10; // TODO: Get from monster database

    // Some bogus stats for testing.
    setSpeed(300);
    setSize(8);
    setAttribute(BASE_ATTR_HP, 100);
    setAttribute(BASE_ATTR_PHY_ATK_MIN, 20);
    setAttribute(BASE_ATTR_PHY_ATK_DELTA, 2);
    setAttribute(BASE_ATTR_HIT, 10);
    setAttribute(BASE_ATTR_EVADE, 10);

    // Set positions relative to target from which the monster can attack
    mAttackPositions.push_back(AttackPosition(+32, 0, DIRECTION_LEFT));
    mAttackPositions.push_back(AttackPosition(-32, 0, DIRECTION_RIGHT));
    mAttackPositions.push_back(AttackPosition(0, +32, DIRECTION_DOWN));
    mAttackPositions.push_back(AttackPosition(0, -32, DIRECTION_UP));
}

Monster::~Monster()
{
    // Remove death listeners.
    for (std::map<Being *, int>::iterator i = mAnger.begin(),
         i_end = mAnger.end(); i != i_end; ++i)
    {
        i->first->removeListener(&mTargetListener);
    }
}

void Monster::perform()
{
    if (mAttackTime != mAttackAftDelay) return;

    mAction = ATTACK;
    raiseUpdateFlags(UPDATEFLAG_ATTACK);

    // Hard-coded values for now.
    Damage damage;
    damage.base = getModifiedAttribute(BASE_ATTR_PHY_ATK_MIN);
    damage.delta = getModifiedAttribute(BASE_ATTR_PHY_ATK_DELTA);
    damage.cth = getModifiedAttribute(BASE_ATTR_HIT);
    damage.element = ELEMENT_NEUTRAL;
    damage.type = DAMAGE_PHYSICAL;
    performAttack(damage);
}

void Monster::update()
{
    Being::update();

    // If dead do nothing but rot
    if (mAction == DEAD)
    {
        mCountDown--;
        if (mCountDown <= 0)
        {
            GameState::enqueueRemove(this);
        }
        return;
    }

    // If currently attacking finish attack;
    if (mAttackTime)
    {
        mAttackTime--;
        return;
    }

    // Check potential attack positions
    Being *bestAttackTarget = NULL;
    int bestTargetPriority = 0;
    Point bestAttackPosition;
    Direction bestAttackDirection = DIRECTION_DOWN;

    // Iterate through objects nearby
    for (MovingObjectIterator i(getMap()->getAroundCharacterIterator(this, AROUND_AREA)); i; ++i)
    {
        // We only want to attack player characters
        if ((*i)->getType() != OBJECT_CHARACTER) continue;

        Being *target = static_cast<Being *> (*i);

        // Dead characters are ignored
        if (target->getAction() == DEAD) continue;

        // Determine how much we hate the target
        int targetPriority = 0;
        std::map<Being *, int, std::greater<Being *> >::iterator angerIterator;
        angerIterator = mAnger.find(target);
        if (angerIterator != mAnger.end())
        {
            targetPriority = angerIterator->second;
        }
        else if (mAgressive)
        {
            targetPriority = 1;
        }
        else
        {
            continue;
        }

        // Check all attack positions
        for (std::list<AttackPosition>::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 = target;
                bestTargetPriority = posPriority;
                bestAttackPosition = attackPosition;
                bestAttackDirection = (*j).direction;
            }
        }
    }

    // Check if an attack position has been found
    if (bestAttackTarget)
    {
        // Check if we are there
        if (bestAttackPosition == getPosition())
        {
            // We are there - let's get ready to beat the crap out of the target
            setDirection(bestAttackDirection);
            mAttackTime = mAttackPreDelay + mAttackAftDelay;
        }
        else
        {
            // We aren't there yet - let's move
            setDestination(bestAttackPosition);
        }
    }
    else
    {
        // We have no target - let's wander around
        mCountDown--;
        if (mCountDown <= 0)
        {
            Point randomPos(rand() % 160 - 80 + getPosition().x,
                            rand() % 160 - 80 + getPosition().y);
            setDestination(randomPos);
            mCountDown = 10 + rand() % 10;
        }
    }
}

int Monster::calculatePositionPriority(Point position, int targetPriority)
{
    Point thisPos = getPosition();

    // Check if we already are on this position
    if (thisPos.x / 32 == position.x / 32 &&
        thisPos.y / 32 == position.y / 32)
    {
        return targetPriority *= mAgressionRange;
    }

    std::list<PATH_NODE> path;
    path = getMap()->getMap()->findPath(thisPos.x / 32, thisPos.y / 32,
                                        position.x / 32, position.y / 32,
                                        mAgressionRange);

    if (path.empty() || path.size() >= mAgressionRange)
    {
        return 0;
    }
    else
    {
        return targetPriority * (mAgressionRange - path.size());
    }
}

void Monster::forgetTarget(Thing *t)
{
    Being *b = static_cast< Being * >(t);
    mAnger.erase(b);
    b->removeListener(&mTargetListener);
}

int Monster::damage(Object *source, Damage const &damage)
{
    int HPLoss = Being::damage(source, damage);
    if (HPLoss && source && source->getType() == OBJECT_CHARACTER)
    {
        Being *s = static_cast< Being * >(source);
        std::pair< std::map< Being *, int >::iterator, bool > ib =
            mAnger.insert(std::make_pair(s, HPLoss));

        if (ib.second)
        {
            s->addListener(&mTargetListener);
        }
        else
        {
            ib.first->second += HPLoss;
        }
    }
    return HPLoss;
}

void Monster::died()
{
    Being::died();
    mCountDown = 50; // Sets remove time to 5 seconds
    if (ItemClass *drop = mSpecy->getRandomDrop())
    {
        Item *item = new Item(drop, 1);
        item->setMap(getMap());
        item->setPosition(getPosition());
        GameState::enqueueInsert(item);
    }
}