/* * 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 "game.h" #include "graphics.h" #include "log.h" #include "map.h" #include "monster.h" #include "player.h" #include "graphic/spriteset.h" #include "gui/gui.h" extern Spriteset *emotionset; PATH_NODE::PATH_NODE(Uint16 iX, Uint16 iY): x(iX), y(iY) { } Being::Being(Uint32 id, Uint16 job, Map *map): job(job), x(0), y(0), direction(SOUTH), action(0), mFrame(0), speech_color(0), walk_time(0), emotion(0), emotion_time(0), aspd(350), mId(id), mWeapon(0), mWalkSpeed(150), mMap(NULL), hairStyle(1), hairColor(1), speech_time(0), damage_time(0), showSpeech(false), showDamage(false) { setMap(map); } Being::~Being() { clearPath(); setMap(NULL); } void Being::setDestination(Uint16 destX, Uint16 destY) { if (mMap) { setPath(mMap->findPath(x, y, destX, destY)); } } void Being::clearPath() { mPath.clear(); } void Being::setPath(std::list path) { mPath = path; if (action != WALK && action != DEAD) { nextStep(); walk_time = tick_time; } } void Being::setHairColor(Uint16 color) { hairColor = color; if (hairColor < 1 || hairColor > NR_HAIR_COLORS + 1) { hairColor = 1; } } void Being::setHairStyle(Uint16 style) { hairStyle = style; if (hairStyle < 1 || hairStyle > NR_HAIR_STYLES) { hairStyle = 1; } } void Being::setSpeech(const std::string &text, Uint32 time) { speech = text; speech_time = tick_time; showSpeech = true; } void Being::setDamage(Sint16 amount, Uint32 time) { if (!amount) { damage = "miss"; } else { std::stringstream damageString; damageString << amount; damage = damageString.str(); } damage_time = tick_time; showDamage = true; } 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::nextStep() { mFrame = 0; if (mPath.empty()) { action = STAND; return; } PATH_NODE node = mPath.front(); mPath.pop_front(); if (node.x > x) { if (node.y > y) direction = SE; else if (node.y < y) direction = NE; else direction = EAST; } else if (node.x < x) { if (node.y > y) direction = SW; else if (node.y < y) direction = NW; else direction = WEST; } else { if (node.y > y) direction = SOUTH; else if (node.y < y) direction = NORTH; } x = node.x; y = node.y; action = WALK; walk_time += mWalkSpeed / 10; } void Being::logic() { // Determine whether speech should still be displayed if (get_elapsed_time(speech_time) > 5000) { showSpeech = false; } // Determine whether damange should still be displayed if (get_elapsed_time(damage_time) > 3000) { showDamage = false; } // Update pixel coordinates mPx = x * 32; mPy = y * 32; mPy += getYOffset(); mPx += getXOffset(); if (emotion != 0) { emotion_time--; if (emotion_time == 0) { emotion = 0; } } } void Being::drawName(Graphics *graphics, Sint32 offsetX, Sint32 offsetY) { int px = mPx + offsetX; int py = mPy + offsetY; // Draw player name if (getType() != LOCALPLAYER) { graphics->setFont(speechFont); graphics->drawText(mName, px + 15, py + 30, gcn::Graphics::CENTER); } } void Being::drawEmotion(Graphics *graphics, Sint32 offsetX, Sint32 offsetY) { int px = mPx + offsetX; int py = mPy + offsetY; if (emotion) { graphics->drawImage(emotionset->spriteset[emotion - 1], px + 3, py - 60); } } void Being::drawSpeech(Graphics *graphics, Sint32 offsetX, Sint32 offsetY) { int px = mPx + offsetX; int py = mPy + offsetY; // Draw speech above this being if (showSpeech) { graphics->setFont(speechFont); graphics->drawText(speech, px + 18, py - 60, gcn::Graphics::CENTER); } // Draw damage above this being if (showDamage) { // Selecting the right color if (damage == "miss") { graphics->setFont(hitYellowFont); } else if (getType() == MONSTER) { graphics->setFont(hitBlueFont); } else { graphics->setFont(hitRedFont); } int textY = (getType() == MONSTER) ? 32 : 70; int ft = get_elapsed_time(damage_time) - 1500; float a = (ft > 0) ? 1.0 - ft / 1500.0 : 1.0; graphics->setColor(gcn::Color(255, 255, 255, (int)(255 * a))); graphics->drawText(damage, px + 16, py - textY - get_elapsed_time(damage_time) / 100, 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) { switch (weapon) { case 529: // iron arrows case 1199: // arrows break; case 1200: // bow case 530: // short bow case 545: // forest bow setWeapon(2); break; case 521: // sharp knife case 522: // dagger case 536: // short sword case 1201: // knife setWeapon(1); break; case 0: // unequip setWeapon(0); break; default: logger->log("unknown item equiped : %d", weapon); } } int Being::getXOffset() const { // Only beings walking to the left or the right have an x offset if (action != WALK || direction == NORTH || direction == SOUTH) { return 0; } int offset = (get_elapsed_time(walk_time) * 32) / mWalkSpeed; // We calculate the offset _from_ the _target_ location offset -= 32; if (offset > 0) { offset = 0; } // Going to the right? Invert the offset. if (direction == WEST || direction == NW || direction == SW) { offset = -offset; } return offset; } int Being::getYOffset() const { // Only beings walking up or down have an y offset if (action != WALK || direction == EAST || direction == WEST) { return 0; } int offset = (get_elapsed_time(walk_time) * 32) / mWalkSpeed; // We calculate the offset _from_ the _target_ location offset -= 32; if (offset > 0) { offset = 0; } if (direction == NORTH || direction == NW || direction == NE) { offset = -offset; } return offset; }