/*
* 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
*
* $Id$
*/
#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 "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"
namespace {
const bool debug_movement = true;
}
int Being::instances = 0;
ImageSet *Being::emotionSet = NULL;
Being::Being(int id, int job, Map *map):
mEmotion(0), mEmotionTime(0),
mAttackSpeed(350),
mAction(STAND),
mJob(job),
mId(id),
mSpriteDirection(DIRECTION_DOWN), mDirection(DOWN),
mMap(NULL),
mEquippedWeapon(NULL),
mSpeechTime(0),
mSprites(VECTOREND_SPRITE, NULL),
mSpriteIDs(VECTOREND_SPRITE, 0),
mSpriteColors(VECTOREND_SPRITE, ""),
mWalkSpeed(100)
{
setMap(map);
mSpeechBubble = new SpeechBubble();
if (instances == 0)
{
// Load the emotion set
ResourceManager *rm = ResourceManager::getInstance();
emotionSet = rm->getImageSet("graphics/sprites/emotions.png", 30, 32);
if (!emotionSet)
logger->error("Unable to load emotions!");
}
instances++;
}
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::setPosition(const Vector &pos)
{
mPos = pos;
mDest = pos;
}
void Being::adjustCourse(int srcX, int srcY, int dstX, int dstY)
{
if (debug_movement)
printf("%p adjustCourse(%d, %d, %d, %d)\n",
(void*) this, srcX, srcY, dstX, dstY);
mDest.x = dstX;
mDest.y = dstY;
// Find a path to the destination when it is at least a tile away
if (mMap && fabsf((mDest - mPos).length()) > 32) {
setPath(mMap->findPath((int) mPos.x / 32, (int) mPos.y / 32,
dstX / 32, dstY / 32, getWalkMask()));
} else {
setPath(Path());
}
// TODO: Evaluate the implementation of this method
/*
if (mX / 32 == dstX / 32 && mY / 32 == dstY / 32)
{
// The being is already on the last tile of the path.
Path p;
p.push_back(Position(dstX, dstY));
setPath(p);
return;
}
Path p1;
int p1_size, p1_length;
Uint16 *p1_dist;
int onPath = -1;
if (srcX / 32 == dstX / 32 && srcY / 32 == dstY / 32)
{
p1_dist = new Uint16[1];
p1_size = 1;
p1_dist[0] = 0;
p1_length = 0;
}
else
{
p1 = mMap->findPath(srcX / 32, srcY / 32, dstX / 32, dstY / 32, getWalkMask());
if (p1.empty())
{
// No path, but don't teleport since it could be user input.
setPath(p1);
return;
}
p1_size = p1.size();
p1_dist = new Uint16[p1_size];
int j = 0;
// Remove last tile so that it can be replaced by the exact destination.
p1.pop_back();
for (Path::iterator i = p1.begin(), i_end = p1.end(); i != i_end; ++i)
{
// Get distance from source to tile i.
p1_dist[j] = mMap->getMetaTile(i->x, i->y)->Gcost;
// Check if the being is already walking on the path.
if (i->x == mX / 32 && i->y == mY / 32)
{
onPath = j;
}
// Do not set any offset for intermediate steps.
i->x = i->x * 32;
i->y = i->y * 32;
++j;
}
p1_length = mMap->getMetaTile(dstX / 32, dstY / 32)->Gcost;
p1_dist[p1_size - 1] = p1_length;
}
p1.push_back(Position(dstX, dstY));
if (mX / 32 == srcX / 32 && mY / 32 == srcY / 32)
{
// The being is at the start of the path.
setPath(p1);
delete[] p1_dist;
return;
}
if (onPath >= 0)
{
// The being is already on the path, but it needs to be slowed down.
for (int j = onPath; j >= 0; --j)
{
p1.pop_front();
}
int r = p1_length - p1_dist[onPath]; // remaining length
assert(r > 0);
setPath(p1, p1_length * 1024 / r);
delete[] p1_dist;
return;
}
Path bestPath;
int bestRating = -1, bestStart = 0, bestLength = 0;
int j = 0;
for (Path::iterator i = p1.begin(), i_end = p1.end(); i != i_end; ++i)
{
// Look if it is worth passing by tile i.
Path p2 = mMap->findPath(mX / 32, mY / 32, i->x / 32, i->y / 32, getWalkMask());
if (!p2.empty())
{
int l1 = mMap->getMetaTile(i->x / 32, i->y / 32)->Gcost;
int l2 = p1_length - p1_dist[j];
int r = l1 + l2 / 2; // TODO: tune rating formula
assert(r > 0);
if (bestRating < 0 || r < bestRating)
{
bestPath.swap(p2);
bestRating = r;
bestStart = j;
bestLength = l1 + l2;
}
}
++j;
}
if (bestRating < 0)
{
// Unable to reach the path? Still, don't teleport since it could be
// user input instead of server command.
setPath(p1);
delete[] p1_dist;
return;
}
bestPath.pop_back();
for (Path::iterator i = bestPath.begin(), i_end = bestPath.end(); i != i_end; ++i)
{
i->x = i->x * 32;
i->y = i->y * 32;
}
// Concatenate paths.
for (int j = bestStart; j > 0; --j)
{
p1.pop_front();
}
p1.splice(p1.begin(), bestPath);
assert(bestLength > 0);
setPath(p1, p1_length * 1024 / bestLength);
delete[] p1_dist;
*/
}
void Being::adjustCourse(int srcX, int srcY)
{
if (debug_movement)
printf("%p adjustCourse(%d, %d)\n", (void*) this, srcX, srcY);
if (!mPath.empty())
adjustCourse(srcX, srcY, mPath.back().x * 32, mPath.back().y * 32);
}
void Being::setDestination(int destX, int destY)
{
if (debug_movement)
printf("%p setDestination(%d, %d)\n", (void*) this, destX, destY);
adjustCourse((int) mPos.x, (int) mPos.y, destX, destY);
}
void Being::clearPath()
{
mPath.clear();
}
void Being::setPath(const Path &path)
{
std::cout << this << " New path: " << path << std::endl;
mPath = path;
}
void Being::setSprite(int slot, int id, const 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", mPos.x, mPos.y));
if (getType() == MONSTER)
{
font = hitBlueFont;
}
else
{
font = hitRedFont;
}
}
// Show damage number
particleEngine->addTextSplashEffect(damage, 255, 255, 255, font,
(int) mPos.x + 16,
(int) mPos.y + 16);
}
void Being::handleAttack()
{
setAction(Being::ATTACK);
}
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, int attackType)
{
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;
// if the direction does not change much, keep the common component
int mFaceDirection = mDirection & direction;
if (!mFaceDirection)
mFaceDirection = direction;
mDirection = direction;
SpriteDirection dir;
if (mFaceDirection & UP)
dir = DIRECTION_UP;
else if (mFaceDirection & DOWN)
dir = DIRECTION_DOWN;
else if (mFaceDirection & RIGHT)
dir = DIRECTION_RIGHT;
else
dir = DIRECTION_LEFT;
mSpriteDirection = dir;
for (int i = 0; i < VECTOREND_SPRITE; i++)
{
if (mSprites[i] != NULL)
mSprites[i]->setDirection(dir);
}
}
void Being::logic()
{
const Vector dest = (mPath.empty()) ?
mDest : Vector(mPath.front().x * 32 + 16,
mPath.front().y * 32 + 16);
Vector dir = dest - mPos;
const float length = dir.length();
// When we're over 2 pixels from our destination, move to it
// TODO: Should be possible to make it even pixel exact, but this solves
// the jigger caused by moving too far.
if (length > 2.0f) {
const float speed = mWalkSpeed / 100.0f;
mPos += dir / (length / speed);
if (mAction != WALK)
setAction(WALK);
// Update the player sprite direction
int direction = 0;
const float dx = std::abs(dir.x);
const float dy = std::abs(dir.y);
if (dx > dy)
direction |= (dir.x > 0) ? RIGHT : LEFT;
else
direction |= (dir.y > 0) ? DOWN : UP;
setDirection(direction);
}
else if (!mPath.empty()) {
// TODO: Pop as soon as there is a direct unblocked line to the next
// point on the path.
mPath.pop_front();
} else if (mAction == WALK) {
setAction(STAND);
}
// Reduce the time that speech is still displayed
if (mSpeechTime > 0)
mSpeechTime--;
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(mPos.x, mPos.y);
if (!(*i)->isAlive())
{
(*i)->kill();
i = mChildParticleEffects.erase(i);
}
else {
i++;
}
}
}
void Being::draw(Graphics *graphics, int offsetX, int offsetY) const
{
int px = (int) mPos.x + offsetX;
int py = (int) mPos.y + offsetY;
for (int i = 0; i < VECTOREND_SPRITE; i++)
{
if (mSprites[i] != NULL)
{
// TODO: Eventually, we probably should fix all sprite offsets so
// that this translation isn't necessary anymore.
mSprites[i]->draw(graphics, px - 16, py - 32);
}
}
}
void Being::drawEmotion(Graphics *graphics, int offsetX, int offsetY)
{
if (!mEmotion)
return;
const int px = (int) mPos.x + offsetX + 3;
const int py = (int) mPos.y + 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 = (int) mPos.x + offsetX;
int py = (int) mPos.y + offsetY;
// Draw speech above this being
if (mSpeechTime > 0)
{
mSpeechBubble->setPosition(px - 50, py - 80 - (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::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;
}
}