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creature.h
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creature.h
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//////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
//////////////////////////////////////////////////////////////////////
// base class for every creature
//////////////////////////////////////////////////////////////////////
// This program 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 (at your option) any later version.
//
// This program 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 this program; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//////////////////////////////////////////////////////////////////////
#ifndef __OTSERV_CREATURE_H__
#define __OTSERV_CREATURE_H__
#include "definitions.h"
#include "templates.h"
#include "map.h"
#include "position.h"
#include "condition.h"
#include "const.h"
#include "tile.h"
#include "enums.h"
#include "creatureevent.h"
#include <list>
typedef std::list<Condition*> ConditionList;
typedef std::list<CreatureEvent*> CreatureEventList;
enum slots_t
{
SLOT_WHEREEVER = 0,
SLOT_FIRST = 1,
SLOT_HEAD = SLOT_FIRST,
SLOT_NECKLACE = 2,
SLOT_BACKPACK = 3,
SLOT_ARMOR = 4,
SLOT_RIGHT = 5,
SLOT_LEFT = 6,
SLOT_LEGS = 7,
SLOT_FEET = 8,
SLOT_RING = 9,
SLOT_AMMO = 10,
SLOT_DEPOT = 11,
SLOT_LAST = SLOT_DEPOT
};
struct FindPathParams
{
bool fullPathSearch;
bool clearSight;
bool allowDiagonal;
bool keepDistance;
int32_t maxSearchDist;
int32_t minTargetDist;
int32_t maxTargetDist;
FindPathParams()
{
fullPathSearch = true;
clearSight = true;
allowDiagonal = true;
keepDistance = false;
maxSearchDist = -1;
minTargetDist = -1;
maxTargetDist = -1;
}
};
class Map;
class Thing;
class Container;
class Player;
class Monster;
class Npc;
class Item;
class Tile;
#define EVENT_CREATURECOUNT 10
#define EVENT_CREATURE_THINK_INTERVAL 1000
#define EVENT_CHECK_CREATURE_INTERVAL (EVENT_CREATURE_THINK_INTERVAL / EVENT_CREATURECOUNT)
class FrozenPathingConditionCall
{
public:
FrozenPathingConditionCall(const Position& _targetPos);
~FrozenPathingConditionCall() {}
bool operator()(const Position& startPos, const Position& testPos,
const FindPathParams& fpp, int32_t& bestMatchDist) const;
bool isInRange(const Position& startPos, const Position& testPos,
const FindPathParams& fpp) const;
protected:
Position targetPos;
};
//////////////////////////////////////////////////////////////////////
// Defines the Base class for all creatures and base functions which
// every creature has
class Creature : public AutoID, virtual public Thing
{
protected:
Creature();
public:
static double speedA, speedB, speedC;
virtual ~Creature();
virtual Creature* getCreature() {return this;}
virtual const Creature* getCreature()const {return this;}
virtual Player* getPlayer() {return NULL;}
virtual const Player* getPlayer() const {return NULL;}
virtual Npc* getNpc() {return NULL;}
virtual const Npc* getNpc() const {return NULL;}
virtual Monster* getMonster() {return NULL;}
virtual const Monster* getMonster() const {return NULL;}
virtual const std::string& getName() const = 0;
virtual const std::string& getNameDescription() const = 0;
virtual std::string getDescription(int32_t lookDistance) const;
virtual CreatureType_t getType() const = 0;
void setID()
{
/*
* 0x20000000 - Player
* 0x30000000 - NPC
* 0x40000000 - Monster
*/
this->id = auto_id | this->idRange();
}
void setRemoved(){isInternalRemoved = true;}
virtual uint32_t idRange() = 0;
uint32_t getID() const { return id; }
virtual void removeList() = 0;
virtual void addList() = 0;
virtual bool canSee(const Position& pos) const;
virtual bool canSeeCreature(const Creature* creature) const;
virtual RaceType_t getRace() const {return RACE_NONE;}
Direction getDirection() const { return direction;}
void setDirection(Direction dir) {direction = dir;}
const Position& getMasterPos() const { return masterPos;}
void setMasterPos(const Position& pos, uint32_t radius = 1) { masterPos = pos; masterRadius = radius;}
bool isHealthHidden() const { return hiddenHealth; }
void setHiddenHealth(bool b) { hiddenHealth = b; }
virtual int32_t getThrowRange() const {return 1;}
virtual bool isPushable() const {return (getWalkDelay() <= 0);}
virtual bool isRemoved() const {return isInternalRemoved;}
virtual bool canSeeInvisibility() const {return false;}
virtual bool isInGhostMode() const {return false;}
int32_t getWalkDelay(Direction dir) const;
int32_t getWalkDelay() const;
int64_t getTimeSinceLastMove() const;
int64_t getEventStepTicks(bool onlyDelay = false) const;
int32_t getStepDuration(Direction dir) const;
int32_t getStepDuration() const;
virtual int32_t getStepSpeed() const {return getSpeed();}
int32_t getSpeed() const {return baseSpeed + varSpeed;}
void setSpeed(int32_t varSpeedDelta)
{
int32_t oldSpeed = getSpeed();
varSpeed = varSpeedDelta;
if(getSpeed() <= 0)
{
stopEventWalk();
cancelNextWalk = true;
}
else if(oldSpeed <= 0 && !listWalkDir.empty())
addEventWalk();
}
void setBaseSpeed(uint32_t newBaseSpeed) {baseSpeed = newBaseSpeed;}
int32_t getBaseSpeed() const {return baseSpeed;}
virtual int32_t getHealth() const {return health;}
virtual int32_t getMaxHealth() const {return healthMax;}
virtual int32_t getMana() const {return mana;}
virtual int32_t getMaxMana() const {return manaMax;}
const Outfit_t getCurrentOutfit() const {return currentOutfit;}
void setCurrentOutfit(Outfit_t outfit) {currentOutfit = outfit;}
const Outfit_t getDefaultOutfit() const {return defaultOutfit;}
bool isInvisible() const {return hasCondition(CONDITION_INVISIBLE);}
ZoneType_t getZone() const {return getTile()->getZone();}
//walk functions
bool startAutoWalk(std::list<Direction>& listDir);
void addEventWalk(bool firstStep = false);
void stopEventWalk();
virtual void goToFollowCreature();
//walk events
virtual void onWalk(Direction& dir);
virtual void onWalkAborted() {}
virtual void onWalkComplete() {}
//follow functions
virtual Creature* getFollowCreature() const {return followCreature;}
virtual bool setFollowCreature(Creature* creature, bool fullPathSearch = false);
//follow events
virtual void onFollowCreature(const Creature* creature) {}
virtual void onFollowCreatureComplete(const Creature* creature) {}
//combat functions
Creature* getAttackedCreature() { return attackedCreature; }
virtual bool setAttackedCreature(Creature* creature);
virtual BlockType_t blockHit(Creature* attacker, CombatType_t combatType, int32_t& damage,
bool checkDefense = false, bool checkArmor = false);
void setMaster(Creature* creature) {master = creature;}
Creature* getMaster() {return master;}
bool isSummon() const {return master != NULL;}
const Creature* getMaster() const {return master;}
virtual void addSummon(Creature* creature);
virtual void removeSummon(const Creature* creature);
const std::list<Creature*>& getSummons() {return summons;}
virtual int32_t getArmor() const {return 0;}
virtual int32_t getDefense() const {return 0;}
virtual float getAttackFactor() const {return 1.0f;}
virtual float getDefenseFactor() const {return 1.0f;}
bool addCondition(Condition* condition, bool force = false);
bool addCombatCondition(Condition* condition);
void removeCondition(ConditionType_t type, ConditionId_t id, bool force = false);
void removeCondition(ConditionType_t type, bool force = false);
void removeCondition(Condition* condition, bool force = false);
void removeCondition(const Creature* attacker, ConditionType_t type);
Condition* getCondition(ConditionType_t type) const;
Condition* getCondition(ConditionType_t type, ConditionId_t id, uint32_t subId = 0) const;
void executeConditions(uint32_t interval);
bool hasCondition(ConditionType_t type, uint32_t subId = 0) const;
virtual bool isImmune(ConditionType_t type) const;
virtual bool isImmune(CombatType_t type) const;
virtual bool isSuppress(ConditionType_t type) const;
virtual uint32_t getDamageImmunities() const {return 0;}
virtual uint32_t getConditionImmunities() const {return 0;}
virtual uint32_t getConditionSuppressions() const {return 0;}
virtual bool isAttackable() const {return true;}
virtual void changeHealth(int32_t healthChange, bool sendHealthChange = true);
virtual void changeMana(int32_t manaChange);
virtual void drainHealth(Creature* attacker, CombatType_t combatType, int32_t damage);
virtual void drainMana(Creature* attacker, int32_t manaLoss);
virtual bool challengeCreature(Creature* creature) {return false;}
virtual bool convinceCreature(Creature* creature) {return false;}
virtual void onDeath();
virtual uint64_t getGainedExperience(Creature* attacker) const;
void addDamagePoints(Creature* attacker, int32_t damagePoints);
void addHealPoints(Creature* caster, int32_t healthPoints);
bool hasBeenAttacked(uint32_t attackerId);
//combat event functions
virtual void onAddCondition(ConditionType_t type);
virtual void onAddCombatCondition(ConditionType_t type);
virtual void onEndCondition(ConditionType_t type);
virtual void onTickCondition(ConditionType_t type, bool& bRemove);
virtual void onCombatRemoveCondition(const Creature* attacker, Condition* condition);
virtual void onAttackedCreature(Creature* target);
virtual void onAttacked();
virtual void onAttackedCreatureDrainHealth(Creature* target, int32_t points);
virtual void onTargetCreatureGainHealth(Creature* target, int32_t points);
virtual void onAttackedCreatureKilled(Creature* target);
virtual bool onKilledCreature(Creature* target, bool lastHit = true);
virtual void onGainExperience(uint64_t gainExp, Creature* target);
virtual void onGainSharedExperience(uint64_t gainExp);
virtual void onAttackedCreatureBlockHit(Creature* target, BlockType_t blockType);
virtual void onBlockHit(BlockType_t blockType);
virtual void onChangeZone(ZoneType_t zone);
virtual void onAttackedCreatureChangeZone(ZoneType_t zone);
virtual void onIdleStatus();
virtual void getCreatureLight(LightInfo& light) const;
virtual void setNormalCreatureLight();
void setCreatureLight(LightInfo& light) {internalLight = light;}
virtual void onThink(uint32_t interval);
virtual void onAttacking(uint32_t interval);
virtual void onWalk();
virtual bool getNextStep(Direction& dir, uint32_t& flags);
virtual void onAddTileItem(const Tile* tile, const Position& pos, const Item* item);
virtual void onUpdateTileItem(const Tile* tile, const Position& pos, const Item* oldItem,
const ItemType& oldType, const Item* newItem, const ItemType& newType);
virtual void onRemoveTileItem(const Tile* tile, const Position& pos, const ItemType& iType,
const Item* item);
virtual void onCreatureAppear(const Creature* creature, bool isLogin);
virtual void onCreatureDisappear(const Creature* creature, uint32_t stackpos, bool isLogout);
virtual void onCreatureMove(const Creature* creature, const Tile* newTile, const Position& newPos,
const Tile* oldTile, const Position& oldPos, bool teleport);
virtual void onAttackedCreatureDisappear(bool isLogout) {}
virtual void onFollowCreatureDisappear(bool isLogout) {}
virtual void onCreatureSay(const Creature* creature, SpeakClasses type, const std::string& text,
Position* pos = NULL) {}
virtual void onCreatureConvinced(const Creature* convincer, const Creature* creature) {}
virtual void onPlacedCreature() {}
virtual void onRemovedCreature() {}
virtual WeaponType_t getWeaponType() {return WEAPON_NONE;}
virtual bool getCombatValues(int32_t& min, int32_t& max) {return false;}
size_t getSummonCount() const {return summons.size();}
void setDropLoot(bool _lootDrop) {lootDrop = _lootDrop;}
void setLossSkill(bool _skillLoss) {skillLoss = _skillLoss;}
//creature script events
bool registerCreatureEvent(const std::string& name);
virtual void setParent(Cylinder* cylinder)
{
_tile = dynamic_cast<Tile*>(cylinder);
_position = _tile->getTilePosition();
Thing::setParent(cylinder);
}
const Position& getPosition() const {return _position;}
Tile* getTile() {return _tile;}
const Tile* getTile() const {return _tile;}
int32_t getWalkCache(const Position& pos) const;
const Position& getLastPosition() {return lastPosition;}
void setLastPosition(Position newLastPos) {lastPosition = newLastPos;}
static bool canSee(const Position& myPos, const Position& pos, uint32_t viewRangeX, uint32_t viewRangeY);
virtual double getDamageRatio(Creature* attacker) const;
protected:
static const int32_t mapWalkWidth = Map::maxViewportX * 2 + 1;
static const int32_t mapWalkHeight = Map::maxViewportY * 2 + 1;
bool localMapCache[mapWalkHeight][mapWalkWidth];
virtual bool useCacheMap() const {return false;}
Tile* _tile;
Position _position;
uint32_t id;
bool isInternalRemoved;
bool isMapLoaded;
bool isUpdatingPath;
// The creature onThink event vector this creature belongs to
// -1 represents that the creature isn't in any vector
int32_t checkCreatureVectorIndex;
bool creatureCheck;
int32_t health, healthMax;
int32_t mana, manaMax;
Outfit_t currentOutfit;
Outfit_t defaultOutfit;
Position masterPos;
Position lastPosition;
int32_t masterRadius;
uint64_t lastStep;
uint32_t lastStepCost;
uint32_t baseSpeed;
int32_t varSpeed;
bool skillLoss;
bool lootDrop;
Direction direction;
ConditionList conditions;
LightInfo internalLight;
//summon variables
Creature* master;
std::list<Creature*> summons;
//follow variables
Creature* followCreature;
uint32_t eventWalk;
bool cancelNextWalk;
std::list<Direction> listWalkDir;
uint32_t walkUpdateTicks;
bool hasFollowPath;
bool forceUpdateFollowPath;
bool hiddenHealth;
//combat variables
Creature* attackedCreature;
Creature* _lastHitCreature;
Creature* _mostDamageCreature;
bool lastHitUnjustified;
bool mostDamageUnjustified;
struct CountBlock_t
{
int32_t total;
int64_t ticks;
};
typedef std::map<uint32_t, CountBlock_t> CountMap;
CountMap damageMap;
CountMap healMap;
uint32_t lastHitCreature;
uint32_t blockCount;
uint32_t blockTicks;
//creature script events
uint32_t scriptEventsBitField;
bool hasEventRegistered(CreatureEventType_t event)
{
return (0 != (scriptEventsBitField & ((uint32_t)1 << event)));
}
CreatureEventList eventsList;
CreatureEventList getCreatureEvents(CreatureEventType_t type);
void updateMapCache();
#ifdef __DEBUG__
void validateMapCache();
#endif
void updateTileCache(const Tile* tile, int32_t dx, int32_t dy);
void updateTileCache(const Tile* tile, const Position& pos);
void onCreatureDisappear(const Creature* creature, bool isLogout);
virtual void doAttacking(uint32_t interval) {}
virtual bool hasExtraSwing() {return false;}
virtual uint64_t getLostExperience() const { return 0; }
bool getKillers(Creature** lastHitCreature, Creature** mostDamageCreature);
virtual void dropLoot(Container* corpse) {}
virtual uint16_t getLookCorpse() const { return 0; }
virtual void getPathSearchParams(const Creature* creature, FindPathParams& fpp) const;
virtual void death() {}
virtual bool dropCorpse();
virtual Item* getCorpse();
friend class Game;
friend class Map;
friend class Commands;
friend class LuaScriptInterface;
};
#endif