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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-03 14:32:57 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-04-03 21:52:03 +0200
commit4b57962ee4c10e48956c2888199605bebdb17b8f (patch)
tree261b141a1ad61a64e93a7b99a8c68debfb48d055 /src/game-server/monster.cpp
parent4a8080dcf73dab2b6e62b8500fec3bb996bcbf17 (diff)
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Moved the Monster class to a Component
Things done: - Allowed to create new Attributes outside of the protected scope of Being - Moved Monster to MonsterComponent - Some minor cleanup in the Attribute setting code of monsters
Diffstat (limited to 'src/game-server/monster.cpp')
-rw-r--r--src/game-server/monster.cpp136
1 files changed, 69 insertions, 67 deletions
diff --git a/src/game-server/monster.cpp b/src/game-server/monster.cpp
index 25abb68..9e45bb1 100644
--- a/src/game-server/monster.cpp
+++ b/src/game-server/monster.cpp
@@ -53,27 +53,22 @@ double MonsterClass::getVulnerability(Element element) const
return it->second;
}
-Monster::Monster(MonsterClass *specy):
- Being(OBJECT_MONSTER),
+MonsterComponent::MonsterComponent(Being &being, MonsterClass *specy):
mSpecy(specy),
mOwner(NULL)
{
LOG_DEBUG("Monster spawned! (id: " << mSpecy->getId() << ").");
- setWalkMask(Map::BLOCKMASK_WALL | Map::BLOCKMASK_CHARACTER);
- setBlockType(BLOCKTYPE_MONSTER);
+ being.setWalkMask(Map::BLOCKMASK_WALL | Map::BLOCKMASK_CHARACTER);
+ being.setBlockType(BLOCKTYPE_MONSTER);
/*
* Initialise the attribute structures.
*/
- const AttributeManager::AttributeScope &mobAttr =
- attributeManager->getAttributeScope(MonsterScope);
- for (AttributeManager::AttributeScope::const_iterator it = mobAttr.begin(),
- it_end = mobAttr.end(); it != it_end; ++it)
+ for (auto attrInfo : attributeManager->getAttributeScope(MonsterScope))
{
- mAttributes.insert(std::pair< unsigned, Attribute >
- (it->first, Attribute(*it->second)));
+ being.createAttribute(attrInfo.first, *attrInfo.second);
}
/*
@@ -83,24 +78,22 @@ Monster::Monster(MonsterClass *specy):
int mutation = specy->getMutation();
- for (AttributeMap::iterator it2 = mAttributes.begin(),
- it2_end = mAttributes.end(); it2 != it2_end; ++it2)
+ for (auto &attribute : specy->getAttributes())
{
- double attr = 0.0f;
-
- if (specy->hasAttribute(it2->first))
+ double attributeValue = attribute.second;
+ if (mutation != 0)
{
- attr = specy->getAttribute(it2->first);
-
- setAttribute(it2->first,
- mutation ?
- attr * (100 + (rand() % (mutation * 2)) - mutation) / 100.0 :
- attr);
+ double factor = 100 + (rand() % (mutation * 2)) - mutation;
+ attributeValue = attributeValue * factor / 100.0;
}
+ being.setAttribute(attribute.first, attributeValue);
}
- setSize(specy->getSize());
- setGender(specy->getGender());
+ being.setSize(specy->getSize());
+ being.setGender(specy->getGender());
+
+ being.signal_died.connect(sigc::mem_fun(this,
+ &MonsterComponent::monsterDied));
// Set positions relative to target from which the monster can attack
int dist = specy->getAttackDistance();
@@ -110,33 +103,34 @@ Monster::Monster(MonsterClass *specy):
mAttackPositions.push_back(AttackPosition(0, dist, UP));
MonsterCombatComponent *combatComponent =
- new MonsterCombatComponent(*this);
- addComponent(combatComponent);
+ new MonsterCombatComponent(being, specy);
+ being.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, &Monster::receivedDamage));
+ sigc::mem_fun(this, &MonsterComponent::receivedDamage));
}
-Monster::~Monster()
+MonsterComponent::~MonsterComponent()
{
}
-void Monster::update()
+void MonsterComponent::update(Entity &entity)
{
- Being::update();
-
if (mKillStealProtectedTimeout.justFinished())
mOwner = NULL;
+ // Temporary until all depedencies are available as component
+ Being &being = static_cast<Being &>(entity);
+
// If dead, remove it
- if (mAction == DEAD)
+ if (being.getAction() == DEAD)
{
if (mDecayTimeout.expired())
- GameState::enqueueRemove(this);
+ GameState::enqueueRemove(&being);
return;
}
@@ -145,18 +139,19 @@ void Monster::update()
{
Script *script = ScriptManager::currentState();
script->prepare(mSpecy->getUpdateCallback());
- script->push(this);
- script->execute(getMap());
+ script->push(&entity);
+ script->execute(entity.getMap());
}
- refreshTarget();
+ refreshTarget(entity);
// Cancel the rest when we have a target
- if (getComponent<CombatComponent>()->getTarget())
+ if (entity.getComponent<CombatComponent>()->getTarget())
return;
// We have no target - let's wander around
- if (mStrollTimeout.expired() && getPosition() == getDestination())
+ if (mStrollTimeout.expired() &&
+ being.getPosition() == being.getDestination())
{
if (mKillStealProtectedTimeout.expired())
{
@@ -164,23 +159,26 @@ void Monster::update()
if (range)
{
Point randomPos(rand() % (range * 2 + 1)
- - range + getPosition().x,
+ - range + being.getPosition().x,
rand() % (range * 2 + 1)
- - range + getPosition().y);
+ - range + being.getPosition().y);
// Don't allow negative destinations, to avoid rounding
// problems when divided by tile size
if (randomPos.x >= 0 && randomPos.y >= 0)
- setDestination(randomPos);
+ being.setDestination(randomPos);
}
mStrollTimeout.set(10 + rand() % 10);
}
}
}
-void Monster::refreshTarget()
+void MonsterComponent::refreshTarget(Entity &entity)
{
+ // Temporary until all depedencies are available as component
+ Being &being = static_cast<Being &>(entity);
+
// We are dead and sadly not possible to keep attacking :(
- if (mAction == DEAD)
+ if (being.getAction() == DEAD)
return;
// Check potential attack positions
@@ -189,11 +187,12 @@ void Monster::refreshTarget()
Point bestAttackPosition;
// reset Target. We will find a new one if possible
- getComponent<CombatComponent>()->clearTarget();
+ entity.getComponent<CombatComponent>()->clearTarget();
// Iterate through objects nearby
int aroundArea = Configuration::getValue("game_visualRange", 448);
- for (BeingIterator i(getMap()->getAroundBeingIterator(this, aroundArea));
+ for (BeingIterator i(entity.getMap()->getAroundBeingIterator(&being,
+ aroundArea));
i; ++i)
{
// We only want to attack player characters
@@ -231,7 +230,8 @@ void Monster::refreshTarget()
attackPosition.x += j->x;
attackPosition.y += j->y;
- int posPriority = calculatePositionPriority(attackPosition,
+ int posPriority = calculatePositionPriority(entity,
+ attackPosition,
targetPriority);
if (posPriority > bestTargetPriority)
{
@@ -243,26 +243,32 @@ void Monster::refreshTarget()
}
if (bestTarget)
{
- getComponent<CombatComponent>()->setTarget(bestTarget);
- if (bestAttackPosition == getPosition())
+ entity.getComponent<CombatComponent>()->setTarget(bestTarget);
+ if (bestAttackPosition == being.getPosition())
{
- mAction = ATTACK;
- updateDirection(getPosition(), bestTarget->getPosition());
+ being.setAction(ATTACK);
+ being.updateDirection(being.getPosition(),
+ bestTarget->getPosition());
}
else
{
- setDestination(bestAttackPosition);
+ being.setDestination(bestAttackPosition);
}
}
}
-int Monster::calculatePositionPriority(Point position, int targetPriority)
+int MonsterComponent::calculatePositionPriority(Entity &entity,
+ Point position,
+ int targetPriority)
{
- Point thisPos = getPosition();
+ // Temporary until all depedencies are available as component
+ Actor &actor = static_cast<Actor &>(entity);
+
+ Point thisPos = actor.getPosition();
unsigned range = mSpecy->getTrackRange();
- Map *map = getMap()->getMap();
+ Map *map = entity.getMap()->getMap();
int tileWidth = map->getTileWidth();
int tileHeight = map->getTileHeight();
@@ -276,7 +282,7 @@ int Monster::calculatePositionPriority(Point position, int targetPriority)
Path path;
path = map->findPath(thisPos.x / tileWidth, thisPos.y / tileHeight,
position.x / tileWidth, position.y / tileHeight,
- getWalkMask(),
+ actor.getWalkMask(),
range);
if (path.empty() || path.size() >= range)
@@ -289,7 +295,7 @@ int Monster::calculatePositionPriority(Point position, int targetPriority)
}
}
-void Monster::forgetTarget(Entity *entity)
+void MonsterComponent::forgetTarget(Entity *entity)
{
Being *b = static_cast< Being * >(entity);
{
@@ -307,7 +313,7 @@ void Monster::forgetTarget(Entity *entity)
}
}
-void Monster::changeAnger(Actor *target, int amount)
+void MonsterComponent::changeAnger(Actor *target, int amount)
{
const EntityType type = target->getType();
if (type != OBJECT_MONSTER && type != OBJECT_CHARACTER)
@@ -327,13 +333,13 @@ void Monster::changeAnger(Actor *target, int amount)
// Forget target either when it's removed or died, whichever
// happens first.
aggressionInfo.removedConnection =
- being->signal_removed.connect(sigc::mem_fun(this, &Monster::forgetTarget));
+ being->signal_removed.connect(sigc::mem_fun(this, &MonsterComponent::forgetTarget));
aggressionInfo.diedConnection =
- being->signal_died.connect(sigc::mem_fun(this, &Monster::forgetTarget));
+ being->signal_died.connect(sigc::mem_fun(this, &MonsterComponent::forgetTarget));
}
}
-std::map<Being *, int> Monster::getAngerList() const
+std::map<Being *, int> MonsterComponent::getAngerList() const
{
std::map<Being *, int> result;
std::map<Being *, AggressionInfo>::const_iterator i, i_end;
@@ -347,12 +353,8 @@ std::map<Being *, int> Monster::getAngerList() const
return result;
}
-void Monster::died()
+void MonsterComponent::monsterDied(Being *monster)
{
- if (mAction == DEAD)
- return;
-
- Being::died();
mDecayTimeout.set(DECAY_TIME);
if (mExpReceivers.size() > 0)
@@ -366,8 +368,8 @@ void Monster::died()
if (p <= drop.probability)
{
- Actor *item = Item::create(getMap(),
- getPosition(),
+ Actor *item = Item::create(monster->getMap(),
+ monster->getPosition(),
drop.item, 1);
GameState::enqueueInsert(item);
}
@@ -403,7 +405,7 @@ void Monster::died()
}
-void Monster::receivedDamage(Being *source, const Damage &damage, int hpLoss)
+void MonsterComponent::receivedDamage(Being *source, const Damage &damage, int hpLoss)
{
if (source)
changeAnger(source, hpLoss);