/*
* 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
*
* $Id$
*/
#ifndef _TMW_BEING_H
#define _TMW_BEING_H
#include <list>
#include <string>
#include <SDL_types.h>
#include "sprite.h"
#include "map.h"
#define NR_HAIR_STYLES 6
#define NR_HAIR_COLORS 10
class Equipment;
class Item;
class Map;
class Graphics;
class Spriteset;
struct PATH_NODE
{
/**
* Constructor.
*/
PATH_NODE(unsigned short x, unsigned short y);
unsigned short x;
unsigned short y;
};
typedef std::list<PATH_NODE> Path;
typedef Path::iterator PathIterator;
class Being : public Sprite
{
public:
enum Type {
UNKNOWN,
LOCALPLAYER,
PLAYER,
NPC,
MONSTER
};
enum Action {
STAND = 0,
WALK = 1,
MONSTER_ATTACK = 5,
SIT = 7,
DEAD = 8,
ATTACK = 9,
MONSTER_DEAD = 9,
HIT = 17
};
/**
* Directions, to be used as bitmask values
*/
static const char DOWN = 1;
static const char LEFT = 2;
static const char UP = 4;
static const char RIGHT = 8;
Uint16 mJob; /**< Job (player job, npc, monster, ) */
Uint16 mX, mY; /**< Tile coordinates */
Uint8 mDirection; /**< Facing direction */
Uint8 mAction;
Uint8 mFrame;
Uint16 mWalkTime;
Uint8 mEmotion; /**< Currently showing emotion */
Uint8 mEmotionTime; /**< Time until emotion disappears */
Uint16 mAttackSpeed; /**< Attack speed */
/**
* Constructor.
*/
Being(Uint32 id, Uint16 job, Map *map);
/**
* Destructor.
*/
virtual ~Being();
/**
* Removes all path nodes from this being.
*/
void clearPath();
/**
* Sets a new destination for this being to walk to.
*/
virtual void setDestination(Uint16 destX, Uint16 destY);
/**
* Puts a "speech balloon" above this being for the specified amount
* of time.
*
* @param text The text that should appear.
* @param time The amount of time the text should stay in milliseconds.
*/
void setSpeech(const std::string &text, Uint32 time);
/**
* Puts a damage bubble above this being for the specified amount
* of time.
*
* @param text The text that should appear.
* @param time The amount of time the text should stay in milliseconds.
*/
void setDamage(Sint16 amount, Uint32 time);
/**
* Returns the name of the being.
*/
const std::string&
getName() const { return mName; }
/**
* Sets the name for the being.
*
* @param text The name that should appear.
*/
void
setName(const std::string &name) { mName = name; }
/**
* Sets the hair color for this being.
*/
void
setHairColor(Uint16 color);
/**
* Gets the hair color for this being.
*/
Uint16
getHairColor() const { return mHairColor; }
/**
* Sets the hair style for this being.
*/
void
setHairStyle(Uint16 style);
/**
* Gets the hair style for this being.
*/
Uint16
getHairStyle() const { return mHairStyle; }
/**
* Makes this being take the next step of his path.
*/
void
nextStep();
/**
* Performs being logic.
*/
virtual void
logic();
/**
* Draws the speech text above the being.
*/
void
drawSpeech(Graphics *graphics, Sint32 offsetX, Sint32 offsetY);
/**
* Draws the emotion picture above the being.
*/
void
drawEmotion(Graphics *graphics, Sint32 offsetX, Sint32 offsetY);
/**
* Draws the name text below the being.
*/
virtual void
drawName(Graphics *graphics, Sint32 offsetX, Sint32 offsetY) {};
/**
* Returns the type of the being.
*/
virtual Type getType() const;
/**
* Gets the weapon picture id.
*/
Uint16 getWeapon() const { return mWeapon; }
/**
* Sets the weapon picture id.
*
* @param weapon the picture id
*/
void
setWeapon(Uint16 weapon) { mWeapon = weapon; }
/**
* Sets the weapon picture id with the weapon id.
*
* @param weapon the weapon id
*/
void
setWeaponById(Uint16 weapon);
/**
* Gets the walk speed.
*/
Uint16
getWalkSpeed() const { return mWalkSpeed; }
/**
* Sets the walk speed.
*/
void
setWalkSpeed(Uint16 speed) { mWalkSpeed = speed; }
/**
* Gets the sprite id.
*/
Uint32
getId() const { return mId; }
/**
* Sets the sprite id.
*/
void
setId(Uint32 id) { mId = id; }
/**
* Sets the map the being is on
*/
void setMap(Map *map);
/**
* Draws this being to the given graphics context.
*
* @see Sprite::draw(Graphics, int, int)
*/
virtual void
draw(Graphics *graphics, Sint32 offsetX, Sint32 offsetY);
/**
* Returns the pixel X coordinate.
*/
int
getPixelX() const { return mPx; }
/**
* Returns the pixel Y coordinate.
*
* @see Sprite::getPixelY()
*/
int
getPixelY() const { return mPy; }
/**
* Get the current X pixel offset.
*/
int
getXOffset() const { return getOffset(LEFT, RIGHT); }
/**
* Get the current Y pixel offset.
*/
int
getYOffset() const { return getOffset(UP, DOWN); }
std::auto_ptr<Equipment> mEquipment;
protected:
/**
* Sets the new path for this being.
*/
void
setPath(const Path &path);
/**
* Calculates the offset in the given directions.
* If walking in direction 'neg' the value is negated.
*/
int getOffset(char pos, char neg) const;
Uint32 mId; /**< Unique sprite id */
Uint16 mWeapon; /**< Weapon picture id */
Uint16 mWalkSpeed; /**< Walking speed */
Map *mMap; /**< Map on which this being resides */
std::string mName; /**< Name of character */
SpriteIterator mSpriteIterator;
Path mPath;
std::string mSpeech;
std::string mDamage;
Uint16 mHairStyle, mHairColor;
Uint32 mSpeechTime;
Uint32 mDamageTime;
bool mShowSpeech, mShowDamage;
Sint32 mPx, mPy; /**< Pixel coordinates */
Spriteset *mSpriteset;
int mSpriteFrame;
};
#endif