summaryrefslogblamecommitdiff
path: root/src/being.h
blob: 8c92ab78e06f7ca38049464f01dab5a89e3dd4b9 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11

                  
                                                       


                                        
                                                                        



                                                                        
                                                                   




                                                                     
                                                               
                                                                             
   
 

               
 

                            
                      
 
              
                 
                 
 
                
                              
                     
                   
                   
 
                                
 
                             
                         
 


                            
                     
            
               
           
          
               
               
               
                      
                   
           
 

                   




                                         




                          
                           
 
           

                 





                    
           


                                                                           
           

                   





                   

          

                   



                                 
                      

                         
      

                        
                      

                          
      
                          
                      
                          
      


                            

                             





                         








                              








                            


                                                   
                                                       
 
                      
                                                      

                      
      


                                                                   
 
                                                  

                                                                               



                       
                                         



                      
                         






                                                  
                                                            
           
                      
                                                                
     
                                          

           




                                                              
                                                  
           
                                              



                                                           
                                                                    
      







                                                                               
                                                                

           
                                                 
          


                                                                     
           
                                                                              

           

                                                            


                                                                  
           
                      
                                    
     
                                                                              
      
 
           

                                         

                                          


                                       
          
                                                   
           

                                                     

           
                                              
           
                                                       
 
           
                                              
           
                                                       
 
           




                                                                       
                                                        
           
                                                        

           

                                                  

                                                              
 
           
                                         
           
                                                                   

           
                                         
           
                                                    
 
                      


                                                           
                                
      
 
           




                                                                   
                                              
 
           

                                
                             

           

                                                 
                                                  

           

                                                     
                                                                       

           
                                         
           
                                     
 
           
                               
                                 
           
                                                       

           
                                                      
           
                                                            

           
                             
           
                                         

           
                              
           
                                        
 
           
                                       


                              
           

                                   
                                                                  

           


                                                  

           




                                                         



                                           
                      
           


                                               
      



                                                     



                                                     
                                                   
      

           



                                                          
                                                                              



                                          
                      
                                                      
     
                                             
      





                                          
                      
                                                      
     
                                             
      
 
                      


                                          

                                          



                                          

                                       
      
 
           

                                                                               
           
                                            

           


                                                      
           



                                                          

           
                                              
           
                                                          
 
 
           
                                                                               
           
                                     

           
                                                                             
           
                                      
 
           
                                                                       
           
                                                                   

                             
           
                                      
           
                                                 
 
           
                                                               



                                                      





                                                                              
           








                                                            




                                                      
 
           




















                                                                       





                                                                    



                                                         
 

                                                
 
                                       
 
                                       


                                                   


                                                          

                           
              


                                            
                                       
 
           




                                                     




                                                                       
           





                                                          
                                                                     
 



                                                                       
                                                              




                                                        
                                                                   






                                                                  
                                                                            
 
                                                                
                                                                
                      
                                                                
      

                                                                               
                                       
                   
                                                                                   
 

                                                 
 

                                                                                    

                                                                                    
                   
                            
                    

                       
                       
                                                                 

                                                                              
 
                                     
 
                                              

                                               
                                          
                                              
                                           

            
                      




                                                              
      
 

                                                            
 


                                    



                                                                          
 

                                           
  
 
      
/*
 *  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 "map.h"
#include "particlecontainer.h"
#include "position.h"
#include "sprite.h"
#include "vector.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
         * 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,
#ifdef EATHENA_SUPPORT
            MISC1_SPRITE,
            MISC2_SPRITE,
#endif
            HAIR_SPRITE,
            HAT_SPRITE,
#ifdef EATHENA_SUPPORT
            CAPE_SPRITE,
            GLOVES_SPRITE,
#endif
            WEAPON_SPRITE,
#ifdef EATHENA_SUPPORT
            SHIELD_SPRITE,
#endif
            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 };

#ifdef EATHENA_SUPPORT
        Uint16 mX, mY;        /**< Tile coordinates */
        int mFrame;
        int mWalkTime;
#endif
        int mEmotion;         /**< Currently showing emotion */
        int mEmotionTime;     /**< Time until emotion disappears */
        int mSpeechTime;

        int 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.
         */
#ifdef EATHENA_SUPPORT
        virtual void setDestination(Uint16 destX, Uint16 destY);
#else
        void setDestination(int x, int y);

        /**
         * Returns the destination for this being.
         */
        const Vector &getDestination() const { return mDest; }

        /**
         * Adjusts course to expected start point.
         */
        void adjustCourse(int srcX, int srcY);

        /**
         * Adjusts course to expected start and end points.
         */
        void adjustCourse(int srcX, int srcY, int destX, int destY);
#endif

        /**
         * 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
         */
#ifdef TMWSERV_SUPPORT
        virtual void handleAttack();
#else
        virtual void handleAttack(Being *victim, int damage, AttackType type);
#endif

        /**
         * 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,
                               const 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; }

#ifdef EATHENA_SUPPORT
        /**
         * Makes this being take the next step of his path.
         */
        virtual void nextStep();
#endif

        /**
         * 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.
         * @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.
         */
        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, int attackType = 0);

        /**
         * Gets the current action.
         */
        bool isAlive() { return mAction != DEAD; }

        /**
         * Returns the current direction.
         */
        Uint8 getDirection() const { return mDirection; }

        /**
         * Sets the current direction.
         */
        void setDirection(Uint8 direction);

#ifdef EATHENA_SUPPORT
        /**
         * Gets the current action.
         */
        int getWalkTime() { return mWalkTime; }
#endif

        /**
         * Returns the direction the being is facing.
         */
#ifdef TMWSERV_SUPPORT
        SpriteDirection getSpriteDirection() const
        { return SpriteDirection(mSpriteDirection); }
#else
        SpriteDirection getSpriteDirection() const;
#endif

        /**
         * 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.
         */
#ifdef TMWSERV_SUPPORT
        int getPixelX() const { return (int) mPos.x; }
#else
        int getPixelX() const { return mPx; }
#endif

        /**
         * Returns the pixel Y coordinate.
         *
         * @see Sprite::getPixelY()
         */
#ifdef TMWSERV_SUPPORT
        int getPixelY() const { return (int) mPos.y; }
#else
        int getPixelY() const { return mPy; }
#endif

#ifdef EATHENA_SUPPORT
        /**
         * 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); }
#endif

        /**
         * Sets the position of this being. When the being was walking, it also
         * clears the destination and the path.
         */
        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; }

        /**
         * 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() {}

        /**
         * 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);

        /**
         * 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 */
        Uint8 mDirection;               /**< Facing direction */
#ifdef TMWSERV_SUPPORT
        Uint8 mSpriteDirection;         /**< Facing direction */
#endif
        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;
        int mHairStyle;
        int 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 */

        const gcn::Color* mNameColor;

        std::vector<AnimatedSprite*> mSprites;
        std::vector<int> mSpriteIDs;
        std::vector<std::string> mSpriteColors;
        ParticleList mStunParticleEffects;
        ParticleVector mStatusParticleEffects;
        ParticleList mChildParticleEffects;

    private:
#ifdef EATHENA_SUPPORT
        /**
         * Calculates the offset in the given directions.
         * If walking in direction 'neg' the value is negated.
         */
        int getOffset(char pos, char neg) const;
#endif

        /** Reset particle status effects on next redraw? */
        bool mMustResetParticles;

        // Speech Bubble components
        SpeechBubble *mSpeechBubble;

        int mWalkSpeed;                 /**< Walking speed (pixels/sec) */

        Vector mPos;
        Vector mDest;

        // Target cursor being used
        SimpleAnimation* mUsedTargetCursor;
};

#endif