/* * The ManaPlus Client * Copyright (C) 2010 The Mana Developers * Copyright (C) 2011-2015 The ManaPlus Developers * * This file is part of The ManaPlus Client. * * 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 * 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, see <http://www.gnu.org/licenses/>. */ #include "being/actorsprite.h" #include "animatedsprite.h" #include "configuration.h" #include "imagesprite.h" #include "statuseffect.h" #include "being/localplayer.h" #include "gui/theme.h" #include "listeners/actorspritelistener.h" #include "particle/particle.h" #include "resources/resourcemanager.h" #include "resources/spritereference.h" #include "utils/checkutils.h" #include "utils/delete2.h" #include "utils/timer.h" #include "debug.h" #define for_each_cursors() \ for (int size = TargetCursorSize::SMALL; \ size < TargetCursorSize::NUM_TC; \ size ++) \ { \ for (int type = TargetCursorType::NORMAL; \ type < TargetCursorType::NUM_TCT; \ type ++) \ #define end_foreach } AnimatedSprite *ActorSprite::targetCursor[TargetCursorType::NUM_TCT] [TargetCursorSize::NUM_TC]; bool ActorSprite::loaded = false; ActorSprite::ActorSprite(const int id) : CompoundSprite(), Actor(), mStatusEffects(), mStunParticleEffects(), mStatusParticleEffects(&mStunParticleEffects, false), mChildParticleEffects(&mStatusParticleEffects, false), mId(id), mStunMode(0), mUsedTargetCursor(nullptr), mActorSpriteListeners(), mCursorPaddingX(0), mCursorPaddingY(0), mMustResetParticles(false), mPoison(false), mHaveCart(false) { } ActorSprite::~ActorSprite() { mChildParticleEffects.clear(); mMustResetParticles = true; mUsedTargetCursor = nullptr; if (localPlayer && localPlayer->getTarget() == this) localPlayer->setTarget(nullptr); // Notify listeners of the destruction. FOR_EACH (ActorSpriteListenerIterator, iter, mActorSpriteListeners) { if (reportFalse(*iter)) (*iter)->actorSpriteDestroyed(*this); } } void ActorSprite::draw1(Graphics *const graphics, const int offsetX, const int offsetY) const { FUNC_BLOCK("ActorSprite::draw1", 1) if (mUsedTargetCursor) { mUsedTargetCursor->update(tick_time * MILLISECONDS_IN_A_TICK); mUsedTargetCursor->draw(graphics, offsetX + getTargetOffsetX() - mCursorPaddingX, offsetY + getTargetOffsetY() - mCursorPaddingY); } } void ActorSprite::logic() { BLOCK_START("ActorSprite::logic") // Update sprite animations update(tick_time * MILLISECONDS_IN_A_TICK); // Restart status/particle effects, if needed if (mMustResetParticles) { mMustResetParticles = false; FOR_EACH (std::set<int>::const_iterator, it, mStatusEffects) { const StatusEffect *const effect = StatusEffect::getStatusEffect(*it, true); if (effect && effect->particleEffectIsPersistent()) updateStatusEffect(*it, true); } } // Update particle effects mChildParticleEffects.moveTo(mPos.x, mPos.y); BLOCK_END("ActorSprite::logic") } void ActorSprite::actorLogic() { } void ActorSprite::setMap(Map *const map) { Actor::setMap(map); // Clear particle effect list because child particles became invalid mChildParticleEffects.clear(); mMustResetParticles = true; // Reset status particles on next redraw } void ActorSprite::controlParticle(Particle *const particle) { mChildParticleEffects.addLocally(particle); } void ActorSprite::setTargetType(const TargetCursorType::Type type) { if (type == TargetCursorType::NONE) { untarget(); } else { const size_t sz = static_cast<size_t>(getTargetCursorSize()); mUsedTargetCursor = targetCursor[static_cast<int>(type)][sz]; if (mUsedTargetCursor) { static const int targetWidths[TargetCursorSize::NUM_TC] = {0, 0, 0}; static const int targetHeights[TargetCursorSize::NUM_TC] = {-mapTileSize / 2, -mapTileSize / 2, -mapTileSize}; mCursorPaddingX = static_cast<int>(targetWidths[sz]); mCursorPaddingY = static_cast<int>(targetHeights[sz]); } } } struct EffectDescription final { std::string mGFXEffect; std::string mSFXEffect; }; void ActorSprite::setStatusEffect(const int index, const bool active) { const bool wasActive = mStatusEffects.find(index) != mStatusEffects.end(); if (active != wasActive) { updateStatusEffect(index, active); if (active) mStatusEffects.insert(index); else mStatusEffects.erase(index); } } void ActorSprite::setStatusEffectBlock(const int offset, const uint16_t newEffects) { for (unsigned i = 0; i < STATUS_EFFECTS; i++) { const int index = StatusEffect::blockEffectIndexToEffectIndex( offset + i); if (index != -1) setStatusEffect(index, (newEffects & (1 << i)) > 0); } } void ActorSprite::updateStunMode(const int oldMode, const int newMode) { handleStatusEffect(StatusEffect::getStatusEffect(oldMode, false), -1); handleStatusEffect(StatusEffect::getStatusEffect(newMode, true), -1); } void ActorSprite::updateStatusEffect(const int index, const bool newStatus) { StatusEffect *const effect = StatusEffect::getStatusEffect( index, newStatus); if (!effect) return; if (effect->isPoison() && getType() == ActorType::Player) setPoison(newStatus); if (effect->isCart() && localPlayer == this) setHaveCart(newStatus); handleStatusEffect(effect, index); } void ActorSprite::handleStatusEffect(const StatusEffect *const effect, const int effectId) { if (!effect) return; Particle *const particle = effect->getParticle(); if (effectId >= 0) { mStatusParticleEffects.setLocally(effectId, particle); } else { mStunParticleEffects.clearLocally(); if (particle) mStunParticleEffects.addLocally(particle); } } void ActorSprite::setupSpriteDisplay(const SpriteDisplay &display, const bool forceDisplay, const int imageType, const std::string &color) { clear(); FOR_EACH (SpriteRefs, it, display.sprites) { if (!*it) continue; const std::string file = paths.getStringValue("sprites").append( combineDye3((*it)->sprite, color)); const int variant = (*it)->variant; addSprite(AnimatedSprite::delayedLoad(file, variant)); } // Ensure that something is shown, if desired if (empty() && forceDisplay) { if (display.image.empty()) { addSprite(AnimatedSprite::delayedLoad( paths.getStringValue("sprites").append( paths.getStringValue("spriteErrorFile")))); } else { ResourceManager *const resman = ResourceManager::getInstance(); std::string imagePath; switch (imageType) { case 0: default: imagePath = paths.getStringValue("itemIcons").append( display.image); break; case 1: imagePath = paths.getStringValue("itemIcons").append( display.floor); break; } imagePath = combineDye2(imagePath, color); Image *img = resman->getImage(imagePath); if (!img) img = Theme::getImageFromTheme("unknown-item.png"); addSprite(new ImageSprite(img)); if (img) img->decRef(); } } mChildParticleEffects.clear(); // setup particle effects if (Particle::enabled && particleEngine) { FOR_EACH (StringVectCIter, itr, display.particles) { Particle *const p = particleEngine->addEffect(*itr, 0, 0); controlParticle(p); } } mMustResetParticles = true; } void ActorSprite::load() { if (loaded) unload(); initTargetCursor(); loaded = true; } void ActorSprite::unload() { if (reportTrue(!loaded)) return; cleanupTargetCursors(); loaded = false; } void ActorSprite::addActorSpriteListener(ActorSpriteListener *const listener) { mActorSpriteListeners.push_front(listener); } void ActorSprite::removeActorSpriteListener(ActorSpriteListener *const listener) { mActorSpriteListeners.remove(listener); } static const char *cursorType(const int type) { switch (type) { case TargetCursorType::IN_RANGE: return "in-range"; default: case TargetCursorType::NORMAL: return "normal"; } } static const char *cursorSize(const int size) { switch (size) { case TargetCursorSize::LARGE: return "l"; case TargetCursorSize::MEDIUM: return "m"; default: case TargetCursorSize::SMALL: return "s"; } } void ActorSprite::initTargetCursor() { static const std::string targetCursorFile("target-cursor-%s-%s.xml"); // Load target cursors for_each_cursors() { targetCursor[type][size] = AnimatedSprite::load( Theme::resolveThemePath(strprintf( targetCursorFile.c_str(), cursorType(type), cursorSize(size)))); } end_foreach } void ActorSprite::cleanupTargetCursors() { for_each_cursors() { if (targetCursor[type][size]) delete2(targetCursor[type][size]) } end_foreach }