/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana Client.
*
* 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, see .
*/
#include "being.h"
#include "actorspritemanager.h"
#include "animatedsprite.h"
#include "client.h"
#include "configuration.h"
#include "effectmanager.h"
#include "event.h"
#include "graphics.h"
#include "guild.h"
#include "localplayer.h"
#include "log.h"
#include "map.h"
#include "particle.h"
#include "party.h"
#include "playerrelations.h"
#include "simpleanimation.h"
#include "sound.h"
#include "text.h"
#include "gui/gui.h"
#include "gui/socialwindow.h"
#include "gui/speechbubble.h"
#include "net/charhandler.h"
#include "net/gamehandler.h"
#include "net/net.h"
#include "net/playerhandler.h"
#include "net/npchandler.h"
#include "resources/beinginfo.h"
#include "resources/colordb.h"
#include "resources/emotedb.h"
#include "resources/image.h"
#include "resources/itemdb.h"
#include "resources/iteminfo.h"
#include "resources/monsterdb.h"
#include "resources/npcdb.h"
#include "resources/theme.h"
#include "resources/userpalette.h"
#include "utils/stringutils.h"
#include
#include
#define HAIR_FILE "hair.xml"
static const int DEFAULT_BEING_WIDTH = 32;
static const int DEFAULT_BEING_HEIGHT = 32;
int Being::mNumberOfHairstyles = 1;
Being::Being(int id, Type type, int subtype, Map *map):
ActorSprite(id),
mInfo(BeingInfo::Unknown),
mActionTime(0),
mSpeechTime(0),
mAttackSpeed(350),
mAction(STAND),
mSubType(0xFFFF),
mDirection(DOWN),
mSpriteDirection(DIRECTION_DOWN),
mDispName(0),
mShowName(false),
mEquippedWeapon(NULL),
mText(0),
mGender(GENDER_UNSPECIFIED),
mParty(NULL),
mIsGM(false),
mType(type),
mSpeedPixelsPerTick(Vector(0.0f, 0.0f, 0.0f)),
mDamageTaken(0),
mIp(0)
{
setMap(map);
setSubtype(subtype);
mSpeechBubble = new SpeechBubble;
mMoveSpeed = Net::getPlayerHandler()->getDefaultMoveSpeed();
if (getType() == PLAYER)
mShowName = config.getBoolValue("visiblenames");
if (getType() == PLAYER || getType() == NPC)
setShowName(true);
updateColors();
listen(Event::ConfigChannel);
listen(Event::ChatChannel);
}
Being::~Being()
{
delete mSpeechBubble;
delete mDispName;
delete mText;
mSpeechBubble = 0;
mDispName = 0;
mText = 0;
}
void Being::setSubtype(Uint16 subtype)
{
if (subtype == mSubType)
return;
mSubType = subtype;
if (getType() == MONSTER)
{
mInfo = MonsterDB::get(mSubType);
setName(mInfo->getName());
setupSpriteDisplay(mInfo->getDisplay());
}
else if (getType() == NPC)
{
mInfo = NPCDB::get(mSubType);
setupSpriteDisplay(mInfo->getDisplay(), false);
}
else if (getType() == PLAYER)
{
int id = -100 - subtype;
// Prevent showing errors when sprite doesn't exist
if (!itemDb->exists(id))
id = -100;
setSprite(Net::getCharHandler()->baseSprite(), id);
}
}
ActorSprite::TargetCursorSize Being::getTargetCursorSize() const
{
return mInfo->getTargetCursorSize();
}
unsigned char Being::getWalkMask() const
{
return mInfo->getWalkMask();
}
Map::BlockType Being::getBlockType() const
{
return mInfo->getBlockType();
}
void Being::setMoveSpeed(const Vector &speed)
{
mMoveSpeed = speed;
// If we already can, recalculate the system speed right away.
if (mMap)
mSpeedPixelsPerTick =
Net::getPlayerHandler()->getPixelsPerTickMoveSpeed(speed);
}
void Being::setPosition(const Vector &pos)
{
Actor::setPosition(pos);
updateCoords();
if (mText)
mText->adviseXY((int)pos.x,
(int)pos.y - getHeight() - mText->getHeight() - 6);
}
void Being::setDestination(int dstX, int dstY)
{
// We can't calculate anything without a map anyway.
if (!mMap)
return;
// Don't handle flawed destinations from server...
if (dstX <= 0 || dstY <= 0)
return;
// If the destination is unwalkable, don't bother trying to get there
int tileWidth = mMap->getTileWidth();
int tileHeight = mMap->getTileHeight();
if (!mMap->getWalk(dstX / tileWidth, dstY / tileHeight))
return;
Position dest(0, 0);
Path thisPath;
if (Net::getPlayerHandler()->usePixelPrecision())
{
dest = mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
dstX, dstY);
thisPath = mMap->findPixelPath((int) mPos.x, (int) mPos.y,
dest.x, dest.y,
getCollisionRadius(), getWalkMask());
}
else
{
// We center the destination.
dest.x = (dstX / tileWidth) * tileWidth + tileWidth / 2;
dest.y = (dstY / tileHeight) * tileHeight + tileHeight / 2;
// and find a tile centered pixel path
thisPath = mMap->findTilePath((int) mPos.x, (int) mPos.y,
dest.x, dest.y, getWalkMask());
}
if (thisPath.empty())
{
// If there is no path but the destination is on the same walkable tile,
// we accept it.
if ((int)mPos.x / tileWidth == dest.x / tileWidth
&& (int)mPos.y / tileHeight == dest.y / tileHeight)
{
mDest.x = dest.x;
mDest.y = dest.y;
}
setPath(Path());
return;
}
// The destination is valid, so we set it.
mDest.x = dest.x;
mDest.y = dest.y;
setPath(thisPath);
}
void Being::clearPath()
{
mPath.clear();
}
void Being::setPath(const Path &path)
{
mPath = path;
}
void Being::setSpeech(const std::string &text, int time)
{
// Remove colors
mSpeech = removeColors(text);
// Trim whitespace
trim(mSpeech);
// Check for links
std::string::size_type start = mSpeech.find('[');
std::string::size_type end = mSpeech.find(']', start);
while (start != std::string::npos && end != std::string::npos)
{
// Catch multiple embeds and ignore them so it doesn't crash the client.
while ((mSpeech.find('[', start + 1) != std::string::npos) &&
(mSpeech.find('[', start + 1) < end))
{
start = mSpeech.find('[', start + 1);
}
std::string::size_type position = mSpeech.find('|');
if (mSpeech[start + 1] == '@' && mSpeech[start + 2] == '@')
{
mSpeech.erase(end, 1);
mSpeech.erase(start, (position - start) + 1);
}
position = mSpeech.find('@');
while (position != std::string::npos)
{
mSpeech.erase(position, 2);
position = mSpeech.find('@');
}
start = mSpeech.find('[', start + 1);
end = mSpeech.find(']', start);
}
if (!mSpeech.empty())
mSpeechTime = time <= SPEECH_MAX_TIME ? time : SPEECH_MAX_TIME;
const int speech = config.getIntValue("speech");
if (speech == TEXT_OVERHEAD)
{
if (mText)
delete mText;
mText = new Text(mSpeech,
getPixelX(), getPixelY() - getHeight(),
gcn::Graphics::CENTER,
&userPalette->getColor(UserPalette::PARTICLE),
true);
}
}
void Being::takeDamage(Being *attacker, int amount, AttackType type)
{
gcn::Font *font;
std::string damage = amount ? toString(amount) : type == FLEE ?
"dodge" : "miss";
const gcn::Color *color;
font = gui->getInfoParticleFont();
// Selecting the right color
if (type == CRITICAL || type == FLEE)
{
if (attacker == player_node)
{
color = &userPalette->getColor(
UserPalette::HIT_LOCAL_PLAYER_CRITICAL);
}
else
{
color = &userPalette->getColor(UserPalette::HIT_CRITICAL);
}
}
else if (!amount)
{
if (attacker == player_node)
{
// This is intended to be the wrong direction to visually
// differentiate between hits and misses
color = &userPalette->getColor(UserPalette::HIT_LOCAL_PLAYER_MISS);
}
else
{
color = &userPalette->getColor(UserPalette::MISS);
}
}
else if (getType() == MONSTER)
{
if (attacker == player_node)
{
color = &userPalette->getColor(
UserPalette::HIT_LOCAL_PLAYER_MONSTER);
}
else
{
color = &userPalette->getColor(
UserPalette::HIT_PLAYER_MONSTER);
}
}
else
{
color = &userPalette->getColor(UserPalette::HIT_MONSTER_PLAYER);
}
// Show damage number
particleEngine->addTextSplashEffect(damage,
getPixelX(), getPixelY() - 16,
color, font, true);
if (amount > 0)
{
if (mInfo)
{
if (attacker)
{
sound.playSfx(mInfo->getSound(SOUND_EVENT_HURT),
attacker->getTileX(), attacker->getTileY());
}
else
{
sound.playSfx(mInfo->getSound(SOUND_EVENT_HURT));
}
}
if (getType() == MONSTER)
{
mDamageTaken += amount;
updateName();
}
// Init the particle effect path based on current weapon or default.
int hitEffectId = 0;
const ItemInfo *attackerWeapon = attacker ?
attacker->getEquippedWeapon() : 0;
if (attackerWeapon && attacker->getType() == PLAYER)
{
if (type != CRITICAL)
hitEffectId = attackerWeapon->getHitEffectId();
else
hitEffectId = attackerWeapon->getCriticalHitEffectId();
}
else
{
if (type != CRITICAL)
hitEffectId = paths.getIntValue("hitEffectId");
else
hitEffectId = paths.getIntValue("criticalHitEffectId");
}
effectManager->trigger(hitEffectId, this);
}
}
void Being::handleAttack(Being *victim, int damage, int attackId)
{
// Monsters, NPCs and remote players handle the first attack (id="1")
// per default.
// TODO: Fix this for Manaserv by sending the attack id.
// TODO: Add attack type handling, see Attack struct and AttackType
// and make use of it by grouping attacks per attack type and add random
// attack use on tA, based on normal and critical attack types.
if (this != player_node)
setAction(Being::ATTACK, attackId);
if (victim)
lookAt(victim->getPosition());
if (getType() == PLAYER && victim && mEquippedWeapon)
fireMissile(victim, mEquippedWeapon->getMissileParticleFile());
else
fireMissile(victim,
mInfo->getAttack(attackId)->mMissileParticleFilename);
sound.playSfx(mInfo->getSound((damage > 0) ?
SOUND_EVENT_HIT : SOUND_EVENT_MISS),
getPixelX(), getPixelY());
}
void Being::setName(const std::string &name)
{
if (getType() == NPC)
{
mName = name.substr(0, name.find('#', 0));
showName();
}
else
{
mName = name;
if (getType() == PLAYER && getShowName())
showName();
}
}
void Being::setShowName(bool doShowName)
{
if (mShowName == doShowName)
return;
mShowName = doShowName;
if (doShowName)
showName();
else
{
delete mDispName;
mDispName = 0;
}
}
void Being::setGuildName(const std::string &name)
{
logger->log("Got guild name \"%s\" for being %s(%i)", name.c_str(),
mName.c_str(), mId);
}
void Being::setGuildPos(const std::string &pos)
{
logger->log("Got guild position \"%s\" for being %s(%i)", pos.c_str(),
mName.c_str(), mId);
}
void Being::addGuild(Guild *guild)
{
mGuilds[guild->getId()] = guild;
guild->addMember(mId, mName);
if (this == player_node && socialWindow)
{
socialWindow->addTab(guild);
}
}
void Being::removeGuild(int id)
{
if (this == player_node && socialWindow)
{
socialWindow->removeTab(mGuilds[id]);
}
mGuilds[id]->removeMember(mId);
mGuilds.erase(id);
}
Guild *Being::getGuild(const std::string &guildName) const
{
std::map::const_iterator itr, itr_end = mGuilds.end();
for (itr = mGuilds.begin(); itr != itr_end; ++itr)
{
Guild *guild = itr->second;
if (guild->getName() == guildName)
{
return guild;
}
}
return NULL;
}
Guild *Being::getGuild(int id) const
{
std::map::const_iterator itr;
itr = mGuilds.find(id);
if (itr != mGuilds.end())
{
return itr->second;
}
return NULL;
}
void Being::clearGuilds()
{
std::map::const_iterator itr, itr_end = mGuilds.end();
for (itr = mGuilds.begin(); itr != itr_end; ++itr)
{
Guild *guild = itr->second;
if (this == player_node && socialWindow)
socialWindow->removeTab(guild);
guild->removeMember(mId);
}
mGuilds.clear();
}
void Being::setParty(Party *party)
{
if (party == mParty)
return;
Party *old = mParty;
mParty = party;
if (old)
{
old->removeMember(mId);
}
updateColors();
if (this == player_node && socialWindow)
{
if (old)
socialWindow->removeTab(old);
if (party)
socialWindow->addTab(party);
}
}
void Being::fireMissile(Being *victim, const std::string &particle)
{
if (!victim || particle.empty())
return;
Particle *missile = particleEngine->addEffect(particle,
getPixelX(), getPixelY());
if (missile)
{
Particle *target = particleEngine->createChild();
target->moveBy(Vector(0.0f, 0.0f, 32.0f));
target->setLifetime(1000);
victim->controlParticle(target);
missile->setDestination(target, 7, 0);
missile->setDieDistance(8);
missile->setLifetime(900);
}
}
void Being::setAction(Action action, int attackId)
{
std::string currentAction = SpriteAction::INVALID;
switch (action)
{
case MOVE:
currentAction = SpriteAction::MOVE;
// Note: When adding a run action,
// Differentiate walk and run with action name,
// while using only the ACTION_MOVE.
break;
case SIT:
currentAction = SpriteAction::SIT;
break;
case ATTACK:
if (mEquippedWeapon)
{
currentAction = mEquippedWeapon->getAttackAction();
reset();
}
else
{
currentAction = mInfo->getAttack(attackId)->mAction;
reset();
// Attack particle effect
if (Particle::enabled)
{
int effectId = mInfo->getAttack(attackId)->mEffectId;
int rotation = 0;
switch (mSpriteDirection)
{
case DIRECTION_DOWN: rotation = 0; break;
case DIRECTION_LEFT: rotation = 90; break;
case DIRECTION_UP: rotation = 180; break;
case DIRECTION_RIGHT: rotation = 270; break;
default: break;
}
effectManager->trigger(effectId, this, rotation);
}
}
break;
case HURT:
//currentAction = SpriteAction::HURT;// Buggy: makes the player stop
// attacking and unable to attack
// again until he moves.
// TODO: fix this!
break;
case DEAD:
currentAction = SpriteAction::DEAD;
sound.playSfx(mInfo->getSound(SOUND_EVENT_DIE),
getPixelX(), getPixelY());
break;
case STAND:
currentAction = SpriteAction::STAND;
break;
}
if (currentAction != SpriteAction::INVALID)
{
play(currentAction);
mAction = action;
}
if (currentAction != SpriteAction::MOVE)
mActionTime = tick_time;
}
void Being::lookAt(const Vector &destPos)
{
// We first handle simple cases
// If the two positions are the same,
// don't update the direction since it's only a matter of keeping
// the previous one.
if (mPos.x == destPos.x && mPos.y == destPos.y)
return;
if (mPos.x == destPos.x)
{
if (mPos.y > destPos.y)
setDirection(UP);
else
setDirection(DOWN);
return;
}
if (mPos.y == destPos.y)
{
if (mPos.x > destPos.x)
setDirection(LEFT);
else
setDirection(RIGHT);
return;
}
// Now let's handle diagonal cases
// First, find the lower angle:
if (mPos.x < destPos.x)
{
// Up-right direction
if (mPos.y > destPos.y)
{
// Compute tan of the angle
if ((mPos.y - destPos.y) / (destPos.x - mPos.x) < 1)
// The angle is less than 45°, we look to the right
setDirection(RIGHT);
else
setDirection(UP);
return;
}
else // Down-right
{
// Compute tan of the angle
if ((destPos.y - mPos.y) / (destPos.x - mPos.x) < 1)
// The angle is less than 45°, we look to the right
setDirection(RIGHT);
else
setDirection(DOWN);
return;
}
}
else
{
// Up-left direction
if (mPos.y > destPos.y)
{
// Compute tan of the angle
if ((mPos.y - destPos.y) / (mPos.x - destPos.x) < 1)
// The angle is less than 45°, we look to the left
setDirection(LEFT);
else
setDirection(UP);
return;
}
else // Down-left
{
// Compute tan of the angle
if ((destPos.y - mPos.y) / (mPos.x - destPos.x) < 1)
// The angle is less than 45°, we look to the left
setDirection(LEFT);
else
setDirection(DOWN);
return;
}
}
}
void Being::setDirection(Uint8 direction)
{
if (!direction || mDirection == direction)
return;
mDirection = direction;
SpriteDirection dir;
if (mDirection & UP)
dir = DIRECTION_UP;
else if (mDirection & DOWN)
dir = DIRECTION_DOWN;
else if (mDirection & RIGHT)
dir = DIRECTION_RIGHT;
else
dir = DIRECTION_LEFT;
mSpriteDirection = dir;
CompoundSprite::setDirection(dir);
}
int Being::getCollisionRadius() const
{
// FIXME: Get this from XML file once a better pathfinding algorithm is up.
return 16;
}
void Being::logic()
{
// Reduce the time that speech is still displayed
if (mSpeechTime > 0)
mSpeechTime--;
// Remove text and speechbubbles if speech boxes aren't being used
if (mSpeechTime == 0 && mText)
{
delete mText;
mText = 0;
}
if ((mAction != DEAD) && !mSpeedPixelsPerTick.isNull())
{
const Vector dest = (mPath.empty()) ?
mDest : Vector(mPath.front().x,
mPath.front().y);
// Avoid going to flawed destinations
if (dest.x <= 0 || dest.y <= 0)
{
// We make the being stop move in that case.
mDest = mPos;
mPath.clear();
// By returning now, we're losing one tick for the rest of the logic
// but as we have reset the destination, the next tick will be fine.
return;
}
// The Vector representing the difference between current position
// and the next destination path node.
Vector dir = dest - mPos;
float distance = dir.length();
// When we've not reached our destination, move to it.
if (distance > 0.0f)
{
// The deplacement of a point along a vector is calculated
// using the Unit Vector (â) multiplied by the point speed.
// â = a / ||a|| (||a|| is the a length.)
// Then, diff = (dir/||dir||) * speed.
const Vector normalizedDir = dir.normalized();
Vector diff(normalizedDir.x * mSpeedPixelsPerTick.x,
normalizedDir.y * mSpeedPixelsPerTick.y);
// Test if we don't miss the destination by a move too far:
if (diff.length() > distance)
{
setPosition(mPos + dir);
// Also, if the destination is reached, try to get the next
// path point, if existing.
if (!mPath.empty())
mPath.pop_front();
}
else
{
// Otherwise, go to it using the nominal speed.
setPosition(mPos + diff);
// And reset the nominalLength to the actual move length
distance = diff.length();
}
if (mAction != MOVE)
setAction(MOVE);
// Update the player sprite direction.
// N.B.: We only change this if the distance is more than one pixel
// to avoid flawing the ending direction for players,
// but always for very slow beings.
float maxDistance = mSpeedPixelsPerTick.length();
if (distance > ((maxDistance > 1.0f) ? 1.0f : 0.0f))
{
// The player direction is handled for keyboard
// by LocalPlayer::startWalking(), we shouldn't get
// in the way here for other cases.
// Hence, we set the direction in Being::logic() only when:
// 1. It is not the localPlayer
// 2. When it is the localPlayer but only by mouse
// (because in that case, the path can have more than one tile.)
if ((player_node == this && player_node->isPathSetByMouse())
|| player_node != this)
{
int direction = 0;
const float dx = std::abs(dir.x);
float dy = std::abs(dir.y);
if (dx > dy)
direction |= (dir.x > 0) ? RIGHT : LEFT;
else
direction |= (dir.y > 0) ? DOWN : UP;
setDirection(direction);
}
}
}
else if (!mPath.empty())
{
// If the current path node has been reached,
// remove it and go to the next one.
mPath.pop_front();
}
else if (mAction == MOVE)
{
setAction(STAND);
}
}
ActorSprite::logic();
// Remove it after 3 secs. TODO: Just play the dead animation before removing
if (!isAlive() && Net::getGameHandler()->removeDeadBeings() &&
get_elapsed_time(mActionTime) > 3000)
{
if (getType() != PLAYER)
actorSpriteManager->destroy(this);
}
}
void Being::drawSpeech(int offsetX, int offsetY)
{
const int px = getPixelX() - offsetX;
const int py = getPixelY() - offsetY;
const int speech = config.getIntValue("speech");
// Draw speech above this being
if (mSpeechTime == 0)
{
if (mSpeechBubble->isVisible())
mSpeechBubble->setVisible(false);
}
else if (mSpeechTime > 0 && (speech == NAME_IN_BUBBLE ||
speech == NO_NAME_IN_BUBBLE))
{
const bool showName = (speech == NAME_IN_BUBBLE);
if (mText)
{
delete mText;
mText = NULL;
}
mSpeechBubble->setCaption(showName ? mName : "", mTextColor);
mSpeechBubble->setText(mSpeech, showName);
mSpeechBubble->setPosition(px - (mSpeechBubble->getWidth() / 2),
py - getHeight() - (mSpeechBubble->getHeight()));
mSpeechBubble->setVisible(true);
}
else if (mSpeechTime > 0 && speech == TEXT_OVERHEAD)
{
mSpeechBubble->setVisible(false);
if (! mText)
{
mText = new Text(mSpeech,
getPixelX(), getPixelY() - getHeight(),
gcn::Graphics::CENTER,
&userPalette->getColor(UserPalette::PARTICLE),
true);
}
}
else if (speech == NO_SPEECH)
{
mSpeechBubble->setVisible(false);
if (mText)
delete mText;
mText = NULL;
}
}
void Being::updateCoords()
{
if (!mDispName)
return;
// Monster names show above the sprite instead of below it
if (getType() == MONSTER)
mDispName->adviseXY(getPixelX(),
getPixelY() - getHeight() - mDispName->getHeight());
else
mDispName->adviseXY(getPixelX(), getPixelY());
}
void Being::flashName(int time)
{
if (mDispName)
mDispName->flash(time);
}
void Being::showName()
{
delete mDispName;
mDispName = 0;
std::string mDisplayName(mName);
Being* player = static_cast(this);
if (player)
{
if (config.getBoolValue("showgender"))
{
if (getGender() == GENDER_FEMALE)
mDisplayName += " \u2640";
else if (getGender() == GENDER_MALE)
mDisplayName += " \u2642";
}
// Display the IP when under tmw-Athena (GM only).
if (Net::getNetworkType() == ServerInfo::TMWATHENA && player_node
&& player_node->getShowIp() && player->getIp())
{
mDisplayName += strprintf(" %s", ipToString(player->getIp()));
}
}
if (getType() == MONSTER)
{
if (config.getBoolValue("showMonstersTakedDamage"))
{
mDisplayName += ", " + toString(getDamageTaken());
}
}
gcn::Font *font = 0;
if (player_node && player_node->getTarget() == this
&& getType() != MONSTER)
{
font = boldFont;
}
mDispName = new FlashText(mDisplayName, getPixelX(), getPixelY(),
gcn::Graphics::CENTER, mNameColor, font);
updateCoords();
}
void Being::updateColors()
{
if (getType() == MONSTER)
{
mNameColor = &userPalette->getColor(UserPalette::MONSTER);
mTextColor = &userPalette->getColor(UserPalette::MONSTER);
}
else if (getType() == NPC)
{
mNameColor = &userPalette->getColor(UserPalette::NPC);
mTextColor = &userPalette->getColor(UserPalette::NPC);
}
else if (this == player_node)
{
mNameColor = &userPalette->getColor(UserPalette::SELF);
mTextColor = &Theme::getThemeColor(Theme::PLAYER);
}
else
{
mTextColor = &userPalette->getColor(Theme::PLAYER);
if (mIsGM)
{
mTextColor = &userPalette->getColor(UserPalette::GM);
mNameColor = &userPalette->getColor(UserPalette::GM);
}
else if (mParty && mParty == player_node->getParty())
{
mNameColor = &userPalette->getColor(UserPalette::PARTY);
}
else
{
mNameColor = &userPalette->getColor(UserPalette::PC);
}
}
if (mDispName)
{
mDispName->setColor(mNameColor);
}
}
void Being::setSprite(unsigned int slot, int id, const std::string &color,
bool isWeapon)
{
assert(slot < Net::getCharHandler()->maxSprite());
if (slot >= size())
ensureSize(slot + 1);
if (slot >= mSpriteIDs.size())
mSpriteIDs.resize(slot + 1, 0);
if (slot >= mSpriteColors.size())
mSpriteColors.resize(slot + 1, "");
// id = 0 means unequip
if (id == 0)
{
removeSprite(slot);
if (isWeapon)
mEquippedWeapon = NULL;
}
else
{
std::string filename = itemDb->get(id).getSprite(mGender);
AnimatedSprite *equipmentSprite = NULL;
if (!filename.empty())
{
if (!color.empty())
filename += "|" + color;
equipmentSprite = AnimatedSprite::load(
paths.getStringValue("sprites") + filename);
}
if (equipmentSprite)
equipmentSprite->setDirection(getSpriteDirection());
CompoundSprite::setSprite(slot, equipmentSprite);
if (isWeapon)
mEquippedWeapon = &itemDb->get(id);
setAction(mAction);
}
mSpriteIDs[slot] = id;
mSpriteColors[slot] = color;
}
void Being::setSpriteID(unsigned int slot, int id)
{
setSprite(slot, id, mSpriteColors[slot]);
}
void Being::setSpriteColor(unsigned int slot, const std::string &color)
{
setSprite(slot, mSpriteIDs[slot], color);
}
int Being::getNumberOfLayers() const
{
return CompoundSprite::getNumberOfLayers();
}
void Being::load()
{
// Hairstyles are encoded as negative numbers. Count how far negative
// we can go.
int hairstyles = 1;
while (itemDb->get(-hairstyles).getSprite(GENDER_MALE) !=
paths.getStringValue("spriteErrorFile"))
hairstyles++;
mNumberOfHairstyles = hairstyles;
}
void Being::updateName()
{
if (mShowName)
showName();
}
void Being::setGender(Gender gender)
{
if (gender != mGender)
{
mGender = gender;
// Reload all subsprites
for (unsigned int i = 0; i < mSpriteIDs.size(); i++)
{
if (mSpriteIDs.at(i) != 0)
setSprite(i, mSpriteIDs.at(i), mSpriteColors.at(i));
}
updateName();
}
}
void Being::setGM(bool gm)
{
mIsGM = gm;
updateColors();
}
bool Being::canTalk()
{
return mType == NPC;
}
void Being::talkTo()
{
Net::getNpcHandler()->talk(mId);
}
void Being::event(Event::Channel channel, const Event &event)
{
if (channel == Event::ChatChannel &&
(event.getType() == Event::Being
|| event.getType() == Event::Player) &&
event.getInt("permissions") & PlayerRelation::SPEECH_FLOAT)
{
try
{
if (mId == event.getInt("beingId"))
{
setSpeech(event.getString("text"));
}
}
catch (BadEvent badEvent)
{}
}
else if (channel == Event::ConfigChannel &&
event.getType() == Event::ConfigOptionChanged)
{
if (getType() == PLAYER && event.getString("option") == "visiblenames")
{
setShowName(config.getBoolValue("visiblenames"));
}
}
}
void Being::setMap(Map *map)
{
Actor::setMap(map);
// Recalculate pixel/tick speed
if (map && !mMoveSpeed.isNull())
{
mSpeedPixelsPerTick =
Net::getPlayerHandler()->getPixelsPerTickMoveSpeed(mMoveSpeed, map);
}
}