/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef BEING_H
#define BEING_H
#include <guichan/color.hpp>
#include <SDL_types.h>
#include <set>
#include <string>
#include <vector>
#include "particlecontainer.h"
#include "position.h"
#include "sprite.h"
#include "resources/spritedef.h"
#define FIRST_IGNORE_EMOTE 14
#define STATUS_EFFECTS 32
#define SPEECH_TIME 500
#define SPEECH_MAX_TIME 1000
class AnimatedSprite;
class Image;
class ItemInfo;
class Item;
class Map;
class Graphics;
class Particle;
class Position;
class SimpleAnimation;
class SpeechBubble;
class Text;
class StatusEffect;
typedef std::list<Sprite*> Sprites;
typedef Sprites::iterator SpriteIterator;
enum Gender
{
GENDER_MALE = 0,
GENDER_FEMALE = 1,
GENDER_UNSPECIFIED = 2
};
class Being : public Sprite
{
public:
enum Type
{
UNKNOWN,
PLAYER,
NPC,
MONSTER
};
/**
* Action the being is currently performing.
*/
enum Action
{
STAND,
WALK,
ATTACK,
SIT,
DEAD,
HURT
};
enum Sprite
{
BASE_SPRITE = 0,
SHOE_SPRITE,
BOTTOMCLOTHES_SPRITE,
TOPCLOTHES_SPRITE,
MISC1_SPRITE,
MISC2_SPRITE,
HAIR_SPRITE,
HAT_SPRITE,
CAPE_SPRITE,
GLOVES_SPRITE,
WEAPON_SPRITE,
SHIELD_SPRITE,
VECTOREND_SPRITE
};
enum TargetCursorSize
{
TC_SMALL = 0,
TC_MEDIUM,
TC_LARGE,
NUM_TC
};
enum Speech
{
NO_SPEECH = 0,
TEXT_OVERHEAD,
NO_NAME_IN_BUBBLE,
NAME_IN_BUBBLE,
NUM_SPEECH
};
enum AttackType
{
HIT = 0x00,
CRITICAL = 0x0a,
MULTI = 0x08,
REFLECT = 0x04,
FLEE = 0x0b
};
/**
* Directions, to be used as bitmask values
*/
enum { DOWN = 1, LEFT = 2, UP = 4, RIGHT = 8 };
Uint16 mJob; /**< Job (player job, npc, monster, ) */
Uint16 mX, mY; /**< Tile coordinates */
Action mAction; /**< Action the being is performing */
int mFrame;
int mWalkTime;
int mEmotion; /**< Currently showing emotion */
int mEmotionTime; /**< Time until emotion disappears */
int mSpeechTime;
int mAttackSpeed; /**< Attack speed */
/**
* Constructor.
*/
Being(int id, int job, Map *map);
/**
* Destructor.
*/
virtual ~Being();
/**
* Removes all path nodes from this being.
*/
void clearPath();
/**
* Sets a new destination for this being to walk to.
*/
virtual void setDestination(Uint16 destX, Uint16 destY);
/**
* Puts a "speech balloon" above this being for the specified amount
* of time.
*
* @param text The text that should appear.
* @param time The amount of time the text should stay in milliseconds.
*/
void setSpeech(const std::string &text, int time = 500);
/**
* Puts a damage bubble above this being.
*
* @param attacker the attacking being
* @param damage the amount of damage recieved (0 means miss)
* @param type the attack type
*/
virtual void takeDamage(Being *attacker, int damage, AttackType type);
/**
* Handles an attack of another being by this being.
*
* @param victim the victim being
* @param damage the amount of damage dealt (0 means miss)
* @param type the attack type
*/
virtual void handleAttack(Being *victim, int damage, AttackType type);
/**
* Returns the name of the being.
*/
const std::string &getName() const
{ return mName; }
/**
* Sets the name for the being.
*
* @param name The name that should appear.
*/
virtual void setName(const std::string &name)
{ mName = name; }
/**
* Gets the hair color for this being.
*/
int getHairColor() const
{ return mHairColor; }
/**
* Gets the hair style for this being.
*/
int getHairStyle() const
{ return mHairStyle; }
/**
* Get the number of hairstyles implemented
*/
static int getNumOfHairstyles() { return mNumberOfHairstyles; }
/**
* Sets the hair style and color for this being.
*/
virtual void setHairStyle(int style, int color);
/**
* Sets visible equipments for this being.
*/
virtual void setSprite(int slot, int id, std::string color = "");
/**
* Sets the gender of this being.
*/
virtual void setGender(Gender gender) { mGender = gender; }
/**
* Gets the gender of this being.
*/
Gender getGender() const { return mGender; }
/**
* Makes this being take the next step of his path.
*/
virtual void nextStep();
/**
* Triggers whether or not to show the name as a GM name.
* NOTE: This doesn't mean that just anyone can use this.
* If the server doesn't acknowlege you, you won't be shown
* as a GM on other people's clients.
*/
virtual void setGM() { mIsGM = true; }
/**
* Performs being logic.
*/
virtual void logic();
/**
* Draws the speech text above the being.
*/
void drawSpeech(int offsetX, int offsetY);
/**
* Draws the emotion picture above the being.
*/
void drawEmotion(Graphics *graphics, int offsetX, int offsetY);
/**
* Returns the type of the being.
*/
virtual Type getType() const;
/**
* Gets the walk speed.
*/
Uint16 getWalkSpeed() const { return mWalkSpeed; }
/**
* Sets the walk speed.
*/
void setWalkSpeed(Uint16 speed) { mWalkSpeed = speed; }
/**
* Gets the sprite id.
*/
int getId() const { return mId; }
/**
* Sets the sprite id.
*/
void setId(int id) { mId = id; }
/**
* Sets the map the being is on
*/
void setMap(Map *map);
/**
* Sets the current action.
*/
virtual void setAction(Action action);
/**
* Returns the current direction.
*/
Uint8 getDirection() const { return mDirection; }
/**
* Sets the current direction.
*/
void setDirection(Uint8 direction);
/**
* Gets the current action.
*/
int getWalkTime() { return mWalkTime; }
/**
* Returns the direction the being is facing.
*/
SpriteDirection getSpriteDirection() const;
/**
* Draws this being to the given graphics context.
*
* @see Sprite::draw(Graphics, int, int)
*/
virtual void draw(Graphics *graphics, int offsetX, int offsetY) const;
/**
* Returns the pixel X coordinate.
*/
int getPixelX() const { return mPx; }
/**
* Returns the pixel Y coordinate.
*
* @see Sprite::getPixelY()
*/
int getPixelY() const { return mPy; }
/**
* Get the current X pixel offset.
*/
int getXOffset() const
{ return getOffset(LEFT, RIGHT); }
/**
* Get the current Y pixel offset.
*/
int getYOffset() const
{ return getOffset(UP, DOWN); }
/**
* Returns the horizontal size of the current base sprite of the being
*/
virtual int getWidth() const;
/**
* Returns the vertical size of the current base sprite of the being
*/
virtual int getHeight() const;
/**
* Returns the required size of a target cursor for this being.
*/
virtual Being::TargetCursorSize getTargetCursorSize() const
{ return TC_MEDIUM; }
/**
* Take control of a particle.
*/
void controlParticle(Particle *particle);
/**
* Sets the target animation for this being.
*/
void setTargetAnimation(SimpleAnimation* animation);
/**
* Untargets the being
*/
void untarget() { mUsedTargetCursor = NULL; }
void setEmote(Uint8 emotion, Uint8 emote_time)
{
mEmotion = emotion;
mEmotionTime = emote_time;
}
/**
* Sets the being's stun mode. If zero, the being is `normal',
* otherwise it is `stunned' in some fashion.
*/
void setStunMode(int stunMode)
{
if (mStunMode != stunMode)
updateStunMode(mStunMode, stunMode);
mStunMode = stunMode;
};
void setStatusEffect(int index, bool active);
/**
* A status effect block is a 16 bit mask of status effects.
* We assign each such flag a block ID of offset + bitnr.
*
* These are NOT the same as the status effect indices.
*/
void setStatusEffectBlock(int offset, Uint16 flags);
/**
* Triggers a visual effect, such as `level up'
*
* Only draws the visual effect, does not play sound effects
*
* \param effectId ID of the effect to trigger
*/
virtual void triggerEffect(int effectId)
{
internalTriggerEffect(effectId, false, true);
}
// Target cursor being used by the being
Image *mTargetCursor;
static int getHairColorCount();
static int getHairStyleCount();
static std::string getHairColor(int index);
virtual AnimatedSprite* getSprite(int index) const
{ return mSprites[index]; }
static void load();
protected:
/**
* Sets the new path for this being.
*/
void setPath(const Path &path);
/**
* Let the sub-classes react to a replacement
*/
virtual void updateCoords() {}
/**
* Trigger visual effect, with components
*
* \param effectId ID of the effect to trigger
* \param sfx Whether to trigger sound effects
* \param gfx Whether to trigger graphical effects
*/
void internalTriggerEffect(int effectId, bool sfx, bool gfx);
/**
* Notify self that the stun mode has been updated. Invoked by
* setStunMode if something changed.
*/
virtual void updateStunMode(int oldMode, int newMode);
/**
* Notify self that a status effect has flipped.
* The new flag is passed.
*/
virtual void updateStatusEffect(int index, bool newStatus);
/**
* Handle an update to a status or stun effect
*
* \param The StatusEffect to effect
* \param effectId -1 for stun, otherwise the effect index
*/
virtual void handleStatusEffect(StatusEffect *effect, int effectId);
int mId; /**< Unique sprite id */
Uint16 mWalkSpeed; /**< Walking speed */
Uint8 mDirection; /**< Facing direction */
Map *mMap; /**< Map on which this being resides */
std::string mName; /**< Name of character */
SpriteIterator mSpriteIterator;
bool mIsGM;
bool mParticleEffects; /**< Whether to display particles or not */
/** Engine-related infos about weapon. */
const ItemInfo* mEquippedWeapon;
static std::vector<std::string> hairColors;
static int mNumberOfHairColors; /** Number of hair colors in use */
static int mNumberOfHairstyles; /** Number of hair styles in use */
Path mPath;
std::string mSpeech;
Text *mText;
Uint16 mHairStyle, mHairColor;
Gender mGender;
int mPx, mPy; /**< Pixel coordinates */
Uint16 mStunMode; /**< Stun mode; zero if not stunned */
std::set<int> mStatusEffects; /**< set of active status effects */
gcn::Color mNameColor;
std::vector<AnimatedSprite*> mSprites;
std::vector<int> mSpriteIDs;
std::vector<std::string> mSpriteColors;
ParticleList mStunParticleEffects;
ParticleVector mStatusParticleEffects;
ParticleList mChildParticleEffects;
private:
/**
* Calculates the offset in the given directions.
* If walking in direction 'neg' the value is negated.
*/
int getOffset(char pos, char neg) const;
/** Reset particle status effects on next redraw? */
bool mMustResetParticles;
// Speech Bubble components
SpeechBubble *mSpeechBubble;
// Target cursor being used
SimpleAnimation* mUsedTargetCursor;
};
#endif