/*
* 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 <algorithm>
#include <cassert>
#include "animatedsprite.h"
#include "equipment.h"
#include "game.h"
#include "graphics.h"
#include "log.h"
#include "map.h"
#include "particle.h"
#include "text.h"
#include "resources/resourcemanager.h"
#include "resources/imageset.h"
#include "resources/iteminfo.h"
#include "gui/gui.h"
#include "utils/dtor.h"
#include "utils/tostring.h"
int Being::instances = 0;
ImageSet *Being::emotionSet = NULL;
static const int X_SPEECH_OFFSET = 18;
static const int Y_SPEECH_OFFSET = 60;
Being::Being(int id, int job, Map *map):
mJob(job),
mX(0), mY(0),
mAction(0),
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);
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 = 0;
}
Being::~Being()
{
std::for_each(mSprites.begin(), mSprites.end(), make_dtor(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;
}
if (mSpeech)
{
delete mSpeech;
}
}
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)
{
if (mSpeech) // don't introduce a memory leak
{
delete mSpeech;
}
mSpeech = new Text(text, mPx + X_SPEECH_OFFSET, mPy - Y_SPEECH_OFFSET,
gcn::Graphics::CENTER, speechFont,
gcn::Color(255, 255, 255));
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(Uint8 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)
{
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 && mSpeech)
{
if (--mSpeechTime == 0)
{
delete mSpeech;
mSpeech = 0;
}
}
int oldPx = mPx;
int oldPy = mPy;
// Update pixel coordinates
mPx = mX * 32 + getXOffset();
mPy = mY * 32 + getYOffset();
if (mPx != oldPx || mPy != oldPy)
{
if (mSpeech)
{
mSpeech->adviseXY(mPx + X_SPEECH_OFFSET, mPy - Y_SPEECH_OFFSET);
}
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)->isAlive())
{
(*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);
}
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;
}
}