/* * 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/monstercombatcomponent.h" #include "game-server/state.h" #include "scripting/scriptmanager.h" #include "utils/logger.h" #include "utils/speedconv.h" #include MonsterClass::~MonsterClass() { for (std::vector::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(); 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()); 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(); // 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()->getTarget()) return; const Point &position = entity.getComponent()->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(); // 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()->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::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::iterator j = mAttackPositions.begin(); j != mAttackPositions.end(); j++) { Point attackPosition = target->getComponent()->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()->getPosition(); const Point &targetPosition = bestTarget->getComponent()->getPosition(); entity.getComponent()->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()->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()->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() ->signal_died.connect( sigc::mem_fun(this, &MonsterComponent::forgetTarget)); } } std::map MonsterComponent::getAngerList() const { std::map result; std::map::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()->getPosition(); Entity *item = Item::create(monster->getMap(), position, drop.item, 1); GameState::enqueueInsert(item); } } // Distribute exp reward. std::map > ::iterator iChar; std::set::iterator iSkill; float expPerChar = (float)mSpecy->getExp() / mExpReceivers.size(); for (iChar = mExpReceivers.begin(); iChar != mExpReceivers.end(); iChar++) { auto *character = (*iChar).first; const std::set &skillSet = (*iChar).second; if (mLegalExpReceivers.find(character) == mLegalExpReceivers.end() || skillSet.empty()) continue; auto characterComponent = character->getComponent(); 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()->getParty() == source->getComponent()->getParty()) { mOwner = source; mLegalExpReceivers.insert(source); mKillStealProtectedTimeout.set(KILLSTEAL_PROTECTION_TIME); } } }