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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "game-server/monster.h"
#include "common/configuration.h"
#include "common/resourcemanager.h"
#include "game-server/attributemanager.h"
#include "game-server/charactercomponent.h"
#include "game-server/collisiondetection.h"
#include "game-server/item.h"
#include "game-server/map.h"
#include "game-server/mapcomposite.h"
#include "game-server/state.h"
#include "scripting/scriptmanager.h"
#include "utils/logger.h"
#include "utils/speedconv.h"
#include <cmath>
MonsterComponent::MonsterComponent(Entity &entity, MonsterClass *specy):
mSpecy(specy)
{
LOG_DEBUG("Monster spawned! (id: " << mSpecy->getId() << ").");
auto *actorComponent = entity.getComponent<ActorComponent>();
actorComponent->setWalkMask(Map::BLOCKMASK_WALL |
Map::BLOCKMASK_CHARACTER);
actorComponent->setBlockType(BLOCKTYPE_MONSTER);
actorComponent->setSize(specy->getSize());
/*
* Initialise the attribute structures.
*/
auto *beingComponent = entity.getComponent<BeingComponent>();
for (auto attribute : attributeManager->getAttributeScope(MonsterScope))
{
beingComponent->createAttribute(attribute);
}
/*
* Set the attributes to the values defined by the associated monster
* class with or without mutations as needed.
*/
int mutation = specy->getMutation();
for (auto &attributeIt : specy->getAttributes())
{
double attributeValue = attributeIt.second;
if (mutation != 0)
{
double factor = 100 + (rand() % (mutation * 2)) - mutation;
attributeValue = attributeValue * factor / 100.0;
}
beingComponent->setAttribute(entity, attributeIt.first,
attributeValue);
}
beingComponent->setGender(specy->getGender());
beingComponent->setName(specy->getName());
auto abilityComponent = new AbilityComponent();
entity.addComponent(abilityComponent);
for (auto *abilitiyInfo : specy->getAbilities())
{
abilityComponent->giveAbility(abilitiyInfo);
}
beingComponent->signal_died.connect(sigc::mem_fun(this,
&MonsterComponent::monsterDied));
}
void MonsterComponent::update(Entity &entity)
{
auto *beingComponent = entity.getComponent<BeingComponent>();
// If dead, remove it
if (beingComponent->getAction() == DEAD)
{
if (mDecayTimeout.expired())
GameState::enqueueRemove(&entity);
return;
}
if (mSpecy->getUpdateCallback().isValid())
{
Script *script = ScriptManager::currentState();
script->prepare(mSpecy->getUpdateCallback());
script->push(&entity);
script->push(GameState::getCurrentTick());
script->execute(entity.getMap());
}
}
void MonsterComponent::monsterDied(Entity *monster)
{
mDecayTimeout.set(DECAY_TIME);
}
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