/*
* The ManaPlus Client
* Copyright (C) 2010 The Mana Developers
* Copyright (C) 2011-2014 The ManaPlus Developers
*
* This file is part of The ManaPlus 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/actorsprite.h"
#include "animatedsprite.h"
#include "configuration.h"
#include "imagesprite.h"
#include "statuseffect.h"
#include "being/localplayer.h"
#include "gui/theme.h"
#include "listeners/actorspritelistener.h"
#include "particle/particle.h"
#include "resources/resourcemanager.h"
#include "resources/spritereference.h"
#include "utils/checkutils.h"
#include "utils/delete2.h"
#include "utils/timer.h"
#include "debug.h"
#define for_each_cursors() \
for (int size = TargetCursorSize::SMALL; \
size < TargetCursorSize::NUM_TC; \
size ++) \
{ \
for (int type = TargetCursorType::NORMAL; \
type < TargetCursorType::NUM_TCT; \
type ++) \
#define end_foreach }
AnimatedSprite *ActorSprite::targetCursor[TargetCursorType::NUM_TCT]
[TargetCursorSize::NUM_TC];
bool ActorSprite::loaded = false;
ActorSprite::ActorSprite(const int id) :
CompoundSprite(),
Actor(),
mStatusEffects(),
mStunParticleEffects(),
mStatusParticleEffects(&mStunParticleEffects, false),
mChildParticleEffects(&mStatusParticleEffects, false),
mId(id),
mStunMode(0),
mUsedTargetCursor(nullptr),
mActorSpriteListeners(),
mCursorPaddingX(0),
mCursorPaddingY(0),
mMustResetParticles(false),
mPoison(false)
{
}
ActorSprite::~ActorSprite()
{
mChildParticleEffects.clear();
mMustResetParticles = true;
mUsedTargetCursor = nullptr;
if (localPlayer && localPlayer->getTarget() == this)
localPlayer->setTarget(nullptr);
// Notify listeners of the destruction.
FOR_EACH (ActorSpriteListenerIterator, iter, mActorSpriteListeners)
{
if (reportFalse(*iter))
(*iter)->actorSpriteDestroyed(*this);
}
}
void ActorSprite::draw1(Graphics *const graphics,
const int offsetX, const int offsetY) const
{
FUNC_BLOCK("ActorSprite::draw1", 1)
if (mUsedTargetCursor)
{
mUsedTargetCursor->update(tick_time * MILLISECONDS_IN_A_TICK);
mUsedTargetCursor->draw(graphics,
offsetX + getTargetOffsetX() - mCursorPaddingX,
offsetY + getTargetOffsetY() - mCursorPaddingY);
}
}
void ActorSprite::logic()
{
BLOCK_START("ActorSprite::logic")
// Update sprite animations
update(tick_time * MILLISECONDS_IN_A_TICK);
// Restart status/particle effects, if needed
if (mMustResetParticles)
{
mMustResetParticles = false;
FOR_EACH (std::set::const_iterator, it, mStatusEffects)
{
const StatusEffect *const effect
= StatusEffect::getStatusEffect(*it, true);
if (effect && effect->particleEffectIsPersistent())
updateStatusEffect(*it, true);
}
}
// Update particle effects
mChildParticleEffects.moveTo(mPos.x, mPos.y);
BLOCK_END("ActorSprite::logic")
}
void ActorSprite::actorLogic()
{
}
void ActorSprite::setMap(Map *const map)
{
Actor::setMap(map);
// Clear particle effect list because child particles became invalid
mChildParticleEffects.clear();
mMustResetParticles = true; // Reset status particles on next redraw
}
void ActorSprite::controlParticle(Particle *const particle)
{
mChildParticleEffects.addLocally(particle);
}
void ActorSprite::setTargetType(const TargetCursorType::Type type)
{
if (type == TargetCursorType::NONE)
{
untarget();
}
else
{
const TargetCursorSize::Size sz = getTargetCursorSize();
mUsedTargetCursor = targetCursor[static_cast(type)][sz];
if (mUsedTargetCursor)
{
static const int targetWidths[TargetCursorSize::NUM_TC]
= {0, 0, 0};
static const int targetHeights[TargetCursorSize::NUM_TC]
= {-mapTileSize / 2, -mapTileSize / 2, -mapTileSize};
mCursorPaddingX = static_cast(targetWidths[sz]);
mCursorPaddingY = static_cast(targetHeights[sz]);
}
}
}
struct EffectDescription final
{
std::string mGFXEffect;
std::string mSFXEffect;
};
void ActorSprite::setStatusEffect(const int index, const bool active)
{
const bool wasActive = mStatusEffects.find(index) != mStatusEffects.end();
if (active != wasActive)
{
updateStatusEffect(index, active);
if (active)
mStatusEffects.insert(index);
else
mStatusEffects.erase(index);
}
}
void ActorSprite::setStatusEffectBlock(const int offset,
const uint16_t newEffects)
{
for (unsigned i = 0; i < STATUS_EFFECTS; i++)
{
const int index = StatusEffect::blockEffectIndexToEffectIndex(
offset + i);
if (index != -1)
setStatusEffect(index, (newEffects & (1 << i)) > 0);
}
}
void ActorSprite::updateStunMode(const int oldMode, const int newMode)
{
handleStatusEffect(StatusEffect::getStatusEffect(oldMode, false), -1);
handleStatusEffect(StatusEffect::getStatusEffect(newMode, true), -1);
}
void ActorSprite::updateStatusEffect(const int index, const bool newStatus)
{
StatusEffect *const effect = StatusEffect::getStatusEffect(
index, newStatus);
if (!effect)
return;
if (effect->isPoison() && getType() == ActorType::PLAYER)
setPoison(newStatus);
handleStatusEffect(effect, index);
}
void ActorSprite::handleStatusEffect(const StatusEffect *const effect,
const int effectId)
{
if (!effect)
return;
Particle *const particle = effect->getParticle();
if (effectId >= 0)
{
mStatusParticleEffects.setLocally(effectId, particle);
}
else
{
mStunParticleEffects.clearLocally();
if (particle)
mStunParticleEffects.addLocally(particle);
}
}
void ActorSprite::setupSpriteDisplay(const SpriteDisplay &display,
const bool forceDisplay,
const int imageType,
const std::string &color)
{
clear();
FOR_EACH (SpriteRefs, it, display.sprites)
{
if (!*it)
continue;
const std::string file = paths.getStringValue("sprites").append(
combineDye3((*it)->sprite, color));
const int variant = (*it)->variant;
addSprite(AnimatedSprite::delayedLoad(file, variant));
}
// Ensure that something is shown, if desired
if (empty() && forceDisplay)
{
if (display.image.empty())
{
addSprite(AnimatedSprite::delayedLoad(
paths.getStringValue("sprites").append(
paths.getStringValue("spriteErrorFile"))));
}
else
{
ResourceManager *const resman = ResourceManager::getInstance();
std::string imagePath;
switch (imageType)
{
case 0:
default:
imagePath = paths.getStringValue("itemIcons").append(
display.image);
break;
case 1:
imagePath = paths.getStringValue("itemIcons").append(
display.floor);
break;
}
imagePath = combineDye2(imagePath, color);
Image *img = resman->getImage(imagePath);
if (!img)
img = Theme::getImageFromTheme("unknown-item.png");
addSprite(new ImageSprite(img));
if (img)
img->decRef();
}
}
mChildParticleEffects.clear();
// setup particle effects
if (Particle::enabled && particleEngine)
{
FOR_EACH (StringVectCIter, itr, display.particles)
{
Particle *const p = particleEngine->addEffect(*itr, 0, 0);
controlParticle(p);
}
}
mMustResetParticles = true;
}
void ActorSprite::load()
{
if (loaded)
unload();
initTargetCursor();
loaded = true;
}
void ActorSprite::unload()
{
if (reportTrue(!loaded))
return;
cleanupTargetCursors();
loaded = false;
}
void ActorSprite::addActorSpriteListener(ActorSpriteListener *const listener)
{
mActorSpriteListeners.push_front(listener);
}
void ActorSprite::removeActorSpriteListener(ActorSpriteListener *const
listener)
{
mActorSpriteListeners.remove(listener);
}
static const char *cursorType(const int type)
{
switch (type)
{
case TargetCursorType::IN_RANGE:
return "in-range";
default:
case TargetCursorType::NORMAL:
return "normal";
}
}
static const char *cursorSize(const int size)
{
switch (size)
{
case TargetCursorSize::LARGE:
return "l";
case TargetCursorSize::MEDIUM:
return "m";
default:
case TargetCursorSize::SMALL:
return "s";
}
}
void ActorSprite::initTargetCursor()
{
static const std::string targetCursorFile("target-cursor-%s-%s.xml");
// Load target cursors
for_each_cursors()
{
targetCursor[type][size] = AnimatedSprite::load(
Theme::resolveThemePath(strprintf(
targetCursorFile.c_str(),
cursorType(type),
cursorSize(size))));
}
end_foreach
}
void ActorSprite::cleanupTargetCursors()
{
for_each_cursors()
{
if (targetCursor[type][size])
delete2(targetCursor[type][size])
}
end_foreach
}