/* * 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 . */ #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/state.h" #include "scripting/scriptmanager.h" #include "utils/logger.h" #include "utils/speedconv.h" #include MonsterComponent::MonsterComponent(Entity &entity, MonsterClass *specy): mSpecy(specy) { LOG_DEBUG("Monster spawned! (id: " << mSpecy->getId() << ")."); auto *beingComponent = entity.getComponent(); auto *actorComponent = entity.getComponent(); 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()); AbilityComponent *abilityComponent = new AbilityComponent(entity); entity.addComponent(abilityComponent); for (auto *abilitiyInfo : specy->getAbilities()) { abilityComponent->giveAbility(abilitiyInfo); } beingComponent->signal_died.connect(sigc::mem_fun(this, &MonsterComponent::monsterDied)); } void MonsterComponent::update(Entity &entity) { auto *beingComponent = entity.getComponent(); // 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->push(GameState::getCurrentTick()); script->execute(entity.getMap()); } } void MonsterComponent::monsterDied(Entity *monster) { mDecayTimeout.set(DECAY_TIME); }