/* * 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 * * $Id$ */ #ifndef _TMW_BEING_H #define _TMW_BEING_H #include #include #include #include #include "sprite.h" #include "map.h" #include "animatedsprite.h" #define NR_HAIR_STYLES 7 #define NR_HAIR_COLORS 10 class AnimatedSprite; class Equipment; class Item; class Map; class Graphics; class Spriteset; struct PATH_NODE { /** * Constructor. */ PATH_NODE(unsigned short x, unsigned short y); unsigned short x; unsigned short y; }; typedef std::list Path; typedef Path::iterator PathIterator; class Being : public Sprite { public: enum Type { UNKNOWN, LOCALPLAYER, PLAYER, NPC, MONSTER }; enum Action { STAND = 0, WALK = 1, MONSTER_ATTACK = 5, SIT = 7, DEAD = 8, ATTACK = 9, MONSTER_DEAD = 9, HIT = 17 }; enum Sprite { BASE_SPRITE = 0, SHOE_SPRITE, BOTTOMCLOTHES_SPRITE, TOPCLOTHES_SPRITE, HAIR_SPRITE, HAT_SPRITE, WEAPON_SPRITE, VECTOREND_SPRITE }; /** * Directions, to be used as bitmask values */ static const char DOWN = 1; static const char LEFT = 2; static const char UP = 4; static const char RIGHT = 8; Uint16 mJob; /**< Job (player job, npc, monster, ) */ Uint16 mX, mY; /**< Tile coordinates */ Uint8 mAction; /**< Action the being is performing */ Uint8 mFrame; Uint16 mWalkTime; Uint8 mEmotion; /**< Currently showing emotion */ Uint8 mEmotionTime; /**< Time until emotion disappears */ Uint16 mAttackSpeed; /**< Attack speed */ /** * Constructor. */ Being(Uint32 id, Uint16 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. */ virtual void setDestination(Uint16 destX, Uint16 destY); /** * 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 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 setDamage(Sint16 amount, Uint32 time); /** * Returns the name of the being. */ const std::string& getName() const { return mName; } /** * Sets the name for the being. * * @param text The name that should appear. */ void setName(const std::string &name) { mName = name; } /** * Sets the hair color for this being. */ virtual void setHairColor(Uint16 color); /** * Gets the hair color for this being. */ Uint16 getHairColor() const { return mHairColor; } /** * Sets the hair style for this being. */ virtual void setHairStyle(Uint16 style); /** * Gets the hair style for this being. */ Uint16 getHairStyle() const { return mHairStyle; } /** * Sets visible equipments for this being. */ virtual void setVisibleEquipment(Uint8 slot, int id); /** * Sets the sex for this being. */ virtual void setSex(Uint8 sex) { mSex = sex; } /** * Gets the sex for this being. */ Uint8 getSex() const { return mSex; } /** * Makes this being take the next step of his path. */ virtual void nextStep(); /** * Performs being logic. */ virtual void logic(); /** * Draws the speech text above the being. */ void drawSpeech(Graphics *graphics, Sint32 offsetX, Sint32 offsetY); /** * Draws the emotion picture above the being. */ void drawEmotion(Graphics *graphics, Sint32 offsetX, Sint32 offsetY); /** * Draws the name text below the being. */ virtual void drawName(Graphics *graphics, Sint32 offsetX, Sint32 offsetY) {}; /** * Returns the type of the being. */ virtual Type getType() const; /** * Gets the weapon picture id. */ Uint16 getWeapon() const { return mWeapon; } /** * Sets the weapon picture id. * * @param weapon the picture id */ virtual void setWeapon(Uint16 weapon) { mWeapon = weapon; } /** * Sets the weapon picture id with the weapon id. * * @param weapon the weapon id */ void setWeaponById(Uint16 weapon); /** * Gets the walk speed. */ Uint16 getWalkSpeed() const { return mWalkSpeed; } /** * Sets the walk speed. */ void setWalkSpeed(Uint16 speed) { mWalkSpeed = speed; } /** * Gets the sprite id. */ Uint32 getId() const { return mId; } /** * Sets the sprite id. */ void setId(Uint32 id) { mId = id; } /** * Sets the map the being is on */ void setMap(Map *map); /** * Sets the current action. */ void setAction(Uint8 action); /** * Returns the current direction. */ Uint8 getDirection() const { return mDirection; } /** * 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, Sint32 offsetX, Sint32 offsetY); /** * Returns the pixel X coordinate. */ int getPixelX() const { return mPx; } /** * Returns the pixel Y coordinate. * * @see Sprite::getPixelY() */ int getPixelY() const { return mPy; } /** * 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); } std::auto_ptr mEquipment; protected: /** * Sets the new path for this being. */ void setPath(const Path &path); /** * Calculates the offset in the given directions. * If walking in direction 'neg' the value is negated. */ int getOffset(char pos, char neg) const; /** * Returns the sprite direction of this being. */ SpriteDirection getSpriteDirection() const; Uint32 mId; /**< Unique sprite id */ Uint16 mWeapon; /**< Weapon picture id */ Uint16 mWalkSpeed; /**< Walking speed */ Uint8 mDirection; /**< Facing direction */ Map *mMap; /**< Map on which this being resides */ std::string mName; /**< Name of character */ SpriteIterator mSpriteIterator; Path mPath; std::string mSpeech; std::string mDamage; Uint16 mHairStyle, mHairColor; Uint8 mSex; Uint32 mSpeechTime; Uint32 mDamageTime; bool mShowSpeech, mShowDamage; Sint32 mPx, mPy; /**< Pixel coordinates */ std::vector mSprites; std::vector mEquipmentSpriteIDs; }; #endif