/* * 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 #include "animatedsprite.h" #include "equipment.h" #include "game.h" #include "graphics.h" #include "log.h" #include "map.h" #include "resources/resourcemanager.h" #include "resources/spriteset.h" #include "gui/gui.h" #include "utils/dtor.h" #include "utils/tostring.h" int Being::instances = 0; Spriteset *Being::emotionset = NULL; Being::Being(Uint32 id, Uint16 job, Map *map): mJob(job), mX(0), mY(0), mAction(0), mWalkTime(0), mEmotion(0), mEmotionTime(0), mAttackSpeed(350), mEquipment(new Equipment()), mId(id), mWeapon(0), mWalkSpeed(150), mDirection(DOWN), mMap(NULL), mHairStyle(0), mHairColor(0), mSex(2), mSpeechTime(0), mDamageTime(0), mPx(0), mPy(0), mSprites(VECTOREND_SPRITE, NULL), mEquipmentSpriteIDs(VECTOREND_SPRITE, 0) { setMap(map); if (instances == 0) { // Load the emotion set ResourceManager *rm = ResourceManager::getInstance(); emotionset = rm->getSpriteset("graphics/sprites/emotions.png", 30, 32); if (!emotionset) logger->error("Unable to load emotions spriteset!"); } instances++; } Being::~Being() { std::for_each(mSprites.begin(), mSprites.end(), make_dtor(mSprites)); clearPath(); setMap(NULL); instances--; if (instances == 0) { emotionset->decRef(); emotionset = NULL; } } 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::setHairColor(Uint16 color) { mHairColor = color; if (mHairColor < 1 || mHairColor > NR_HAIR_COLORS + 1) { mHairColor = 1; } } void Being::setHairStyle(Uint16 style) { mHairStyle = style; if (mHairStyle < 1 || mHairStyle > NR_HAIR_STYLES) { mHairStyle = 1; } } void Being::setVisibleEquipment(Uint8 slot, int id) { mEquipmentSpriteIDs[slot] = id; } void Being::setSpeech(const std::string &text, Uint32 time) { mSpeech = text; mSpeechTime = 500; } void Being::setDamage(Sint16 amount, Uint32 time) { mDamage = amount ? toString(amount) : "miss"; mDamageTime = 300; } void Being::setMap(Map *map) { // Remove sprite from potential previous map if (mMap != NULL) { mMap->removeSprite(mSpriteIterator); } mMap = map; // Add sprite to potential new map if (mMap != NULL) { mSpriteIterator = mMap->addSprite(this); } } 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: switch (getWeapon()) { case 3: currentAction = ACTION_ATTACK; break; case 2: currentAction = ACTION_ATTACK_BOW; break; case 1: currentAction = ACTION_ATTACK_STAB; break; case 0: currentAction = ACTION_ATTACK; break; } 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 & RIGHT) { dir = DIRECTION_RIGHT; } else if (mDirection & DOWN) { dir = DIRECTION_DOWN; } 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); 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--; // Reduce the time that damage is still displayed if (mDamageTime > 0) mDamageTime--; // Update pixel coordinates mPx = mX * 32 + getXOffset(); mPy = mY * 32 + getYOffset(); 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); } } } 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, Sint32 offsetX, Sint32 offsetY) { if (!mEmotion) return; int px = mPx + offsetX + 3; int py = mPy + offsetY - 60; graphics->drawImage(emotionset->get(mEmotion - 1), px, py); } void Being::drawSpeech(Graphics *graphics, Sint32 offsetX, Sint32 offsetY) { int px = mPx + offsetX; int py = mPy + offsetY; // Draw speech above this being if (mSpeechTime > 0) { graphics->setFont(speechFont); graphics->setColor(gcn::Color(255, 255, 255)); graphics->drawText(mSpeech, px + 18, py - 60, gcn::Graphics::CENTER); } // Draw damage above this being if (mDamageTime > 0 && mDamageTime < 275) { // Selecting the right color if (mDamage == "miss") { graphics->setFont(hitYellowFont); } else if (getType() == MONSTER) { graphics->setFont(hitBlueFont); } else { graphics->setFont(hitRedFont); } int textY = (getType() == MONSTER) ? 32 : 70; int ft = 150 - mDamageTime; float a = (ft > 0) ? 1.0 - ft / 150.0 : 1.0; graphics->setColor(gcn::Color(255, 255, 255, (int)(255 * a))); graphics->drawText(mDamage, px + 16, py - textY - (300 - mDamageTime) / 10, gcn::Graphics::CENTER); // Reset alpha value graphics->setColor(gcn::Color(255, 255, 255)); } } Being::Type Being::getType() const { return UNKNOWN; } void Being::setWeaponById(Uint16 weapon) { //TODO: Use an external file to map weapon IDs to weapon types switch (weapon) { case 529: // iron arrows case 1199: // arrows break; case 623: //scythe setWeapon(3); break; case 1200: // bow case 530: // short bow case 545: // forest bow setWeapon(2); break; case 521: // sharp knife /* UNCOMMENT TO TEST SHARP KNIFE AS SCYTHE * setWeapon(3) * break; */ case 522: // dagger case 536: // short sword case 1201: // knife setWeapon(1); break; case 0: // unequip setWeapon(0); break; default: logger->log("Not a weapon: %d", weapon); } } 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; }