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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_MONSTER_H_
#define _TMWSERV_MONSTER_H_
#include <map>
#include "game-server/being.hpp"
#include "game-server/deathlistener.hpp"
class MapComposite;
class MovingObject;
/**
* 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();
/**
* Destructor.
*/
~Monster();
/**
* Performs one step of controller logic.
*/
void update();
/**
* Kills the being
*/
virtual void die();
/**
* Calls the damage function in Being and updates the aggro list
*/
virtual int damage(Damage 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);
}
protected:
/**
* Gets the stats of the currently equipped weapon that are relevant
* for damage calculation
*/
virtual WeaponStats getWeaponStats();
/**
* Calculates all derived attributes
*/
void calculateDerivedAttributes();
private:
int calculatePositionPriority(Point position, int targetPriority);
int mCountDown; /**< Count down till next random movement (temporary). */
std::map<Being *, int> 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<AttackPosition> mAttackPositions; /**< set positions relative to target from which the monster can attack */
};
#endif // _TMWSERV_MONSTER_H_
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