/* * The Mana Server * Copyright (C) 2004-2010 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 . */ #include #include "game-server/being.h" #include "common/configuration.h" #include "common/defines.h" #include "game-server/attributemanager.h" #include "game-server/character.h" #include "game-server/collisiondetection.h" #include "game-server/mapcomposite.h" #include "game-server/effect.h" #include "game-server/skillmanager.h" #include "game-server/statuseffect.h" #include "game-server/statusmanager.h" #include "utils/logger.h" #include "utils/speedconv.h" #include "scripting/scriptmanager.h" Script::Ref BeingComponent::mRecalculateDerivedAttributesCallback; Script::Ref BeingComponent::mRecalculateBaseAttributeCallback; BeingComponent::BeingComponent(Entity &entity): mMoveTime(0), mAction(STAND), mGender(GENDER_UNSPECIFIED), mDirection(DOWN), mEmoteId(0) { const AttributeManager::AttributeScope &attr = attributeManager->getAttributeScope(BeingScope); LOG_DEBUG("Being creation: initialisation of " << attr.size() << " attributes."); for (AttributeManager::AttributeScope::const_iterator it1 = attr.begin(), it1_end = attr.end(); it1 != it1_end; ++it1) { if (mAttributes.count(it1->first)) LOG_WARN("Redefinition of attribute '" << it1->first << "'!"); LOG_DEBUG("Attempting to create attribute '" << it1->first << "'."); mAttributes.insert(std::make_pair(it1->first, Attribute(*it1->second))); } clearDestination(entity); entity.signal_inserted.connect(sigc::mem_fun(this, &BeingComponent::inserted)); // TODO: Way to define default base values? // Should this be handled by the virtual modifiedAttribute? // URGENT either way #if 0 // Initialize element resistance to 100 (normal damage). for (i = BASE_ELEM_BEGIN; i < BASE_ELEM_END; ++i) { mAttributes[i] = Attribute(TY_ST); mAttributes[i].setBase(100); } #endif } void BeingComponent::triggerEmote(Entity &entity, int id) { mEmoteId = id; if (id > -1) entity.getComponent()->raiseUpdateFlags(UPDATEFLAG_EMOTE); } void BeingComponent::heal(Entity &entity) { Attribute &hp = mAttributes.at(ATTR_HP); Attribute &maxHp = mAttributes.at(ATTR_MAX_HP); if (maxHp.getModifiedAttribute() == hp.getModifiedAttribute()) return; // Full hp, do nothing. // Reset all modifications present in hp. hp.clearMods(); setAttribute(entity, ATTR_HP, maxHp.getModifiedAttribute()); } void BeingComponent::heal(Entity &entity, int gain) { Attribute &hp = mAttributes.at(ATTR_HP); Attribute &maxHp = mAttributes.at(ATTR_MAX_HP); if (maxHp.getModifiedAttribute() == hp.getModifiedAttribute()) return; // Full hp, do nothing. // Cannot go over maximum hitpoints. setAttribute(entity, ATTR_HP, hp.getBase() + gain); if (hp.getModifiedAttribute() > maxHp.getModifiedAttribute()) setAttribute(entity, ATTR_HP, maxHp.getModifiedAttribute()); } void BeingComponent::died(Entity &entity) { if (mAction == DEAD) return; LOG_DEBUG("Being " << entity.getComponent()->getPublicID() << " died."); setAction(entity, DEAD); // dead beings stay where they are clearDestination(entity); signal_died.emit(&entity); } void BeingComponent::setDestination(Entity &entity, const Point &dst) { mDst = dst; entity.getComponent()->raiseUpdateFlags( UPDATEFLAG_NEW_DESTINATION); mPath.clear(); } void BeingComponent::clearDestination(Entity &entity) { setDestination(entity, entity.getComponent()->getPosition()); } void BeingComponent::setDirection(Entity &entity, BeingDirection direction) { mDirection = direction; entity.getComponent()->raiseUpdateFlags( UPDATEFLAG_DIRCHANGE); } Path BeingComponent::findPath(Entity &entity) { auto *actorComponent = entity.getComponent(); Map *map = entity.getMap()->getMap(); int tileWidth = map->getTileWidth(); int tileHeight = map->getTileHeight(); int startX = actorComponent->getPosition().x / tileWidth; int startY = actorComponent->getPosition().y / tileHeight; int destX = mDst.x / tileWidth, destY = mDst.y / tileHeight; return map->findPath(startX, startY, destX, destY, actorComponent->getWalkMask()); } void BeingComponent::updateDirection(Entity &entity, const Point ¤tPos, const Point &destPos) { // We update the being direction on each tile to permit other beings // entering in range to always see the being with a direction value. if (currentPos == destPos) return; const int dx = destPos.x - currentPos.x; const int dy = destPos.y - currentPos.y; if (std::abs(dx) > std::abs(dy)) setDirection(entity, (dx < 0) ? LEFT : RIGHT); else setDirection(entity, (dy < 0) ? UP : DOWN); } void BeingComponent::move(Entity &entity) { // Immobile beings cannot move. if (!checkAttributeExists(ATTR_MOVE_SPEED_RAW) || !getModifiedAttribute(ATTR_MOVE_SPEED_RAW)) return; // Remember the current position before moving. This is used by // MapComposite::update() to determine whether a being has moved from one // zone to another. mOld = entity.getComponent()->getPosition(); // Ignore not moving beings if (mAction == STAND && mDst == mOld) return; if (mMoveTime > WORLD_TICK_MS) { // Current move has not yet ended mMoveTime -= WORLD_TICK_MS; return; } Map *map = entity.getMap()->getMap(); int tileWidth = map->getTileWidth(); int tileHeight = map->getTileHeight(); int tileSX = mOld.x / tileWidth; int tileSY = mOld.y / tileHeight; int tileDX = mDst.x / tileWidth; int tileDY = mDst.y / tileHeight; if (tileSX == tileDX && tileSY == tileDY) { if (mAction == WALK) setAction(entity, STAND); // Moving while staying on the same tile is free // We only update the direction in that case. updateDirection(entity, mOld, mDst); entity.getComponent()->setPosition(entity, mDst); mMoveTime = 0; return; } /* If no path exists, the for-loop won't be entered. Else a path for the * current destination has already been calculated. * The tiles in this path have to be checked for walkability, * in case there have been changes. The 'getWalk' method of the Map * class has been used, because that seems to be the most logical * place extra functionality will be added. */ for (Point &point : mPath) { const unsigned char walkmask = entity.getComponent()->getWalkMask(); if (!map->getWalk(point.x, point.y, walkmask)) { mPath.clear(); break; } } if (mPath.empty()) { // No path exists: the walkability of cached path has changed, the // destination has changed, or a path was never set. mPath = findPath(entity); } if (mPath.empty()) { if (mAction == WALK) setAction(entity, STAND); // no path was found mDst = mOld; mMoveTime = 0; return; } setAction(entity, WALK); Point prev(tileSX, tileSY); Point pos; do { Point next = mPath.front(); mPath.pop_front(); // SQRT2 is used for diagonal movement. mMoveTime += (prev.x == next.x || prev.y == next.y) ? getModifiedAttribute(ATTR_MOVE_SPEED_RAW) : getModifiedAttribute(ATTR_MOVE_SPEED_RAW) * SQRT2; if (mPath.empty()) { // skip last tile center pos = mDst; break; } // Position the actor in the middle of the tile for pathfinding purposes pos.x = next.x * tileWidth + (tileWidth / 2); pos.y = next.y * tileHeight + (tileHeight / 2); } while (mMoveTime < WORLD_TICK_MS); entity.getComponent()->setPosition(entity, pos); mMoveTime = mMoveTime > WORLD_TICK_MS ? mMoveTime - WORLD_TICK_MS : 0; // Update the being direction also updateDirection(entity, mOld, pos); } int BeingComponent::directionToAngle(int direction) { switch (direction) { case UP: return 90; case DOWN: return 270; case RIGHT: return 180; case LEFT: default: return 0; } } void BeingComponent::setAction(Entity &entity, BeingAction action) { mAction = action; // The players are informed about these actions by other messages if (action != WALK) { entity.getComponent()->raiseUpdateFlags( UPDATEFLAG_ACTIONCHANGE); } } void BeingComponent::applyModifier(Entity &entity, unsigned attr, double value, unsigned layer, unsigned duration, unsigned id) { mAttributes.at(attr).add(duration, value, layer, id); updateDerivedAttributes(entity, attr); } bool BeingComponent::removeModifier(Entity &entity, unsigned attr, double value, unsigned layer, unsigned id, bool fullcheck) { bool ret = mAttributes.at(attr).remove(value, layer, id, fullcheck); updateDerivedAttributes(entity, attr); return ret; } void BeingComponent::setGender(BeingGender gender) { mGender = gender; } void BeingComponent::setAttribute(Entity &entity, unsigned id, double value) { AttributeMap::iterator ret = mAttributes.find(id); if (ret == mAttributes.end()) { /* * The attribute does not yet exist, so we must attempt to create it. */ LOG_ERROR("Being: Attempt to access non-existing attribute '" << id << "'!"); LOG_WARN("Being: Creation of new attributes dynamically is not " "implemented yet!"); } else { ret->second.setBase(value); updateDerivedAttributes(entity, id); } } void BeingComponent::createAttribute(unsigned id, const AttributeManager::AttributeInfo &attributeInfo) { mAttributes.insert(std::pair (id,Attribute(attributeInfo))); } const Attribute *BeingComponent::getAttribute(unsigned id) const { AttributeMap::const_iterator ret = mAttributes.find(id); if (ret == mAttributes.end()) { LOG_DEBUG("BeingComponent::getAttribute: Attribute " << id << " not found! Returning 0."); return 0; } return &ret->second; } double BeingComponent::getAttributeBase(unsigned id) const { AttributeMap::const_iterator ret = mAttributes.find(id); if (ret == mAttributes.end()) { LOG_DEBUG("BeingComponent::getAttributeBase: Attribute " << id << " not found! Returning 0."); return 0; } return ret->second.getBase(); } double BeingComponent::getModifiedAttribute(unsigned id) const { AttributeMap::const_iterator ret = mAttributes.find(id); if (ret == mAttributes.end()) { LOG_DEBUG("BeingComponent::getModifiedAttribute: Attribute " << id << " not found! Returning 0."); return 0; } return ret->second.getModifiedAttribute(); } void BeingComponent::setModAttribute(unsigned, double) { // No-op to satisfy shared structure. // The game-server calculates this manually. return; } void BeingComponent::recalculateBaseAttribute(Entity &entity, unsigned attr) { LOG_DEBUG("Being: Received update attribute recalculation request for " << attr << "."); if (!mAttributes.count(attr)) { LOG_DEBUG("BeingComponent::recalculateBaseAttribute: " << attr << " not found!"); return; } // Handle speed conversion inside the engine if (attr == ATTR_MOVE_SPEED_RAW) { double newBase = utils::tpsToRawSpeed( getModifiedAttribute(ATTR_MOVE_SPEED_TPS)); if (newBase != getAttributeBase(attr)) setAttribute(entity, attr, newBase); return; } if (!mRecalculateBaseAttributeCallback.isValid()) return; Script *script = ScriptManager::currentState(); script->prepare(mRecalculateBaseAttributeCallback); script->push(&entity); script->push(attr); script->execute(entity.getMap()); } void BeingComponent::updateDerivedAttributes(Entity &entity, unsigned attr) { signal_attribute_changed.emit(&entity, attr); LOG_DEBUG("Being: Updating derived attribute(s) of: " << attr); // Handle default actions before handing over to the script engine switch (attr) { case ATTR_MAX_HP: case ATTR_HP: entity.getComponent()->raiseUpdateFlags( UPDATEFLAG_HEALTHCHANGE); break; case ATTR_MOVE_SPEED_TPS: // Does not make a lot of sense to have in the scripts. // So handle it here: recalculateBaseAttribute(entity, ATTR_MOVE_SPEED_RAW); break; } if (!mRecalculateDerivedAttributesCallback.isValid()) return; Script *script = ScriptManager::currentState(); script->prepare(mRecalculateDerivedAttributesCallback); script->push(&entity); script->push(attr); script->execute(entity.getMap()); } void BeingComponent::applyStatusEffect(int id, int timer) { if (mAction == DEAD) return; if (StatusEffect *statusEffect = StatusManager::getStatus(id)) { Status newStatus; newStatus.status = statusEffect; newStatus.time = timer; mStatus[id] = newStatus; } else { LOG_ERROR("No status effect with ID " << id); } } void BeingComponent::removeStatusEffect(int id) { setStatusEffectTime(id, 0); } bool BeingComponent::hasStatusEffect(int id) const { for (auto &statusIt : mStatus) { if (statusIt.second.status->getId() == id) return true; } return false; } unsigned BeingComponent::getStatusEffectTime(int id) const { StatusEffects::const_iterator it = mStatus.find(id); if (it != mStatus.end()) return it->second.time; else return 0; } void BeingComponent::setStatusEffectTime(int id, int time) { StatusEffects::iterator it = mStatus.find(id); if (it != mStatus.end()) it->second.time = time; } void BeingComponent::update(Entity &entity) { int oldHP = getModifiedAttribute(ATTR_HP); int newHP = oldHP; int maxHP = getModifiedAttribute(ATTR_MAX_HP); // Regenerate HP if (mAction != DEAD && mHealthRegenerationTimeout.expired()) { mHealthRegenerationTimeout.set(TICKS_PER_HP_REGENERATION); newHP += getModifiedAttribute(ATTR_HP_REGEN); } // Cap HP at maximum if (newHP > maxHP) { newHP = maxHP; } // Only update HP when it actually changed to avoid network noise if (newHP != oldHP) { setAttribute(entity, ATTR_HP, newHP); entity.getComponent()->raiseUpdateFlags( UPDATEFLAG_HEALTHCHANGE); } // Update lifetime of effects. for (AttributeMap::iterator it = mAttributes.begin(); it != mAttributes.end(); ++it) { if (it->second.tick()) updateDerivedAttributes(entity, it->first); } // Update and run status effects StatusEffects::iterator it = mStatus.begin(); while (it != mStatus.end()) { it->second.time--; if (it->second.time > 0 && mAction != DEAD) it->second.status->tick(entity, it->second.time); if (it->second.time <= 0 || mAction == DEAD) { StatusEffects::iterator removeIt = it; ++it; // bring this iterator to the safety of the next element mStatus.erase(removeIt); } else { ++it; } } // Check if being died if (getModifiedAttribute(ATTR_HP) <= 0 && mAction != DEAD) died(entity); } void BeingComponent::inserted(Entity *entity) { // Reset the old position, since after insertion it is important that it is // in sync with the zone that we're currently present in. mOld = entity->getComponent()->getPosition(); }