/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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 World 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 World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "being.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include "animatedsprite.h"
#include "equipment.h"
#include "game.h"
#include "graphics.h"
#include "log.h"
#include "map.h"
#include "resources/resourcemanager.h"
#include "resources/spriteset.h"
#include "gui/gui.h"
#include "utils/dtor.h"
#include "utils/tostring.h"
int Being::instances = 0;
Spriteset *Being::emotionset = NULL;
Being::Being(Uint16 id, Uint16 job, Map *map):
mJob(job),
mX(0), mY(0),
mAction(STAND),
mWalkTime(0),
mEmotion(0), mEmotionTime(0),
mAttackSpeed(350),
mEquipment(new Equipment()),
mId(id),
mSex(2),
mWeapon(0),
mWalkSpeed(150),
mSpeedModifier(1024),
mSpriteDirection(DIRECTION_DOWN), mDirection(DOWN),
mMap(NULL),
mHairStyle(0), mHairColor(0),
mSpeechTime(0),
mDamageTime(0),
mPx(0), mPy(0),
mSprites(VECTOREND_SPRITE, NULL),
mEquipmentSpriteIDs(VECTOREND_SPRITE, 0)
{
setMap(map);
if (instances == 0)
{
// Load the emotion set
ResourceManager *rm = ResourceManager::getInstance();
emotionset = rm->getSpriteset("graphics/sprites/emotions.png", 30, 32);
if (!emotionset) logger->error("Unable to load emotions spriteset!");
}
instances++;
}
Being::~Being()
{
std::for_each(mSprites.begin(), mSprites.end(), make_dtor(mSprites));
clearPath();
setMap(NULL);
instances--;
if (instances == 0)
{
emotionset->decRef();
emotionset = NULL;
}
}
void Being::adjustCourse(Uint16 srcX, Uint16 srcY, Uint16 dstX, Uint16 dstY)
{
if (!mMap || (mX == dstX && mY == dstY))
{
setPath(Path());
return;
}
if (mX / 32 == dstX / 32 && mY / 32 == dstY / 32)
{
// The being is already on the last tile of the path.
Path p;
p.push_back(PATH_NODE(dstX, dstY));
setPath(p);
return;
}
Path p1;
int p1_size, p1_length;
Uint16 *p1_dist;
int onPath = -1;
if (srcX / 32 == dstX / 32 && srcY / 32 == dstY / 32)
{
p1_dist = new Uint16[1];
p1_size = 1;
p1_dist[0] = 0;
p1_length = 0;
}
else
{
p1 = mMap->findPath(srcX / 32, srcY / 32, dstX / 32, dstY / 32);
if (p1.empty())
{
// No path, but don't teleport since it could be user input.
setPath(p1);
return;
}
p1_size = p1.size();
p1_dist = new Uint16[p1_size];
int j = 0;
// Remove last tile so that it can be replaced by the exact destination.
p1.pop_back();
for (Path::iterator i = p1.begin(), i_end = p1.end(); i != i_end; ++i)
{
// Get distance from source to tile i.
p1_dist[j] = mMap->getMetaTile(i->x, i->y)->Gcost;
// Check if the being is already walking on the path.
if (i->x == mX / 32 && i->y == mY / 32)
{
onPath = j;
}
// Set intermediate steps to tile centers.
i->x = i->x * 32 + 16;
i->y = i->y * 32 + 16;
++j;
}
p1_length = mMap->getMetaTile(dstX / 32, dstY / 32)->Gcost;
p1_dist[p1_size - 1] = p1_length;
}
p1.push_back(PATH_NODE(dstX, dstY));
if (mX / 32 == srcX / 32 && mY / 32 == srcY / 32)
{
// The being is at the start of the path.
setPath(p1);
delete[] p1_dist;
return;
}
if (onPath >= 0)
{
// The being is already on the path, but it needs to be slowed down.
for (int j = onPath; j >= 0; --j)
{
p1.pop_front();
}
int r = p1_length - p1_dist[onPath]; // remaining length
assert(r > 0);
setPath(p1, p1_length * 1024 / r);
delete[] p1_dist;
return;
}
Path bestPath;
int bestRating = -1, bestStart = 0, bestLength = 0;
int j = 0;
for (Path::iterator i = p1.begin(), i_end = p1.end(); i != i_end; ++i)
{
// Look if it is worth passing by tile i.
Path p2 = mMap->findPath(mX / 32, mY / 32, i->x / 32, i->y / 32);
if (!p2.empty())
{
int l1 = mMap->getMetaTile(i->x / 32, i->y / 32)->Gcost;
int l2 = p1_length - p1_dist[j];
int r = l1 + l2 / 2; // TODO: tune rating formula
assert(r > 0);
if (bestRating < 0 || r < bestRating)
{
bestPath.swap(p2);
bestRating = r;
bestStart = j;
bestLength = l1 + l2;
}
}
++j;
}
if (bestRating < 0)
{
// Unable to reach the path? Still, don't teleport since it could be
// user input instead of server command.
setPath(p1);
delete[] p1_dist;
return;
}
bestPath.pop_back();
for (Path::iterator i = bestPath.begin(), i_end = bestPath.end(); i != i_end; ++i)
{
i->x = i->x * 32 + 16;
i->y = i->y * 32 + 16;
}
// Concatenate paths.
for (int j = bestStart; j > 0; --j)
{
p1.pop_front();
}
p1.splice(p1.begin(), bestPath);
assert(bestLength > 0);
setPath(p1, p1_length * 1024 / bestLength);
delete[] p1_dist;
}
void Being::adjustCourse(Uint16 srcX, Uint16 srcY)
{
if (!mPath.empty())
{
adjustCourse(srcX, srcY, mPath.back().x, mPath.back().y);
}
}
void
Being::setDestination(Uint16 destX, Uint16 destY)
{
adjustCourse(mX, mY, destX, destY);
}
void
Being::clearPath()
{
mPath.clear();
}
void
Being::setPath(const Path &path, int mod)
{
mPath = path;
mSpeedModifier = mod >= 512 ? (mod <= 2048 ? mod : 2048) : 512; // TODO: tune bounds
if (mAction != WALK && mAction != DEAD)
{
mWalkTime = tick_time;
mStepTime = 0;
nextStep();
}
}
void
Being::setHairColor(Uint16 color)
{
mHairColor = (color < NR_HAIR_COLORS) ? color : 0;
}
void
Being::setHairStyle(Uint16 style)
{
mHairStyle = (style < NR_HAIR_STYLES) ? style : 0;
}
void
Being::setVisibleEquipment(Uint8 slot, int id)
{
mEquipmentSpriteIDs[slot] = id;
}
void
Being::setSpeech(const std::string &text, Uint32 time)
{
mSpeech = text;
mSpeechTime = 500;
}
void
Being::takeDamage(int amount)
{
mDamage = amount ? toString(amount) : "miss";
mDamageTime = 300;
}
void
Being::handleAttack()
{
setAction(Being::ATTACK);
}
void
Being::setMap(Map *map)
{
// Remove sprite from potential previous map
if (mMap != NULL)
{
mMap->removeSprite(mSpriteIterator);
}
mMap = map;
// Add sprite to potential new map
if (mMap != NULL)
{
mSpriteIterator = mMap->addSprite(this);
}
}
void
Being::setAction(Action action)
{
SpriteAction currentAction = ACTION_INVALID;
switch (action)
{
case WALK:
currentAction = ACTION_WALK;
break;
case SIT:
currentAction = ACTION_SIT;
break;
case ATTACK:
switch (getWeapon())
{
case 3:
currentAction = ACTION_ATTACK;
break;
case 2:
currentAction = ACTION_ATTACK_BOW;
break;
case 1:
currentAction = ACTION_ATTACK_STAB;
break;
case 0:
currentAction = ACTION_ATTACK;
break;
}
for (int i = 0; i < VECTOREND_SPRITE; i++)
{
if (mSprites[i])
{
mSprites[i]->reset();
}
}
break;
case HURT:
//currentAction = ACTION_HURT; // Buggy: makes the player stop
// attacking and unable to attack
// again until he moves
break;
case DEAD:
currentAction = ACTION_DEAD;
break;
case STAND:
currentAction = ACTION_STAND;
break;
}
if (currentAction != ACTION_INVALID)
{
for (int i = 0; i < VECTOREND_SPRITE; i++)
{
if (mSprites[i])
{
mSprites[i]->play(currentAction);
}
}
mAction = action;
}
}
void
Being::setDirection(Uint8 direction)
{
if (mDirection == direction)
return;
// if the direction does not change much, keep the common component
int mFaceDirection = mDirection & direction;
if (!mFaceDirection)
mFaceDirection = direction;
mDirection = direction;
SpriteDirection dir;
if (mFaceDirection & UP)
{
dir = DIRECTION_UP;
}
else if (mFaceDirection & RIGHT)
{
dir = DIRECTION_RIGHT;
}
else if (mFaceDirection & DOWN)
{
dir = DIRECTION_DOWN;
}
else
{
dir = DIRECTION_LEFT;
}
mSpriteDirection = dir;
for (int i = 0; i < VECTOREND_SPRITE; i++)
{
if (mSprites[i] != NULL)
mSprites[i]->setDirection(dir);
}
}
void
Being::nextStep()
{
if (mPath.empty())
{
setAction(STAND);
return;
}
PATH_NODE node = mPath.front();
mPath.pop_front();
mStepX = node.x - mX;
mStepY = node.y - mY;
int dir = 0, dx = std::abs(mStepX), dy = std::abs(mStepY);
if (dx * 2 > dy)
dir |= mStepX > 0 ? RIGHT : LEFT;
if (dy * 2 > dx)
dir |= mStepY > 0 ? DOWN : UP;
setDirection(dir);
mX = node.x;
mY = node.y;
setAction(WALK);
mWalkTime += mStepTime / 10;
mStepTime = mWalkSpeed * (int)std::sqrt((double)mStepX * mStepX + (double)mStepY * mStepY) *
mSpeedModifier / (32 * 1024);
}
void
Being::logic()
{
// Determine whether the being should take another step
if (mAction == WALK && get_elapsed_time(mWalkTime) >= mStepTime)
{
nextStep();
}
// Reduce the time that speech is still displayed
if (mSpeechTime > 0)
mSpeechTime--;
// Reduce the time that damage is still displayed
if (mDamageTime > 0)
mDamageTime--;
// Update pixel coordinates
mPx = mX - 16 + getXOffset();
mPy = mY - 16 + getYOffset();
if (mEmotion != 0)
{
mEmotionTime--;
if (mEmotionTime == 0) {
mEmotion = 0;
}
}
// Update sprite animations
for (int i = 0; i < VECTOREND_SPRITE; i++)
{
if (mSprites[i] != NULL)
{
mSprites[i]->update(tick_time * 10);
}
}
}
void
Being::draw(Graphics *graphics, int offsetX, int offsetY) const
{
int px = mPx + offsetX;
int py = mPy + offsetY;
for (int i = 0; i < VECTOREND_SPRITE; i++)
{
if (mSprites[i] != NULL)
{
mSprites[i]->draw(graphics, px, py);
}
}
}
void
Being::drawEmotion(Graphics *graphics, int offsetX, int offsetY)
{
if (!mEmotion)
return;
int px = mPx + offsetX + 3;
int py = mPy + offsetY - 60;
graphics->drawImage(emotionset->get(mEmotion - 1), px, py);
}
void
Being::drawSpeech(Graphics *graphics, int offsetX, int offsetY)
{
int px = mPx + offsetX;
int py = mPy + offsetY;
// Draw speech above this being
if (mSpeechTime > 0)
{
graphics->setFont(speechFont);
graphics->setColor(gcn::Color(255, 255, 255));
graphics->drawText(mSpeech, px + 18, py - 60, gcn::Graphics::CENTER);
}
// Draw damage above this being
if (mDamageTime > 0 && mDamageTime < 275)
{
// Selecting the right color
if (mDamage == "miss")
{
graphics->setFont(hitYellowFont);
}
else if (getType() == MONSTER)
{
graphics->setFont(hitBlueFont);
}
else
{
graphics->setFont(hitRedFont);
}
int textY = (getType() == MONSTER) ? 32 : 70;
int ft = 150 - mDamageTime;
float a = (ft > 0) ? 1.0 - ft / 150.0 : 1.0;
graphics->setColor(gcn::Color(255, 255, 255, (int)(255 * a)));
graphics->drawText(mDamage,
px + 16,
py - textY - (300 - mDamageTime) / 10,
gcn::Graphics::CENTER);
// Reset alpha value
graphics->setColor(gcn::Color(255, 255, 255));
}
}
Being::Type
Being::getType() const
{
return UNKNOWN;
}
void
Being::setWeaponById(Uint16 weapon)
{
//TODO: Use an external file to map weapon IDs to weapon types
switch (weapon)
{
case 529: // iron arrows
case 1199: // arrows
break;
case 623: //scythe
setWeapon(3);
break;
case 1200: // bow
case 530: // short bow
case 545: // forest bow
setWeapon(2);
break;
case 521: // sharp knife
/* UNCOMMENT TO TEST SHARP KNIFE AS SCYTHE
* setWeapon(3)
* break;
*/
case 522: // dagger
case 536: // short sword
case 1201: // knife
setWeapon(1);
break;
case 0: // unequip
setWeapon(0);
break;
default:
logger->log("Not a weapon: %d", weapon);
}
}
int Being::getOffset(int step) const
{
// Check whether we're walking in the requested direction
if (mAction != WALK || step == 0) {
return 0;
}
int offset = (get_elapsed_time(mWalkTime) * std::abs(step)) / mStepTime;
// We calculate the offset _from_ the _target_ location
offset -= std::abs(step);
if (offset > 0) {
offset = 0;
}
// Going into negative direction? Invert the offset.
if (step < 0) {
offset = -offset;
}
return offset;
}