1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
|
/*
* 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
*/
#ifndef _TMW_BEING_H
#define _TMW_BEING_H
#include <list>
#include <memory>
#include <string>
#include <SDL_types.h>
#include <set>
#include "sprite.h"
#include "map.h"
#include "animatedsprite.h"
#include "particlecontainer.h"
#define FIRST_IGNORE_EMOTE 14
#define STATUS_EFFECTS 32
class AnimatedSprite;
class Equipment;
class ItemInfo;
class Item;
class Map;
class Graphics;
class ImageSet;
class Particle;
class Text;
class StatusEffect;
/**
* A position along a being's path.
*/
struct PATH_NODE
{
/**
* Constructor.
*/
PATH_NODE(unsigned short x, unsigned short y):
x(x), y(y)
{ }
unsigned short x;
unsigned short y;
};
typedef std::list<PATH_NODE> Path;
typedef Path::iterator PathIterator;
class Being : public Sprite
{
public:
enum Type {
UNKNOWN,
PLAYER,
NPC,
MONSTER
};
/**
* Action the being is currently performing.
*/
enum Action {
STAND,
WALK,
ATTACK,
SIT,
DEAD,
HURT
};
enum Sprite {
BASE_SPRITE = 0,
SHOE_SPRITE,
BOTTOMCLOTHES_SPRITE,
TOPCLOTHES_SPRITE,
MISC1_SPRITE,
MISC2_SPRITE,
HAIR_SPRITE,
HAT_SPRITE,
CAPE_SPRITE,
GLOVES_SPRITE,
WEAPON_SPRITE,
SHIELD_SPRITE,
VECTOREND_SPRITE
};
enum TargetCursorSize {
TC_SMALL = 0,
TC_MEDIUM,
TC_LARGE,
NUM_TC
};
/**
* 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(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.
*/
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.
*
* @param amount The amount of damage.
*/
virtual void
takeDamage(int amount);
/**
* Handles an attack of another being by this being.
*
* @param victim The attacked being.
* @param damage The amount of damage dealt (0 means miss).
*/
virtual void
handleAttack(Being *victim, int damage);
/**
* 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; }
/**
* 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, std::string color = "");
/**
* Sets the gender of this being.
*/
virtual void
setGender(int gender) { mGender = gender; }
/**
* Gets the gender of this being.
*/
int
getGender() const { return mGender; }
/**
* Makes this being take the next step of his path.
*/
virtual void
nextStep();
/**
* Performs being logic.
*/
virtual void
logic();
/**
* 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.
*/
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.
*/
virtual 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, int offsetX, int offsetY) const;
/**
* 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); }
/**
* 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);
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); }
const std::auto_ptr<Equipment> mEquipment;
static int getHairColorsNr(void);
static int getHairStylesNr(void);
static std::string getHairColor(int index);
protected:
/**
* Sets the new path for this being.
*/
void setPath(const Path &path);
/**
* Let the sub-classes react to a replacement
*/
virtual void updateCoords() {}
/**
* Returns the sprite direction of this being.
*/
SpriteDirection getSpriteDirection() const;
/**
* 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);
Uint32 mId; /**< Unique sprite 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;
/** Engine-related infos about weapon. */
const ItemInfo* mEquippedWeapon;
Path mPath;
Text *mSpeech;
Uint16 mHairStyle, mHairColor;
Uint8 mGender;
Uint32 mSpeechTime;
Sint32 mPx, mPy; /**< Pixel coordinates */
Uint16 mStunMode; /**< Stun mode; zero if not stunned */
std::set<int> mStatusEffects; /**< set of active status effects */
std::vector<AnimatedSprite*> mSprites;
std::vector<int> mSpriteIDs;
std::vector<std::string> mSpriteColors;
ParticleList mStunParticleEffects;
ParticleVector mStatusParticleEffects;
ParticleList mChildParticleEffects;
private:
/**
* Calculates the offset in the given directions.
* If walking in direction 'neg' the value is negated.
*/
int getOffset(char pos, char neg) const;
static int instances; /**< Number of Being instances */
static ImageSet *emotionSet; /**< Emoticons used by beings */
};
#endif
|