summaryrefslogblamecommitdiff
path: root/src/being.cpp
blob: 1d7f5ee700bcad2e22dd7b9f6e91002f59536ea8 (plain) (tree)



















                                                                             
                                                       
   

                  
                  
                
 
                           
                      
                 


                     
                     
                  
                        
 
                                      
                               
                               
 
                    
                             
 
                       

                           



                                        
                         
                                   
 
                                        
              
                 
                   


                                 
                                
            
                    
                     
               
                          
                                 
               
                   
                   
                                     

                                       
 
                
 

                                       



                                                             
                                                                          
                                                                   


                
                 
                  

 

               
                         
                
 






                                                                              

                 



                       

                             
     

                         
 
 
                                                      
 

             
                                                      
     

 
                       
 
                  

 
                                     
 
                 
 
                                           

                   
                              
     

 
                                              
 

                                                                 

 
                                                          
 
                                                           

                                

 
                                                           
 
                   
                      

 
                                  
 
                    








                                                            


                                                                  










                                 
                         
                                                                    
                                                            

 
                                                   





                             
                            
 
                                                
             






                                            
             


                                                
 
                                                                        


                                  
                                               


                 

                                                                              

                                                  

 
                                    
 
                                                
                   
     






                                        
                                
             



                                                                 
             


                                                      
                 
                                         
                 
             
                  



                                                                             



                                        
                   


                                         
 
                                        
     
                                                  
         



                                                 
         
                         
     
 
 
                                         
 


                                
                           



                                               

                                           


     
                                                 
 
                        
 
                        
     
                           
     
                               
     
                             
     



                                


                              
     
 
               

 
                      
 
                      
     
                         
               
     
 

                                   
 
                
                    
                     
                         
                    
                    
                    
                         


                      
 





                                           

                
                    
                                 

 
                   
 
                                                     

                        
 

                    
                               

                                 
 

                                     

                       
 
                      
     


                                

         





                                              


                                                

                             

                                                                           

                                                                  
                              



                                               

             

                
     

 
                                                                    
 


                           




                                                

         

 
                                                                     
 

                  
 


                                          
 
                                                                     
                                                                   

 























                                                                                        
 
                   
 
 
                                              
 
                                                             

                                                         

                 
 
                                                                 
 

                                                           

                    


                   
                                                        

                          
                         



                  
 
                           




                                                 

         

                 
 

 
                            




                                                  

         

                 
 


























































































                                                                        
/*
 *  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: being.cpp 4301 2008-05-28 16:06:48Z peaveydk $
 */
#include "being.h"

#include <cassert>
#include <cmath>

#include "animatedsprite.h"
#include "equipment.h"
#include "game.h"
#include "graphics.h"
#include "log.h"
#include "map.h"
#include "particle.h"
#include "sound.h"
#include "localplayer.h"

#include "resources/resourcemanager.h"
#include "resources/imageset.h"
#include "resources/iteminfo.h"

#include "gui/gui.h"
#include "gui/speechbubble.h"

#include "utils/dtor.h"
#include "utils/tostring.h"

#include "utils/xml.h"

#define BEING_EFFECTS_FILE "effects.xml"

int Being::instances = 0;
ImageSet *Being::emotionSet = NULL;

Being::Being(int id, int job, Map *map):
    mJob(job),
    mX(0), mY(0),
    mAction(STAND),
    mWalkTime(0),
    mEmotion(0), mEmotionTime(0),
    mAttackSpeed(350),
    mEquipment(new Equipment()),
    mId(id),
    mWalkSpeed(150),
    mDirection(DOWN),
    mMap(NULL),
    mEquippedWeapon(NULL),
    mHairStyle(1), mHairColor(0),
    mGender(2),
    mSpeechTime(0),
    mPx(0), mPy(0),
    mSprites(VECTOREND_SPRITE, NULL),
    mSpriteIDs(VECTOREND_SPRITE, 0),
    mSpriteColors(VECTOREND_SPRITE, "")
{
    setMap(map);

    mSpeechBubble = new SpeechBubble();

    if (instances == 0)
    {
        // Load the emotion set
        ResourceManager *rm = ResourceManager::getInstance();
        emotionSet = rm->getImageSet("graphics/gui/emotions.png", 30, 32);
        if (!emotionSet) logger->error("Unable to load emotions!");
    }

    instances++;
    mSpeech = "";
    mIsGM = false;
}

Being::~Being()
{
    delete_all(mSprites);
    clearPath();

    for (   std::list<Particle *>::iterator i = mChildParticleEffects.begin();
            i != mChildParticleEffects.end();
            i++)
    {
        (*i)->kill();
    }

    setMap(NULL);

    instances--;

    if (instances == 0)
    {
        emotionSet->decRef();
        emotionSet = NULL;
    }

    delete mSpeechBubble;
}

void Being::setDestination(Uint16 destX, Uint16 destY)
{
    if (mMap)
    {
        setPath(mMap->findPath(mX, mY, destX, destY));
    }
}

void Being::clearPath()
{
    mPath.clear();
}

void Being::setPath(const Path &path)
{
    mPath = path;

    if (mAction != WALK && mAction != DEAD)
    {
        nextStep();
        mWalkTime = tick_time;
    }
}

void Being::setHairStyle(int style, int color)
{
    mHairStyle = style < 0 ? mHairStyle : style % NR_HAIR_STYLES;
    mHairColor = color < 0 ? mHairColor : color % NR_HAIR_COLORS;
}

void Being::setSprite(int slot, int id, std::string color)
{
    assert(slot >= BASE_SPRITE && slot < VECTOREND_SPRITE);
    mSpriteIDs[slot] = id;
    mSpriteColors[slot] = color;
}

void Being::setSpeech(const std::string &text, Uint32 time)
{
    mSpeech = text;
    mSpeechTime = 500;
}

void Being::takeDamage(int amount)
{
    gcn::Font *font;
    std::string damage = amount ? toString(amount) : "miss";

    // Selecting the right color
    if (damage == "miss")
    {
        font = hitYellowFont;
    }
    else
    {
        // Hit particle effect
        controlParticle(particleEngine->addEffect(
                    "graphics/particles/hit.particle.xml", 0, 0));

        if (getType() == MONSTER)
        {
            font = hitBlueFont;
        }
        else
        {
            font = hitRedFont;
        }
    }

    // Show damage number
    particleEngine->addTextSplashEffect(damage, 255, 255, 255, font,
                                        mPx + 16, mPy + 16);
}

void Being::handleAttack(Being *victim, int damage)
{
    setAction(Being::ATTACK);
    mFrame = 0;
    mWalkTime = tick_time;
}

void Being::setMap(Map *map)
{
    // Remove sprite from potential previous map
    if (mMap)
    {
        mMap->removeSprite(mSpriteIterator);
    }

    mMap = map;

    // Add sprite to potential new map
    if (mMap)
    {
        mSpriteIterator = mMap->addSprite(this);
    }

    // Clear particle effect list because child particles became invalid
    mChildParticleEffects.clear();
}

void Being::controlParticle(Particle *particle)
{
    if (particle)
    {
        // The effect may not die without the beings permission or we segfault
        particle->disableAutoDelete();
        mChildParticleEffects.push_back(particle);
    }
}

void Being::setAction(Action action)
{
    SpriteAction currentAction = ACTION_INVALID;
    switch (action)
    {
        case WALK:
            currentAction = ACTION_WALK;
            break;
        case SIT:
            currentAction = ACTION_SIT;
            break;
        case ATTACK:
            if (mEquippedWeapon)
            {
                currentAction = mEquippedWeapon->getAttackType();
            }
            else {
                currentAction = ACTION_ATTACK;
            }
            for (int i = 0; i < VECTOREND_SPRITE; i++)
            {
                if (mSprites[i])
                {
                    mSprites[i]->reset();
                }
            }
            break;
        case HURT:
            //currentAction = ACTION_HURT;  // Buggy: makes the player stop
                                            // attacking and unable to attack
                                            // again until he moves
            break;
        case DEAD:
            currentAction = ACTION_DEAD;
            break;
        case STAND:
            currentAction = ACTION_STAND;
            break;
    }

    if (currentAction != ACTION_INVALID)
    {
        for (int i = 0; i < VECTOREND_SPRITE; i++)
        {
            if (mSprites[i])
            {
                mSprites[i]->play(currentAction);
            }
        }
        mAction = action;
    }
}

void Being::setDirection(Uint8 direction)
{
    if (mDirection == direction)
        return;

    mDirection = direction;
    SpriteDirection dir = getSpriteDirection();

    for (int i = 0; i < VECTOREND_SPRITE; i++)
    {
        if (mSprites[i] != NULL)
            mSprites[i]->setDirection(dir);
    }
}

SpriteDirection Being::getSpriteDirection() const
{
    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;
    }
 
    return dir;
}

void Being::nextStep()
{
    if (mPath.empty())
    {
        setAction(STAND);
        return;
    }

    PATH_NODE node = mPath.front();
    mPath.pop_front();

    int dir = 0;
    if (node.x > mX)
        dir |= RIGHT;
    else if (node.x < mX)
        dir |= LEFT;
    if (node.y > mY)
        dir |= DOWN;
    else if (node.y < mY)
        dir |= UP;

    setDirection(dir);

    if (mMap->tileCollides(node.x, node.y))
    {
        setAction(STAND);
        return;
    }

    mX = node.x;
    mY = node.y;
    setAction(WALK);
    mWalkTime += mWalkSpeed / 10;
}

void Being::logic()
{
    // Reduce the time that speech is still displayed
    if (mSpeechTime > 0)
         mSpeechTime--;

    int oldPx = mPx;
    int oldPy = mPy;
    // Update pixel coordinates
    mPx = mX * 32 + getXOffset();
    mPy = mY * 32 + getYOffset();

    if (mPx != oldPx || mPy != oldPy)
    {
        updateCoords();
    }

    if (mEmotion != 0)
    {
        mEmotionTime--;
        if (mEmotionTime == 0) {
            mEmotion = 0;
        }
    }

    // Update sprite animations
    for (int i = 0; i < VECTOREND_SPRITE; i++)
    {
        if (mSprites[i] != NULL)
        {
            mSprites[i]->update(tick_time * 10);
        }
    }

    //Update particle effects
    for (std::list<Particle *>::iterator i = mChildParticleEffects.begin();
                                         i != mChildParticleEffects.end();)
    {
        (*i)->setPosition((float)mPx + 16.0f, (float)mPy + 32.0f);
        if ((*i)->isExtinct())
        {
            (*i)->kill();
            i = mChildParticleEffects.erase(i);
        }
        else 
        {
            i++;
        }
    }
}

void Being::draw(Graphics *graphics, int offsetX, int offsetY) const
{
    int px = mPx + offsetX;
    int py = mPy + offsetY;

    for (int i = 0; i < VECTOREND_SPRITE; i++)
    {
        if (mSprites[i] != NULL)
        {
            mSprites[i]->draw(graphics, px, py);
        }
    }
}

void Being::drawEmotion(Graphics *graphics, int offsetX, int offsetY)
{
    if (!mEmotion)
        return;

    const int px = mPx + offsetX + 3;
    const int py = mPy + offsetY - 60;
    const int emotionIndex = mEmotion - 1;

    if (emotionIndex >= 0 && emotionIndex < (int) emotionSet->size())
        graphics->drawImage(emotionSet->get(emotionIndex), px, py);
}

void Being::drawSpeech(Graphics *graphics, int offsetX, int offsetY)
{
    int px = mPx + offsetX;
    int py = mPy + offsetY;

    // Draw speech above this being
    if (mSpeechTime > 0)
    {
        mSpeechBubble->setCaption(mName);
        mSpeechBubble->setWindowName(mName);
        // Not quite centered, but close enough. However, it's not too important to get 
        // it right right now, as it doesn't take bubble collision into account yet. 
        mSpeechBubble->setPosition(px - (mSpeechBubble->getWidth() * 4 / 11), py - 70 - 
                                        (mSpeechBubble->getNumRows()*14));
        mSpeechBubble->setText( mSpeech );
        mSpeechBubble->setVisible(true);
    }
    else if (mSpeechTime == 0)
    {
        mSpeechBubble->setVisible(false);
    }
}

Being::Type Being::getType() const
{
    return UNKNOWN;
}

int Being::getOffset(char pos, char neg) const
{
    // Check whether we're walking in the requested direction
    if (mAction != WALK ||  !(mDirection & (pos | neg))) 
    {
        return 0;
    }

    int offset = (get_elapsed_time(mWalkTime) * 32) / mWalkSpeed;

    // We calculate the offset _from_ the _target_ location
    offset -= 32;
    if (offset > 0) 
    {
        offset = 0;
    }

    // Going into negative direction? Invert the offset.
    if (mDirection & pos) 
    {
        offset = -offset;
    }

    return offset;
}

int Being::getWidth() const
{
    if (mSprites[BASE_SPRITE])
    {
        return mSprites[BASE_SPRITE]->getWidth();
    }
    else 
    {
        return 0;
    }
}


int Being::getHeight() const
{
    if (mSprites[BASE_SPRITE])
    {
        return mSprites[BASE_SPRITE]->getHeight();
    }
    else 
    {
        return 0;
    }
}

struct EffectDescription 
{
    std::string mGFXEffect;
    std::string mSFXEffect;
};

static EffectDescription *default_effect = NULL;
static std::map<int, EffectDescription *> effects;
static bool effects_initialized = false;

static EffectDescription *getEffectDescription(xmlNodePtr node, int *id)
{
    EffectDescription *ed = new EffectDescription;

    *id = atoi(XML::getProperty(node, "id", "-1").c_str());
    ed->mSFXEffect = XML::getProperty(node, "audio", "");
    ed->mGFXEffect = XML::getProperty(node, "particle", "");

    return ed;
}

static EffectDescription *getEffectDescription(int effectId)
{
    if (!effects_initialized)
    {
        XML::Document doc(BEING_EFFECTS_FILE);
        xmlNodePtr root = doc.rootNode();

        if (!root || !xmlStrEqual(root->name, BAD_CAST "being-effects"))
        {
            logger->log("Error loading being effects file: "
                    BEING_EFFECTS_FILE);
            return NULL;
        }

        for_each_xml_child_node(node, root)
        {
            int id;

            if (xmlStrEqual(node->name, BAD_CAST "effect"))
            {
                EffectDescription *EffectDescription =
                    getEffectDescription(node, &id);
                effects[id] = EffectDescription;
            } else if (xmlStrEqual(node->name, BAD_CAST "default"))
            {
                EffectDescription *EffectDescription =
                    getEffectDescription(node, &id);

                if (default_effect)
                    delete default_effect;

                default_effect = EffectDescription;
            }
        }

        effects_initialized = true;
    } // done initializing

    EffectDescription *ed = effects[effectId];

    if (!ed)
        return default_effect;
    else
        return ed;
}

void Being::internalTriggerEffect(int effectId, bool sfx, bool gfx)
{
    logger->log("Special effect #%d on %s", effectId,
                 getId() == player_node->getId() ? "self" : "other");

    EffectDescription *ed = getEffectDescription(effectId);
 
    if (!ed) {
        logger->log("Unknown special effect and no default recorded");
        return;
    }

    if (gfx && ed->mGFXEffect != "") {
        Particle *selfFX;

        selfFX = particleEngine->addEffect(ed->mGFXEffect, 0, 0);
        controlParticle(selfFX);
    }

    if (sfx && ed->mSFXEffect != "") {
        sound.playSfx(ed->mSFXEffect);
    }
}