/* * 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 #include #include #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; }