/*
* 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
*/
#ifndef _TMW_BEING_H
#define _TMW_BEING_H
#include <list>
#include <string>
#include <SDL_types.h>
#include <vector>
#include "position.h"
#include "sprite.h"
#include "map.h"
#include "animatedsprite.h"
#include "vector.h"
class AnimatedSprite;
class Equipment;
class ItemInfo;
class Item;
class Map;
class Graphics;
class ImageSet;
class Particle;
class SpeechBubble;
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
* WARNING: Has to be in sync with the same enum in the Being class
* of the server!
*/
enum Action {
STAND,
WALK,
ATTACK,
SIT,
DEAD,
HURT
};
enum Sprite {
BASE_SPRITE = 0,
SHOE_SPRITE,
BOTTOMCLOTHES_SPRITE,
TOPCLOTHES_SPRITE,
HAIR_SPRITE,
HAT_SPRITE,
WEAPON_SPRITE,
VECTOREND_SPRITE
};
enum TargetCursorSize {
TC_SMALL = 0,
TC_MEDIUM,
TC_LARGE,
NUM_TC
};
/**
* Directions, to be used as bitmask values
*/
enum { DOWN = 1, LEFT = 2, UP = 4, RIGHT = 8 };
std::string mName; /**< Name of character */
Uint8 mEmotion; /**< Currently showing emotion */
Uint8 mEmotionTime; /**< Time until emotion disappears */
Uint16 mAttackSpeed; /**< Attack speed */
Action mAction; /**< Action the being is performing */
Uint16 mJob; /**< Job (player job, npc, monster, creature ) */
/**
* 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.
*/
void setDestination(int x, int y);
/**
* Returns the destination for this being.
*/
const Vector &getDestination() const { return mDest; }
/**
* Adjusts course to expected stat point.
*/
void adjustCourse(int, int);
/**
* Adjusts course to expected start and end points.
*/
void adjustCourse(int, int, int, int);
/**
* 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, Uint32 time);
/**
* Puts a damage bubble above this being.
*
* @param amount The amount of damage.
*/
virtual void takeDamage(int amount);
/**
* Handles an attack of another being by this being.
*/
virtual void handleAttack();
/**
* 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.
*/
void setName(const std::string &name) { mName = name; }
/**
* Sets the gender for this being.
*/
virtual void setGender(Gender gender) { mGender = gender; }
/**
* Gets the hair color for this being.
*/
int getHairColor() const
{ return mHairColor; }
/**
* Gets the hair style for this being.
*/
int getHairStyle() const
{ return mHairStyle; }
/**
* Sets the hair style and color for this being.
*
* NOTE: This method was necessary for convenience in the 0.0 client.
* It should be removed here since the server can provide the hair ID
* and coloring the same way it does for other equipment pieces. Then
* Being::setSprite can be used instead.
*/
virtual void setHairStyle(int style, int color);
/**
* Sets visible equipments for this being.
*/
virtual void setSprite(int slot, int id,
const std::string &color = "");
/**
* Performs being logic.
*/
virtual void logic();
/**
* Draws the speech text above the being.
*/
void drawSpeech(Graphics* graphics, int offsetX, int offsetY);
/**
* Draws the emotion picture above the being.
*/
void drawEmotion(Graphics *graphics, int offsetX, int offsetY);
/**
* Draws the name text below the being.
*/
virtual void drawName(Graphics *, int, int) {};
/**
* Returns the type of the being.
*/
virtual Type getType() const;
/**
* Gets the walk speed.
* @see setWalkSpeed(int)
*/
int getWalkSpeed() const { return mWalkSpeed; }
/**
* Sets the walk speed (in pixels per second).
*/
void setWalkSpeed(int speed) { mWalkSpeed = speed; }
/**
* Gets the being id.
*/
Uint16 getId() const { return mId; }
/**
* Sets the sprite id.
*/
void setId(Uint16 id) { mId = id; }
/**
* Sets the map the being is on
*/
void setMap(Map *map);
/**
* Sets the current action.
*/
virtual void setAction(Action action, int attackType = 0);
/**
* Gets the current action.
*/
bool isAlive() { return mAction != DEAD; }
/**
* Returns the direction the being is facing.
*/
SpriteDirection getSpriteDirection() const
{ return SpriteDirection(mSpriteDirection); }
/**
* Sets the current direction.
*/
void setDirection(Uint8 direction);
/**
* 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 (int) mPos.x; }
/**
* Returns the pixel Y coordinate.
*
* @see Sprite::getPixelY()
*/
int getPixelY() const { return (int) mPos.y; }
/**
* Sets the position of this being.
*/
void setPosition(const Vector &pos);
/**
* Overloaded method provided for convenience.
*
* @see setPosition(const Vector &pos)
*/
void setPosition(float x, float y, float z = 0.0f)
{
setPosition(Vector(x, y, z));
}
/**
* Returns the position of this being.
*/
const Vector &getPosition() const { return mPos; }
/**
* 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);
/**
* Gets the way the object is blocked by other objects.
*/
virtual unsigned char getWalkMask() const
{ return 0x00; } //can walk through everything
/**
* Returns the path this being is following. An empty path is returned
* when this being isn't following any path currently.
*/
const Path &getPath() const { return mPath; }
/**
* 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); }
static int getHairColorsNr(void);
static int getHairStylesNr(void);
static std::string getHairColor(int index);
protected:
/**
* Sets the new path for this being.
*/
void setPath(const Path &path);
/**
* Gets the way the object blocks pathfinding for other objects
*/
virtual Map::BlockType getBlockType() const
{ return Map::BLOCKTYPE_NONE; }
/**
* 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);
Uint16 mId; /**< Unique being id */
Uint8 mSpriteDirection; /**< Facing direction */
Uint8 mDirection; /**< Walking direction */
Map *mMap; /**< Map on which this being resides */
SpriteIterator mSpriteIterator;
/** Engine-related infos about weapon. */
const ItemInfo* mEquippedWeapon;
Path mPath;
std::string mSpeech;
int mHairStyle;
int mHairColor;
Gender mGender;
Uint32 mSpeechTime;
std::vector<AnimatedSprite*> mSprites;
std::vector<int> mSpriteIDs;
std::vector<std::string> mSpriteColors;
std::list<Particle *> mChildParticleEffects;
private:
// Speech Bubble components
SpeechBubble *mSpeechBubble;
int mWalkSpeed; /**< Walking speed (pixels/sec) */
Vector mPos;
Vector mDest;
static int instances; /**< Number of Being instances */
static ImageSet *emotionSet; /**< Emoticons used by beings */
};
#endif