/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana 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 <http://www.gnu.org/licenses/>.
*/
#include "being.h"
#include "animatedsprite.h"
#include "client.h"
#include "configuration.h"
#include "effectmanager.h"
#include "graphics.h"
#include "localplayer.h"
#include "log.h"
#include "map.h"
#include "particle.h"
#include "simpleanimation.h"
#include "sound.h"
#include "text.h"
#include "statuseffect.h"
#include "gui/speechbubble.h"
#include "resources/colordb.h"
#include "resources/emotedb.h"
#include "resources/image.h"
#include "resources/itemdb.h"
#include "resources/iteminfo.h"
#include "resources/resourcemanager.h"
#include "gui/gui.h"
#include "gui/palette.h"
#include "gui/speechbubble.h"
#include "utils/dtor.h"
#include "utils/stringutils.h"
#include "utils/xml.h"
#include "net/net.h"
#include "net/playerhandler.h"
#include <cassert>
#include <cmath>
#define BEING_EFFECTS_FILE "effects.xml"
#define HAIR_FILE "hair.xml"
static const int DEFAULT_BEING_WIDTH = 32;
static const int DEFAULT_BEING_HEIGHT = 32;
int Being::mNumberOfHairstyles = 1;
// TODO: mWalkTime used by eAthena only
Being::Being(int id, int job, Map *map):
mFrame(0),
mWalkTime(0),
mEmotion(0), mEmotionTime(0),
mSpeechTime(0),
mAttackSpeed(350),
mAction(STAND),
mJob(job),
mId(id),
mDirection(DOWN),
mSpriteDirection(DIRECTION_DOWN),
mMap(NULL),
mDispName(0),
mShowName(false),
mEquippedWeapon(NULL),
mText(0),
mStunMode(0),
mAlpha(1.0f),
mStatusParticleEffects(&mStunParticleEffects, false),
mChildParticleEffects(&mStatusParticleEffects, false),
mMustResetParticles(false),
mX(0), mY(0),
mDamageTaken(0),
mUsedTargetCursor(NULL)
{
setMap(map);
mSpeechBubble = new SpeechBubble;
mNameColor = &guiPalette->getColor(Palette::NPC);
mTextColor = &guiPalette->getColor(Palette::CHAT);
mWalkSpeed = Net::getPlayerHandler()->getDefaultWalkSpeed();
}
Being::~Being()
{
mUsedTargetCursor = NULL;
delete_all(mSprites);
if (player_node && player_node->getTarget() == this)
player_node->setTarget(NULL);
setMap(NULL);
delete mSpeechBubble;
delete mDispName;
delete mText;
}
void Being::setPosition(const Vector &pos)
{
mPos = pos;
updateCoords();
if (mText)
mText->adviseXY((int)pos.x,
(int)pos.y - getHeight() - mText->getHeight() - 6);
}
Position Being::checkNodeOffsets(const Position &position) const
{
// Pre-computing character's position in tiles
const int tx = position.x / 32;
const int ty = position.y / 32;
// Pre-computing character's position offsets.
int fx = position.x % 32;
int fy = position.y % 32;
// Compute the being radius:
// FIXME: the beings' radius should be obtained from xml values
// and stored into the Being objects.
int radius = getWidth() / 2;
// FIXME: Handle beings with more than 1/2 tile radius by not letting them
// go or spawn in too narrow places. The server will have to be aware
// of being's radius value (in tiles) to handle this gracefully.
if (radius > 32 / 2) radius = 32 / 2;
// Set a default value if no value returned.
if (radius < 1) radius = 32 / 3;
// Fix coordinates so that the player does not seem to dig into walls.
if (fx > (32 - radius) && !mMap->getWalk(tx + 1, ty, getWalkMask()))
fx = 32 - radius;
else if (fx < radius && !mMap->getWalk(tx - 1, ty, getWalkMask()))
fx = radius;
else if (fy > (32 - radius) && !mMap->getWalk(tx, ty + 1, getWalkMask()))
fy = 32 - radius;
else if (fy < radius && !mMap->getWalk(tx, ty - 1, getWalkMask()))
fy = radius;
// Top-left border check
if (!mMap->getWalk(tx - 1, ty - 1, getWalkMask())
&& fy < radius && fx < radius)
{
fx = fy = radius;
}
// Top-right border check
if (!mMap->getWalk(tx + 1, ty - 1, getWalkMask())
&& (fy < radius) && fx > (32 - radius))
{
fx = 32 -radius;
fy = radius;
}
// Bottom-left border check
if (!mMap->getWalk(tx - 1, ty + 1, getWalkMask())
&& fy > (32 - radius) && fx < radius)
{
fx = radius;
fy = 32 - radius;
}
// Bottom-right border check
if (!mMap->getWalk(tx + 1, ty + 1, getWalkMask())
&& fy > (32 - radius) && fx > (32 - radius))
{
fx = fy = 32 -radius;
}
return Position(tx * 32 + fx, ty * 32 + fy);
}
void Being::setDestination(int dstX, int dstY)
{
if (Net::getNetworkType() == ServerInfo::EATHENA)
{
if (mMap)
setPath(mMap->findPath(mX, mY, dstX, dstY, getWalkMask()));
return;
}
// If the destination is unwalkable, don't bother trying to get there
if (!mMap->getWalk(dstX / 32, dstY / 32))
return;
Position dest = checkNodeOffsets(dstX, dstY);
mDest.x = dest.x;
mDest.y = dest.y;
int srcX = mPos.x;
int srcY = mPos.y;
Path thisPath;
if (mMap)
{
thisPath = mMap->findPath(mPos.x / 32, mPos.y / 32,
mDest.x / 32, mDest.y / 32, getWalkMask());
}
if (thisPath.empty())
{
setPath(Path());
return;
}
// Find the starting offset
float startX = (srcX % 32);
float startY = (srcY % 32);
// Find the ending offset
float endX = (dstX % 32);
float endY = (dstY % 32);
// Find the distance, and divide it by the number of steps
int changeX = (int)((endX - startX) / thisPath.size());
int changeY = (int)((endY - startY) / thisPath.size());
// Convert the map path to pixels over tiles
// And add interpolation between the starting and ending offsets
Path::iterator it = thisPath.begin();
int i = 0;
while (it != thisPath.end())
{
// A position that is valid on the start and end tile is not
// necessarily valid on all the tiles in between, so check the offsets.
*it = checkNodeOffsets(it->x * 32 + startX + changeX * i,
it->y * 32 + startY + changeY * i);
i++;
it++;
}
// Remove the last path node, as it's more clever to go to mDest instead.
// It also permit to avoid zigzag at the end of the path,
// especially with mouse.
thisPath.pop_back();
thisPath.push_back(Position(mDest.x, mDest.y));
setPath(thisPath);
}
void Being::clearPath()
{
mPath.clear();
}
void Being::setPath(const Path &path)
{
mPath = path;
if ((Net::getNetworkType() == ServerInfo::EATHENA) &&
mAction != WALK && mAction != DEAD)
{
nextTile();
mWalkTime = tick_time;
}
}
void Being::setSpeech(const std::string &text, int time)
{
// Remove colors
mSpeech = removeColors(text);
// Trim whitespace
trim(mSpeech);
// Check for links
std::string::size_type start = mSpeech.find('[');
std::string::size_type end = mSpeech.find(']', start);
while (start != std::string::npos && end != std::string::npos)
{
// Catch multiple embeds and ignore them so it doesn't crash the client.
while ((mSpeech.find('[', start + 1) != std::string::npos) &&
(mSpeech.find('[', start + 1) < end))
{
start = mSpeech.find('[', start + 1);
}
std::string::size_type position = mSpeech.find('|');
if (mSpeech[start + 1] == '@' && mSpeech[start + 2] == '@')
{
mSpeech.erase(end, 1);
mSpeech.erase(start, (position - start) + 1);
}
position = mSpeech.find('@');
while (position != std::string::npos)
{
mSpeech.erase(position, 2);
position = mSpeech.find('@');
}
start = mSpeech.find('[', start + 1);
end = mSpeech.find(']', start);
}
if (!mSpeech.empty())
mSpeechTime = time <= SPEECH_MAX_TIME ? time : SPEECH_MAX_TIME;
const int speech = (int) config.getValue("speech", TEXT_OVERHEAD);
if (speech == TEXT_OVERHEAD)
{
if (mText)
delete mText;
mText = new Text(mSpeech,
getPixelX(), getPixelY() - getHeight(),
gcn::Graphics::CENTER,
&guiPalette->getColor(Palette::PARTICLE),
true);
}
}
void Being::takeDamage(Being *attacker, int amount, AttackType type)
{
gcn::Font *font;
std::string damage = amount ? toString(amount) : type == FLEE ?
"dodge" : "miss";
const gcn::Color *color;
font = gui->getInfoParticleFont();
// Selecting the right color
if (type == CRITICAL || type == FLEE)
{
color = &guiPalette->getColor(Palette::HIT_CRITICAL);
}
else if (!amount)
{
if (attacker == player_node)
{
// This is intended to be the wrong direction to visually
// differentiate between hits and misses
color = &guiPalette->getColor(Palette::HIT_MONSTER_PLAYER);
}
else
{
color = &guiPalette->getColor(Palette::MISS);
}
}
else if (getType() == MONSTER)
{
color = &guiPalette->getColor(Palette::HIT_PLAYER_MONSTER);
}
else
{
color = &guiPalette->getColor(Palette::HIT_MONSTER_PLAYER);
}
// Show damage number
particleEngine->addTextSplashEffect(damage,
getPixelX(), getPixelY() - 16,
color, font, true);
if (amount > 0)
{
if (getType() == MONSTER)
{
mDamageTaken += amount;
updateName();
}
if (type != CRITICAL)
effectManager->trigger(26, this);
else
effectManager->trigger(28, this);
}
}
void Being::handleAttack(Being *victim, int damage, AttackType type)
{
if (this != player_node)
setAction(Being::ATTACK, 1);
if (getType() == PLAYER && victim)
{
if (mEquippedWeapon)
{
fireMissile(victim, mEquippedWeapon->getMissileParticle());
}
}
if (Net::getNetworkType() == ServerInfo::EATHENA)
{
mFrame = 0;
mWalkTime = tick_time;
}
}
void Being::setName(const std::string &name)
{
mName = name;
if (getShowName())
showName();
}
void Being::setShowName(bool doShowName)
{
bool oldShow = mShowName;
mShowName = doShowName;
if (doShowName != oldShow)
{
if (doShowName)
showName();
else
{
delete mDispName;
mDispName = 0;
}
}
}
void Being::setGuildName(const std::string &name)
{
logger->log("Got guild name \"%s\" for being %s(%i)", name.c_str(), mName.c_str(), mId);
}
void Being::setGuildPos(const std::string &pos)
{
logger->log("Got guild position \"%s\" for being %s(%i)", pos.c_str(), mName.c_str(), mId);
}
void Being::setMap(Map *map)
{
// Remove sprite from potential previous map
if (mMap)
mMap->removeSprite(mMapSprite);
mMap = map;
// Add sprite to potential new map
if (mMap)
mMapSprite = mMap->addSprite(this);
// Clear particle effect list because child particles became invalid
mChildParticleEffects.clear();
mMustResetParticles = true; // Reset status particles on next redraw
}
void Being::controlParticle(Particle *particle)
{
mChildParticleEffects.addLocally(particle);
}
void Being::fireMissile(Being *victim, const std::string &particle)
{
if (!victim || particle.empty())
return;
Particle *target = particleEngine->createChild();
Particle *missile = target->addEffect(particle, getPixelX(), getPixelY());
if (missile)
{
target->setLifetime(2000);
target->moveBy(Vector(0.0f, 0.0f, 32.0f));
victim->controlParticle(target);
missile->setDestination(target, 7, 0);
missile->setDieDistance(8);
missile->setLifetime(900);
}
}
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 (SpriteIterator it = mSprites.begin(); it != mSprites.end(); it++)
if (*it)
(*it)->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 (SpriteIterator it = mSprites.begin(); it != mSprites.end(); it++)
if (*it)
(*it)->play(currentAction);
mAction = action;
}
}
void Being::setDirection(Uint8 direction)
{
if (mDirection == direction)
return;
mDirection = direction;
// if the direction does not change much, keep the common component
int mFaceDirection = mDirection & direction;
if (!mFaceDirection)
mFaceDirection = 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 (SpriteIterator it = mSprites.begin(); it != mSprites.end(); it++)
if (*it)
(*it)->setDirection(dir);
}
/** TODO: Used by eAthena only */
void Being::nextTile()
{
if (mPath.empty())
{
setAction(STAND);
return;
}
Position pos = mPath.front();
mPath.pop_front();
int dir = 0;
if (pos.x > mX)
dir |= RIGHT;
else if (pos.x < mX)
dir |= LEFT;
if (pos.y > mY)
dir |= DOWN;
else if (pos.y < mY)
dir |= UP;
setDirection(dir);
if (!mMap->getWalk(pos.x, pos.y, getWalkMask()))
{
setAction(STAND);
return;
}
mX = pos.x;
mY = pos.y;
setAction(WALK);
mWalkTime += (int)(mWalkSpeed.x / 10);
}
void Being::logic()
{
// Reduce the time that speech is still displayed
if (mSpeechTime > 0)
mSpeechTime--;
// Remove text and speechbubbles if speech boxes aren't being used
if (mSpeechTime == 0 && mText)
{
delete mText;
mText = 0;
}
if ((Net::getNetworkType() == ServerInfo::MANASERV) && (mAction != DEAD))
{
const Vector dest = (mPath.empty()) ?
mDest : Vector(mPath.front().x,
mPath.front().y);
// The Vector representing the difference between current position
// and the next destination path node.
Vector dir = dest - mPos;
const float nominalLength = dir.length();
// When we've not reached our destination, move to it.
if (nominalLength > 1.0f && !mWalkSpeed.isNull())
{
// The deplacement of a point along a vector is calculated
// using the Unit Vector (â) multiplied by the point speed.
// â = a / ||a|| (||a|| is the a length.)
// Then, diff = (dir/||dir||) * speed.
const Vector normalizedDir = dir.normalized();
Vector diff(normalizedDir.x * mWalkSpeed.x,
normalizedDir.y * mWalkSpeed.y);
// Test if we don't miss the destination by a move too far:
if (diff.length() > nominalLength)
{
setPosition(mPos + dir);
// Also, if the destination is reached, try to get the next
// path point, if existing.
if (!mPath.empty())
mPath.pop_front();
}
// Otherwise, go to it using the nominal speed.
else
setPosition(mPos + diff);
if (mAction != WALK)
setAction(WALK);
// Update the player sprite direction
int direction = 0;
const float dx = std::abs(dir.x);
float dy = std::abs(dir.y);
// When not using mouse for the player, we slightly prefer
// UP and DOWN position, especially when walking diagonally.
if (this == player_node && !player_node->isPathSetByMouse())
dy = dy + 2;
if (dx > dy)
direction |= (dir.x > 0) ? RIGHT : LEFT;
else
direction |= (dir.y > 0) ? DOWN : UP;
setDirection(direction);
}
else if (!mPath.empty())
{
// If the current path node has been reached,
// remove it and go to the next one.
mPath.pop_front();
}
else if (mAction == WALK)
{
setAction(STAND);
}
}
else if (Net::getNetworkType() == ServerInfo::EATHENA)
{
// Update pixel coordinates
setPosition(mX * 32 + 16 + getXOffset(),
mY * 32 + 32 + getYOffset());
}
if (mEmotion != 0)
{
mEmotionTime--;
if (mEmotionTime == 0)
mEmotion = 0;
}
// Update sprite animations
if (mUsedTargetCursor)
mUsedTargetCursor->update(tick_time * MILLISECONDS_IN_A_TICK);
for (SpriteIterator it = mSprites.begin(); it != mSprites.end(); it++)
if (*it)
(*it)->update(tick_time * MILLISECONDS_IN_A_TICK);
// Restart status/particle effects, if needed
if (mMustResetParticles)
{
mMustResetParticles = false;
for (std::set<int>::iterator it = mStatusEffects.begin();
it != mStatusEffects.end(); it++)
{
const StatusEffect *effect = StatusEffect::getStatusEffect(*it, true);
if (effect && effect->particleEffectIsPersistent())
updateStatusEffect(*it, true);
}
}
// Update particle effects
mChildParticleEffects.moveTo(mPos.x, mPos.y);
}
void Being::draw(Graphics *graphics, int offsetX, int offsetY) const
{
// TODO: Eventually, we probably should fix all sprite offsets so that
// these translations aren't necessary anymore. The sprites know
// best where their base point should be.
const int px = getPixelX() + offsetX - 16;
// Temporary fix to the Y offset.
const int py = getPixelY() + offsetY -
((Net::getNetworkType() == ServerInfo::MANASERV) ? 15 : 32);
if (mUsedTargetCursor)
mUsedTargetCursor->draw(graphics, px, py);
for (SpriteConstIterator it = mSprites.begin(); it != mSprites.end(); it++)
{
if (*it)
{
if ((*it)->getAlpha() != mAlpha)
(*it)->setAlpha(mAlpha);
(*it)->draw(graphics, px, py);
}
}
}
void Being::drawSpriteAt(Graphics *graphics, int x, int y) const
{
const int px = x - 16;
const int py = y - 32;
for (SpriteConstIterator it = mSprites.begin(); it != mSprites.end(); it++)
{
if (*it)
{
if ((*it)->getAlpha() != mAlpha)
(*it)->setAlpha(mAlpha);
(*it)->draw(graphics, px, py);
}
}
}
void Being::drawEmotion(Graphics *graphics, int offsetX, int offsetY)
{
if (!mEmotion)
return;
const int px = getPixelX() - offsetX - 16;
const int py = getPixelY() - offsetY - 64 - 32;
const int emotionIndex = mEmotion - 1;
if (emotionIndex >= 0 && emotionIndex <= EmoteDB::getLast())
EmoteDB::getAnimation(emotionIndex)->draw(graphics, px, py);
}
void Being::drawSpeech(int offsetX, int offsetY)
{
const int px = getPixelX() - offsetX;
const int py = getPixelY() - offsetY;
const int speech = (int) config.getValue("speech", TEXT_OVERHEAD);
// Draw speech above this being
if (mSpeechTime == 0)
{
if (mSpeechBubble->isVisible())
mSpeechBubble->setVisible(false);
}
else if (mSpeechTime > 0 && (speech == NAME_IN_BUBBLE ||
speech == NO_NAME_IN_BUBBLE))
{
const bool showName = (speech == NAME_IN_BUBBLE);
if (mText)
{
delete mText;
mText = NULL;
}
mSpeechBubble->setCaption(showName ? mName : "", mTextColor);
mSpeechBubble->setText(mSpeech, showName);
mSpeechBubble->setPosition(px - (mSpeechBubble->getWidth() / 2),
py - getHeight() - (mSpeechBubble->getHeight()));
mSpeechBubble->setVisible(true);
}
else if (mSpeechTime > 0 && speech == TEXT_OVERHEAD)
{
mSpeechBubble->setVisible(false);
if (! mText)
{
mText = new Text(mSpeech,
getPixelX(), getPixelY() - getHeight(),
gcn::Graphics::CENTER,
&guiPalette->getColor(Palette::PARTICLE),
true);
}
}
else if (speech == NO_SPEECH)
{
mSpeechBubble->setVisible(false);
if (mText)
delete mText;
mText = NULL;
}
}
void Being::setStatusEffectBlock(int offset, Uint16 newEffects)
{
for (int i = 0; i < STATUS_EFFECTS; i++)
{
int index = StatusEffect::blockEffectIndexToEffectIndex(offset + i);
if (index != -1)
setStatusEffect(index, (newEffects & (1 << i)) > 0);
}
}
void Being::handleStatusEffect(StatusEffect *effect, int effectId)
{
if (!effect)
return;
// TODO: Find out how this is meant to be used
// (SpriteAction != Being::Action)
//SpriteAction action = effect->getAction();
//if (action != ACTION_INVALID)
// setAction(action);
Particle *particle = effect->getParticle();
if (effectId >= 0)
{
mStatusParticleEffects.setLocally(effectId, particle);
}
else
{
mStunParticleEffects.clearLocally();
if (particle)
mStunParticleEffects.addLocally(particle);
}
}
void Being::updateStunMode(int oldMode, int newMode)
{
handleStatusEffect(StatusEffect::getStatusEffect(oldMode, false), -1);
handleStatusEffect(StatusEffect::getStatusEffect(newMode, true), -1);
}
void Being::updateStatusEffect(int index, bool newStatus)
{
handleStatusEffect(StatusEffect::getStatusEffect(index, newStatus), index);
}
void Being::setStatusEffect(int index, 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);
}
}
/** TODO: eAthena only */
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 = 0;
if (mMap)
{
offset = (pos == LEFT && neg == RIGHT) ?
(int)((get_elapsed_time(mWalkTime)
* mMap->getTileWidth()) / mWalkSpeed.x) :
(int)((get_elapsed_time(mWalkTime)
* mMap->getTileHeight()) / mWalkSpeed.y);
}
// 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
{
AnimatedSprite *base = NULL;
for (SpriteConstIterator it = mSprites.begin(); it != mSprites.end(); it++)
if ((base = (*it)))
break;
if (base)
return std::max(base->getWidth(), DEFAULT_BEING_WIDTH);
return DEFAULT_BEING_WIDTH;
}
int Being::getHeight() const
{
AnimatedSprite *base = NULL;
for (SpriteConstIterator it = mSprites.begin(); it != mSprites.end(); it++)
if ((base = (*it)))
break;
if (base)
return std::max(base->getHeight(), DEFAULT_BEING_HEIGHT);
return DEFAULT_BEING_HEIGHT;
}
void Being::setTargetAnimation(SimpleAnimation *animation)
{
mUsedTargetCursor = animation;
mUsedTargetCursor->reset();
}
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];
return ed ? ed : default_effect;
}
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.empty())
{
Particle *selfFX;
selfFX = particleEngine->addEffect(ed->mGFXEffect, 0, 0);
controlParticle(selfFX);
}
if (sfx && !ed->mSFXEffect.empty())
sound.playSfx(ed->mSFXEffect);
}
void Being::updateCoords()
{
if (mDispName)
{
mDispName->adviseXY(getPixelX(), getPixelY());
}
}
void Being::flashName(int time)
{
if (mDispName)
mDispName->flash(time);
}
void Being::showName()
{
delete mDispName;
mDispName = 0;
std::string mDisplayName(mName);
if (getType() == PLAYER)
{
if (config.getValue("showgender", false))
{
Player* player = static_cast<Player*>(this);
if (player)
{
if (player->getGender() == GENDER_FEMALE)
mDisplayName += " \u2640";
else
mDisplayName += " \u2642";
}
}
}
else if (getType() == MONSTER)
{
if (config.getValue("showMonstersTakedDamage", false))
{
mDisplayName += ", " + toString(getDamageTaken());
}
}
mDispName = new FlashText(mDisplayName, getPixelX(), getPixelY(),
gcn::Graphics::CENTER, mNameColor);
}
int Being::getNumberOfLayers() const
{
return mSprites.size();
}
void Being::load()
{
// Hairstyles are encoded as negative numbers. Count how far negative
// we can go.
int hairstyles = 1;
while (ItemDB::get(-hairstyles).getSprite(GENDER_MALE) != "error.xml")
hairstyles++;
mNumberOfHairstyles = hairstyles;
}
void Being::updateName()
{
if (mShowName)
showName();
}