summaryrefslogtreecommitdiffstats
path: root/src/game-server/monster.cpp
blob: 5d77db401829b302f77f338b058d788f262d2da5 (plain)
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
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
/*
 *  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/character.h"
#include "game-server/collisiondetection.h"
#include "game-server/item.h"
#include "game-server/map.h"
#include "game-server/mapcomposite.h"
#include "game-server/monstercombatcomponent.h"
#include "game-server/state.h"
#include "scripting/scriptmanager.h"
#include "utils/logger.h"
#include "utils/speedconv.h"

#include <cmath>

MonsterClass::~MonsterClass()
{
    for (std::vector<AttackInfo *>::iterator it = mAttacks.begin(),
         it_end = mAttacks.end(); it != it_end; ++it)
    {
        delete *it;
    }
}

double MonsterClass::getVulnerability(Element element) const
{
    Vulnerabilities::const_iterator it = mVulnerabilities.find(element);
    if (it == mVulnerabilities.end())
        return 1.0f;
    return it->second;
}

MonsterComponent::MonsterComponent(Entity &entity, MonsterClass *specy):
    mSpecy(specy),
    mOwner(nullptr)
{
    LOG_DEBUG("Monster spawned! (id: " << mSpecy->getId() << ").");

    auto *beingComponent = entity.getComponent<BeingComponent>();

    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.
     */

    for (auto attrInfo : attributeManager->getAttributeScope(MonsterScope))
    {
        beingComponent->createAttribute(attrInfo.first, *attrInfo.second);
    }

    /*
     * Set the attributes to the values defined by the associated monster
     * class with or without mutations as needed.
     */

    int mutation = specy->getMutation();

    for (auto &attribute : specy->getAttributes())
    {
        double attributeValue = attribute.second;
        if (mutation != 0)
        {
            double factor = 100 + (rand() % (mutation * 2)) - mutation;
            attributeValue = attributeValue * factor / 100.0;
        }
        beingComponent->setAttribute(entity, attribute.first, attributeValue);
    }

    beingComponent->setGender(specy->getGender());

    beingComponent->signal_died.connect(sigc::mem_fun(this,
                                            &MonsterComponent::monsterDied));

    // Set positions relative to target from which the monster can attack
    int dist = specy->getAttackDistance();
    mAttackPositions.push_back(AttackPosition(dist, 0, LEFT));
    mAttackPositions.push_back(AttackPosition(-dist, 0, RIGHT));
    mAttackPositions.push_back(AttackPosition(0, -dist, DOWN));
    mAttackPositions.push_back(AttackPosition(0, dist, UP));

    MonsterCombatComponent *combatComponent =
            new MonsterCombatComponent(entity, specy);
    entity.addComponent(combatComponent);

    double damageMutation = mutation ?
                (100.0 + (rand() % (mutation * 2)) - mutation) / 100.0 : 1.0;
    combatComponent->setDamageMutation(damageMutation);

    combatComponent->signal_damaged.connect(
            sigc::mem_fun(this, &MonsterComponent::receivedDamage));
}

MonsterComponent::~MonsterComponent()
{
}

void MonsterComponent::update(Entity &entity)
{
    if (mKillStealProtectedTimeout.justFinished())
        mOwner = nullptr;

    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->execute(entity.getMap());
    }

    refreshTarget(entity);

    // Cancel the rest when we have a target
    if (entity.getComponent<CombatComponent>()->getTarget())
        return;

    const Point &position =
            entity.getComponent<ActorComponent>()->getPosition();

    // We have no target - let's wander around
    if (mStrollTimeout.expired() &&
            position == beingComponent->getDestination())
    {
        if (mKillStealProtectedTimeout.expired())
        {
            unsigned range = mSpecy->getStrollRange();
            if (range)
            {
                Point randomPos(rand() % (range * 2 + 1) - range + position.x,
                                rand() % (range * 2 + 1) - range + position.y);
                // Don't allow negative destinations, to avoid rounding
                // problems when divided by tile size
                if (randomPos.x >= 0 && randomPos.y >= 0)
                    beingComponent->setDestination(entity, randomPos);
            }
            mStrollTimeout.set(10 + rand() % 10);
        }
    }
}

void MonsterComponent::refreshTarget(Entity &entity)
{
    auto *beingComponent = entity.getComponent<BeingComponent>();

    // We are dead and sadly not possible to keep attacking :(
    if (beingComponent->getAction() == DEAD)
        return;

    // Check potential attack positions
    int bestTargetPriority = 0;
    Entity *bestTarget = 0;
    Point bestAttackPosition;

    // reset Target. We will find a new one if possible
    entity.getComponent<CombatComponent>()->clearTarget();

    // Iterate through objects nearby
    int aroundArea = Configuration::getValue("game_visualRange", 448);
    for (BeingIterator i(entity.getMap()->getAroundBeingIterator(&entity,
                                                                 aroundArea));
         i; ++i)
    {
        // We only want to attack player characters
        if ((*i)->getType() != OBJECT_CHARACTER)
            continue;

        Entity *target = *i;

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

        // Determine how much we hate the target
        int targetPriority = 0;
        std::map<Entity *, AggressionInfo>::iterator angerIterator =
                mAnger.find(target);
        if (angerIterator != mAnger.end())
        {
            const AggressionInfo &aggressionInfo = angerIterator->second;
            targetPriority = aggressionInfo.anger;
        }
        else if (mSpecy->isAggressive())
        {
            targetPriority = 1;
        }
        else
        {
            continue;
        }

        // Check all attack positions
        for (std::list<AttackPosition>::iterator j = mAttackPositions.begin();
             j != mAttackPositions.end(); j++)
        {
            Point attackPosition =
                    target->getComponent<ActorComponent>()->getPosition();
            attackPosition.x += j->x;
            attackPosition.y += j->y;

            int posPriority = calculatePositionPriority(entity,
                                                        attackPosition,
                                                        targetPriority);
            if (posPriority > bestTargetPriority)
            {
                bestTargetPriority = posPriority;
                bestTarget = target;
                bestAttackPosition = attackPosition;
            }
        }
    }
    if (bestTarget)
    {
        const Point &ownPosition =
                entity.getComponent<ActorComponent>()->getPosition();
        const Point &targetPosition =
                bestTarget->getComponent<ActorComponent>()->getPosition();

        entity.getComponent<CombatComponent>()->setTarget(bestTarget);
        if (bestAttackPosition == ownPosition)
        {
            beingComponent->setAction(entity, ATTACK);
            beingComponent->updateDirection(entity, ownPosition,
                                            targetPosition);
        }
        else
        {
            beingComponent->setDestination(entity, bestAttackPosition);
        }
    }
}

int MonsterComponent::calculatePositionPriority(Entity &entity,
                                                Point position,
                                                int targetPriority)
{
    Point thisPos = entity.getComponent<ActorComponent>()->getPosition();

    unsigned range = mSpecy->getTrackRange();

    Map *map = entity.getMap()->getMap();
    int tileWidth = map->getTileWidth();
    int tileHeight = map->getTileHeight();

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

    Path path;
    path = map->findPath(thisPos.x / tileWidth, thisPos.y / tileHeight,
                         position.x / tileWidth, position.y / tileHeight,
                         entity.getComponent<ActorComponent>()->getWalkMask(),
                         range);

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

void MonsterComponent::forgetTarget(Entity *entity)
{
    {
        AggressionInfo &aggressionInfo = mAnger[entity];
        aggressionInfo.removedConnection.disconnect();
        aggressionInfo.diedConnection.disconnect();
    }
    mAnger.erase(entity);

    if (entity->getType() == OBJECT_CHARACTER)
    {
        mExpReceivers.erase(entity);
        mLegalExpReceivers.erase(entity);
    }
}

void MonsterComponent::changeAnger(Entity *target, int amount)
{
    const EntityType type = target->getType();
    if (type != OBJECT_MONSTER && type != OBJECT_CHARACTER)
        return;

    if (mAnger.find(target) != mAnger.end())
    {
        mAnger[target].anger += amount;
    }
    else
    {
        AggressionInfo &aggressionInfo = mAnger[target];
        aggressionInfo.anger = amount;

        // Forget target either when it's removed or died, whichever
        // happens first.
        aggressionInfo.removedConnection =
                target->signal_removed.connect(sigc::mem_fun(this, &MonsterComponent::forgetTarget));
        aggressionInfo.diedConnection = target->getComponent<BeingComponent>()
                ->signal_died.connect(
                        sigc::mem_fun(this, &MonsterComponent::forgetTarget));
    }
}

std::map<Entity *, int> MonsterComponent::getAngerList() const
{
    std::map<Entity *, int> result;
    std::map<Entity *, AggressionInfo>::const_iterator i, i_end;

    for (i = mAnger.begin(), i_end = mAnger.end(); i != i_end; ++i)
    {
        const AggressionInfo &aggressionInfo = i->second;
        result.insert(std::make_pair(i->first, aggressionInfo.anger));
    }

    return result;
}

void MonsterComponent::monsterDied(Entity *monster)
{
    mDecayTimeout.set(DECAY_TIME);

    if (mExpReceivers.size() > 0)
    {
        // If the monster was killed by players, randomly drop items.
        const unsigned size = mSpecy->mDrops.size();
        for (unsigned i = 0; i < size; i++)
        {
            const int p = rand() / (RAND_MAX / 10000);
            const MonsterDrop &drop = mSpecy->mDrops[i];

            if (p <= drop.probability)
            {
                const Point &position =
                        monster->getComponent<ActorComponent>()->getPosition();
                Entity *item = Item::create(monster->getMap(), position,
                                            drop.item, 1);
                GameState::enqueueInsert(item);
            }
        }

        // Distribute exp reward.
        std::map<Entity *, std::set <size_t> > ::iterator iChar;
        std::set<size_t>::iterator iSkill;


        float expPerChar = (float)mSpecy->getExp() / mExpReceivers.size();

        for (iChar = mExpReceivers.begin(); iChar != mExpReceivers.end();
             iChar++)
        {
            auto *character = (*iChar).first;
            const std::set<size_t> &skillSet = (*iChar).second;

            if (mLegalExpReceivers.find(character) == mLegalExpReceivers.end()
                || skillSet.empty())
                continue;

            auto characterComponent =
                    character->getComponent<CharacterComponent>();

            int expPerSkill = int(expPerChar / skillSet.size());
            for (iSkill = skillSet.begin(); iSkill != skillSet.end();
                 iSkill++)
            {
                characterComponent->receiveExperience(*iSkill, expPerSkill,
                                                    mSpecy->getOptimalLevel());
            }
            characterComponent->incrementKillCount(mSpecy->getId());
        }
    }
}


void MonsterComponent::receivedDamage(Entity *source, const Damage &damage, int hpLoss)
{
    if (source)
        changeAnger(source, hpLoss);

    if (hpLoss && source && source->getType() == OBJECT_CHARACTER)
    {
        mExpReceivers[source].insert(damage.skill);
        if (mKillStealProtectedTimeout.expired() || mOwner == source
            || mOwner->getComponent<CharacterComponent>()->getParty() ==
                    source->getComponent<CharacterComponent>()->getParty())
        {
            mOwner = source;
            mLegalExpReceivers.insert(source);
            mKillStealProtectedTimeout.set(KILLSTEAL_PROTECTION_TIME);
        }
    }
}