/*
* 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 Being::mRecalculateDerivedAttributesCallback;
Script::Ref Being::mRecalculateBaseAttributeCallback;
Being::Being(EntityType type):
Actor(type),
mAction(STAND),
mTarget(NULL),
mGender(GENDER_UNSPECIFIED),
mCurrentAttack(0),
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)));
}
signal_inserted.connect(sigc::mem_fun(this, &Being::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 Being::triggerEmote(int id)
{
mEmoteId = id;
if (id > -1)
raiseUpdateFlags(UPDATEFLAG_EMOTE);
}
int Being::damage(Actor * /* source */, const Damage &damage)
{
if (mAction == DEAD)
return 0;
int HPloss = damage.base;
if (damage.delta)
HPloss += rand() * (damage.delta + 1) / RAND_MAX;
// TODO magical attacks and associated elemental modifiers
switch (damage.type)
{
case DAMAGE_PHYSICAL:
if (!damage.trueStrike &&
rand()%((int) getModifiedAttribute(ATTR_DODGE) + 1) >
rand()%(damage.cth + 1))
{
HPloss = 0;
// TODO Process triggers for a dodged physical attack here.
// If there is an attacker included, also process triggers for the attacker (failed physical strike)
}
else
{
HPloss = HPloss * (1.0 - (0.0159375f *
getModifiedAttribute(ATTR_DEFENSE)) /
(1.0 + 0.017 *
getModifiedAttribute(ATTR_DEFENSE))) +
(rand()%((HPloss >> 4) + 1));
// TODO Process triggers for receiving damage here.
// If there is an attacker included, also process triggers for the attacker (successful physical strike)
}
break;
case DAMAGE_MAGICAL:
#if 0
getModifiedAttribute(BASE_ELEM_BEGIN + damage.element);
#else
LOG_WARN("Attempt to use magical type damage! This has not been"
"implemented yet and should not be used!");
HPloss = 0;
#endif
break;
case DAMAGE_DIRECT:
break;
default:
LOG_WARN("Unknown damage type '" << damage.type << "'!");
break;
}
if (HPloss > 0)
{
mHitsTaken.push_back(HPloss);
Attribute &HP = mAttributes.at(ATTR_HP);
LOG_DEBUG("Being " << getPublicID() << " suffered " << HPloss
<< " damage. HP: "
<< HP.getModifiedAttribute() << "/"
<< mAttributes.at(ATTR_MAX_HP).getModifiedAttribute());
setAttribute(ATTR_HP, HP.getBase() - HPloss);
// No HP regen after being hit if this is set.
mHealthRegenerationTimeout.setSoft(
Configuration::getValue("game_hpRegenBreakAfterHit", 0));
}
else
{
HPloss = 0;
}
return HPloss;
}
void Being::heal()
{
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(ATTR_HP, maxHp.getModifiedAttribute());
}
void Being::heal(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(ATTR_HP, hp.getBase() + gain);
if (hp.getModifiedAttribute() > maxHp.getModifiedAttribute())
setAttribute(ATTR_HP, maxHp.getModifiedAttribute());
}
void Being::died()
{
if (mAction == DEAD)
return;
LOG_DEBUG("Being " << getPublicID() << " died.");
setAction(DEAD);
// dead beings stay where they are
clearDestination();
// reset target
mTarget = NULL;
signal_died.emit(this);
}
void Being::processAttacks()
{
if (mAction != ATTACK || !mTarget)
return;
// Ticks attacks even when not attacking to permit cooldowns and warmups.
std::vector attacksReady;
mAttacks.getUsuableAttacks(&attacksReady);
if (Attack *triggerableAttack = mAttacks.getTriggerableAttack())
{
processAttack(*triggerableAttack);
mAttacks.markAttackAsTriggered();
}
// Deal with the ATTACK action.
if (attacksReady.empty())
return;
Attack *highestPriorityAttack = 0;
// Performs all ready attacks.
for (std::vector::const_iterator it = attacksReady.begin(),
it_end = attacksReady.end(); it != it_end; ++it)
{
// check if target is in range using the pythagorean theorem
int distx = this->getPosition().x - mTarget->getPosition().x;
int disty = this->getPosition().y - mTarget->getPosition().y;
int distSquare = (distx * distx + disty * disty);
AttackInfo *info = (*it)->getAttackInfo();
int maxDist = info->getDamage().range + getSize();
if (distSquare <= maxDist * maxDist &&
(!highestPriorityAttack ||
highestPriorityAttack->getAttackInfo()->getPriority()
< info->getPriority()))
{
highestPriorityAttack = *it;
}
}
if (highestPriorityAttack)
{
mAttacks.startAttack(highestPriorityAttack);
mCurrentAttack = highestPriorityAttack;
setDestination(getPosition());
// TODO: Turn into direction of enemy
raiseUpdateFlags(UPDATEFLAG_ATTACK);
}
}
void Being::addAttack(AttackInfo *attackInfo)
{
mAttacks.add(attackInfo);
}
void Being::removeAttack(AttackInfo *attackInfo)
{
mAttacks.remove(attackInfo);
}
void Being::setDestination(const Point &dst)
{
mDst = dst;
raiseUpdateFlags(UPDATEFLAG_NEW_DESTINATION);
mPath.clear();
}
Path Being::findPath()
{
Map *map = getMap()->getMap();
int tileWidth = map->getTileWidth();
int tileHeight = map->getTileHeight();
int startX = getPosition().x / tileWidth;
int startY = getPosition().y / tileHeight;
int destX = mDst.x / tileWidth, destY = mDst.y / tileHeight;
return map->findPath(startX, startY, destX, destY, getWalkMask());
}
void Being::updateDirection(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.
// We first handle simple cases
// If the character has reached its destination,
// don't update the direction since it's only a matter of keeping
// the previous one.
if (currentPos == destPos)
return;
if (currentPos.x == destPos.x)
{
if (currentPos.y > destPos.y)
setDirection(UP);
else
setDirection(DOWN);
return;
}
if (currentPos.y == destPos.y)
{
if (currentPos.x > destPos.x)
setDirection(LEFT);
else
setDirection(RIGHT);
return;
}
// Now let's handle diagonal cases
// First, find the lower angle:
if (currentPos.x < destPos.x)
{
// Up-right direction
if (currentPos.y > destPos.y)
{
// Compute tan of the angle
if ((currentPos.y - destPos.y) / (destPos.x - currentPos.x) < 1)
// The angle is less than 45°, we look to the right
setDirection(RIGHT);
else
setDirection(UP);
return;
}
else // Down-right
{
// Compute tan of the angle
if ((destPos.y - currentPos.y) / (destPos.x - currentPos.x) < 1)
// The angle is less than 45°, we look to the right
setDirection(RIGHT);
else
setDirection(DOWN);
return;
}
}
else
{
// Up-left direction
if (currentPos.y > destPos.y)
{
// Compute tan of the angle
if ((currentPos.y - destPos.y) / (currentPos.x - destPos.x) < 1)
// The angle is less than 45°, we look to the left
setDirection(LEFT);
else
setDirection(UP);
return;
}
else // Down-left
{
// Compute tan of the angle
if ((destPos.y - currentPos.y) / (currentPos.x - destPos.x) < 1)
// The angle is less than 45°, we look to the left
setDirection(LEFT);
else
setDirection(DOWN);
return;
}
}
}
void Being::move()
{
// 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 = getPosition();
// Ignore not moving beings
if (mAction == STAND && mDst == getPosition())
return;
if (mMoveTime > WORLD_TICK_MS)
{
// Current move has not yet ended
mMoveTime -= WORLD_TICK_MS;
return;
}
Map *map = getMap()->getMap();
int tileWidth = map->getTileWidth();
int tileHeight = map->getTileHeight();
int tileSX = getPosition().x / tileWidth;
int tileSY = getPosition().y / tileHeight;
int tileDX = mDst.x / tileWidth;
int tileDY = mDst.y / tileHeight;
if (tileSX == tileDX && tileSY == tileDY)
{
if (mAction == WALK)
setAction(STAND);
// Moving while staying on the same tile is free
// We only update the direction in that case.
updateDirection(getPosition(), mDst);
setPosition(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 (PathIterator pathIterator = mPath.begin();
pathIterator != mPath.end(); pathIterator++)
{
if (!map->getWalk(pathIterator->x, pathIterator->y, getWalkMask()))
{
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();
}
if (mPath.empty())
{
if (mAction == WALK)
setAction(STAND);
// no path was found
mDst = mOld;
mMoveTime = 0;
return;
}
setAction(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);
setPosition(pos);
mMoveTime = mMoveTime > WORLD_TICK_MS ? mMoveTime - WORLD_TICK_MS : 0;
// Update the being direction also
updateDirection(mOld, pos);
}
int Being::directionToAngle(int direction)
{
switch (direction)
{
case UP: return 90;
case DOWN: return 270;
case RIGHT: return 180;
case LEFT:
default: return 0;
}
}
int Being::performAttack(Being *target, const Damage &dmg)
{
// check target legality
if (!target
|| target == this
|| target->getAction() == DEAD
|| !target->canFight())
return -1;
if (getMap()->getPvP() == PVP_NONE
&& target->getType() == OBJECT_CHARACTER
&& getType() == OBJECT_CHARACTER)
return -1;
return target->damage(this, dmg);
}
void Being::setAction(BeingAction action)
{
mAction = action;
if (action != ATTACK && // The players are informed about these actions
action != WALK) // by other messages
{
raiseUpdateFlags(UPDATEFLAG_ACTIONCHANGE);
}
}
void Being::applyModifier(unsigned attr, double value, unsigned layer,
unsigned duration, unsigned id)
{
mAttributes.at(attr).add(duration, value, layer, id);
updateDerivedAttributes(attr);
}
bool Being::removeModifier(unsigned attr, double value, unsigned layer,
unsigned id, bool fullcheck)
{
bool ret = mAttributes.at(attr).remove(value, layer, id, fullcheck);
updateDerivedAttributes(attr);
return ret;
}
void Being::setGender(BeingGender gender)
{
mGender = gender;
}
void Being::setAttribute(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(id);
}
}
double Being::getAttribute(unsigned id) const
{
AttributeMap::const_iterator ret = mAttributes.find(id);
if (ret == mAttributes.end())
{
LOG_DEBUG("Being::getAttribute: Attribute "
<< id << " not found! Returning 0.");
return 0;
}
return ret->second.getBase();
}
double Being::getModifiedAttribute(unsigned id) const
{
AttributeMap::const_iterator ret = mAttributes.find(id);
if (ret == mAttributes.end())
{
LOG_DEBUG("Being::getModifiedAttribute: Attribute "
<< id << " not found! Returning 0.");
return 0;
}
return ret->second.getModifiedAttribute();
}
void Being::setModAttribute(unsigned, double)
{
// No-op to satisfy shared structure.
// The game-server calculates this manually.
return;
}
void Being::recalculateBaseAttribute(unsigned attr)
{
LOG_DEBUG("Being: Received update attribute recalculation request for "
<< attr << ".");
if (!mAttributes.count(attr))
{
LOG_DEBUG("Being::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 != getAttribute(attr))
setAttribute(attr, newBase);
return;
}
if (!mRecalculateBaseAttributeCallback.isValid())
return;
Script *script = ScriptManager::currentState();
script->setMap(getMap());
script->prepare(mRecalculateBaseAttributeCallback);
script->push(this);
script->push(attr);
script->execute();
}
void Being::updateDerivedAttributes(unsigned 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:
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(ATTR_MOVE_SPEED_RAW);
break;
}
if (!mRecalculateDerivedAttributesCallback.isValid())
return;
Script *script = ScriptManager::currentState();
script->setMap(getMap());
script->prepare(mRecalculateDerivedAttributesCallback);
script->push(this);
script->push(attr);
script->execute();
}
void Being::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 Being::removeStatusEffect(int id)
{
setStatusEffectTime(id, 0);
}
bool Being::hasStatusEffect(int id) const
{
StatusEffects::const_iterator it = mStatus.begin();
while (it != mStatus.end())
{
if (it->second.status->getId() == id)
return true;
it++;
}
return false;
}
unsigned Being::getStatusEffectTime(int id) const
{
StatusEffects::const_iterator it = mStatus.find(id);
if (it != mStatus.end()) return it->second.time;
else return 0;
}
void Being::setStatusEffectTime(int id, int time)
{
StatusEffects::iterator it = mStatus.find(id);
if (it != mStatus.end()) it->second.time = time;
}
void Being::update()
{
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(ATTR_HP, newHP);
raiseUpdateFlags(UPDATEFLAG_HEALTHCHANGE);
}
// Update lifetime of effects.
for (AttributeMap::iterator it = mAttributes.begin();
it != mAttributes.end();
++it)
{
if (it->second.tick())
updateDerivedAttributes(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(this, 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();
processAttacks();
}
void Being::inserted(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 = getPosition();
}
void Being::processAttack(Attack &attack)
{
performAttack(mTarget, attack.getAttackInfo()->getDamage());
}