summaryrefslogtreecommitdiffstats
path: root/src/game-server/being.h
blob: eee81470ef4ddc0db7f04e760555d8959748d655 (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
/*
 *  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 <http://www.gnu.org/licenses/>.
 */

#ifndef BEING_H
#define BEING_H

#include <string>
#include <vector>
#include <list>
#include <map>
#include "limits.h"

#include "game-server/actor.h"
#include "game-server/attribute.h"
#include "game-server/attack.h"
#include "game-server/timeout.h"

class Being;
class MapComposite;
class StatusEffect;

typedef std::map< unsigned int, Attribute > AttributeMap;

struct Status
{
    StatusEffect *status;
    unsigned time;  // Number of ticks
};

typedef std::map< int, Status > StatusEffects;

/**
 * Type definition for a list of hits
 */
typedef std::vector<unsigned int> Hits;

/**
 * Generic being (living actor). Keeps direction, destination and a few other
 * relevant properties. Used for characters & monsters (all animated objects).
 */
class Being : public Actor
{
    public:
        /**
         * Proxy constructor.
         */
        Being(EntityType type);

        /**
         * Update being state.
         */
        virtual void update();

        /**
         * Takes a damage structure, computes the real damage based on the
         * stats, deducts the result from the hitpoints and adds the result to
         * the HitsTaken list.
         */
        virtual int damage(Actor *source, const Damage &damage);

        /** Restores all hit points of the being */
        void heal();

        /** Restores a specific number of hit points of the being */
        void heal(int hp);

        /**
         * Changes status and calls all the "died" listeners.
         */
        virtual void died();

        /**
         * Process all available attacks
         */
        void processAttacks();

        /**
         * Adds an attack to the available attacks
         */
        void addAttack(AttackInfo *attack);

        /**
         * Removes an attack from the available attacks
         */
        void removeAttack(AttackInfo *attackInfo);

        /**
         * Gets the destination coordinates of the being.
         */
        const Point &getDestination() const
        { return mDst; }

        /**
         * Sets the destination coordinates of the being.
         */
        void setDestination(const Point &dst);

        /**
         * Sets the destination coordinates of the being to the current
         * position.
         */
        void clearDestination()
        { setDestination(getPosition()); }

        /**
         * Gets the old coordinates of the being.
         */
        const Point &getOldPosition() const
        { return mOld; }

        /**
         * Sets the facing direction of the being.
         */
        void setDirection(BeingDirection direction)
        { mDirection = direction; raiseUpdateFlags(UPDATEFLAG_DIRCHANGE); }

        BeingDirection getDirection() const
        { return mDirection; }

        /**
         * Gets the damage list.
         */
        const Hits &getHitsTaken() const
        { return mHitsTaken; }

        /**
         * Clears the damage list.
         */
        void clearHitsTaken()
        { mHitsTaken.clear(); }

        /**
         * Performs an attack.
         * Return Value: damage inflicted or -1 when illegal target
         */
        int performAttack(Being *target, const Damage &dmg);

        /**
         * Sets the current action.
         */
        void setAction(BeingAction action);

        /**
         * Sets the current action.
         */
        BeingAction getAction() const
        { return mAction; }

        /**
         * Gets the attack id the being is currently performing.
         * For being, this is defaulted to the first one (1).
         */
        virtual int getAttackId() const
        { return mCurrentAttack ?
                mCurrentAttack->getAttackInfo()->getDamage().id : 0;
        }

        /**
         * Moves the being toward its destination.
         */
        void move();

        /**
         * Returns the path to the being's current destination.
         */
        virtual Path findPath();

        /** Gets the gender of the being (male or female). */
        BeingGender getGender() const
        { return mGender; }

        /** Sets the gender of the being (male or female). */
        void setGender(BeingGender gender);

        /**
         * Sets an attribute.
         */
        void setAttribute(unsigned int id, double value);

        /**
         * Gets an attribute.
         */
        double getAttribute(unsigned int id) const;

        /**
         * Gets an attribute after applying modifiers.
         */
        double getModifiedAttribute(unsigned int id) const;

        /**
         * No-op to satisfy shared structure.
         * @note The game server calculates this manually, so nothing happens
         *       here.
         */
        void setModAttribute(unsigned int, double);

        /**
         * Checks whether or not an attribute exists in this being.
         * @returns True if the attribute is present in the being, false otherwise.
         */

        bool checkAttributeExists(unsigned int id) const
        { return mAttributes.count(id); }

        /**
         * Adds a modifier to one attribute.
         * @param duration If non-zero, creates a temporary modifier that
         *        expires after \p duration ticks.
         * @param lvl If non-zero, indicates that a temporary modifier can be
         *        dispelled prematuraly by a spell of given level.
         */
        void applyModifier(unsigned int attr, double value, unsigned int layer,
                           unsigned int duration = 0, unsigned int id = 0);

        bool removeModifier(unsigned int attr, double value, unsigned int layer,
                            unsigned int id = 0, bool fullcheck = false);

        /**
         * Called when an attribute modifier is changed.
         * Recalculate the base value of an attribute and update derived
         *     attributes if it has changed.
         * @returns Whether it was changed.
         */
        virtual bool recalculateBaseAttribute(unsigned int);

        /**
         * Attribute has changed, recalculate base value of dependant
         *     attributes (and handle other actions for the modified
         *     attribute)
         */
        virtual void updateDerivedAttributes(unsigned int);

        /**
         * Sets a statuseffect on this being
         */
        void applyStatusEffect(int id, int time);

        /**
         * Removes the status effect
         */
        void removeStatusEffect(int id);

        /**
         * Returns true if the being has a status effect
         */
        bool hasStatusEffect(int id) const;

        /**
         * Returns the time of the status effect if in effect, or 0 if not
         */
        unsigned getStatusEffectTime(int id) const;

        /**
         * Changes the time of the status effect (if in effect)
         */
        void setStatusEffectTime(int id, int time);

        /** Gets the name of the being. */
        const std::string &getName() const
        { return mName; }

        /** Sets the name of the being. */
        void setName(const std::string &name)
        { mName = name; }

        /**
         * Converts a direction to an angle. Used for combat hit checks.
         */
        static int directionToAngle(int direction);

        /**
         * Get Target
         */
        Being *getTarget() const
        { return mTarget; }

        /**
         * Set Target
         */
        void setTarget(Being *target)
        { mTarget = target; }

        /**
         * Overridden in order to reset the old position upon insertion.
         */
        virtual void inserted();

    protected:
        /**
         * Performs an attack
         */
        virtual void processAttack(Attack &attack);

        /**
         * Update the being direction when moving so avoid directions desyncs
         * with other clients.
         */
        void updateDirection(const Point &currentPos,
                             const Point &destPos);

        static const int TICKS_PER_HP_REGENERATION = 100;

        BeingAction mAction;
        AttributeMap mAttributes;
        Attacks mAttacks;
        StatusEffects mStatus;
        Being *mTarget;
        Point mOld;                 /**< Old coordinates. */
        Point mDst;                 /**< Target coordinates. */
        BeingGender mGender;        /**< Gender of the being. */
        Attack *mCurrentAttack;     /**< Last used attack. */


    private:
        Being(const Being &rhs);
        Being &operator=(const Being &rhs);

        Path mPath;
        BeingDirection mDirection;   /**< Facing direction. */

        std::string mName;
        Hits mHitsTaken; /**< List of punches taken since last update. */

        /** Time until hp is regenerated again */
        Timeout mHealthRegenerationTimeout;
};

#endif // BEING_H