/* * 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 "game.h" #include "engine.h" #include "net/protocol.h" #include "net/network.h" #include "resources/resourcemanager.h" Being *player_node = NULL; std::list beings; PATH_NODE::PATH_NODE(unsigned short x, unsigned short y): x(x), y(y) { } void add_node(Being *being) { beings.push_back(being); // If the being is a player, request the name if (being->isPlayer()) { WFIFOW(0) = net_w_value(0x0094); WFIFOL(2) = net_l_value(RFIFOL(2)); WFIFOSET(6); } // If the being is a monster then load the monsterset else if (being->job >= 1002 && monsterset.find( being->job - 1002) == monsterset.end()) { std::stringstream filename; filename << "graphics/sprites/monster" << (being->job - 1002) << ".png"; logger->log("%s",filename.str().c_str()); ResourceManager *resman = ResourceManager::getInstance(); Image *monsterbitmap = resman->getImage(filename.str()); if (!monsterbitmap) { logger->error("Unable to load monster.png"); } else { monsterset[being->job - 1002] = new Spriteset(monsterbitmap, 60, 60); } } } void remove_node(unsigned int id) { std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { if ((*i)->id == id) { if (autoTarget == (*i)) { autoTarget = NULL; } delete (*i); beings.erase(i); return; } } } unsigned int findNpc(unsigned short x, unsigned short y) { std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { Being *being = (*i); // Check if is a NPC (only low job ids) if (being->isNpc() && being->x == x && being->y == y) { return being->id; } } return 0; } unsigned int findPlayer(unsigned short x, unsigned short y) { std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { Being *being = (*i); // Check if is a player if (being->isPlayer() && being->x == x && being->y == y) { return being->id; } } return 0; } unsigned int findMonster(unsigned short x, unsigned short y) { std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { Being *being = (*i); // Check if is a MONSTER that is alive if (being->isMonster() && being->x == x && being->y == y && being->action != MONSTER_DEAD) { return being->id; } } return 0; } Being *findNode(unsigned int id) { std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { Being *being = (*i); if (being->id == id) { return being; } } return NULL; } Being *findNode(unsigned short x, unsigned short y) { std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { Being *being = (*i); // Return being if found and it is not a dead monster if (being->x == x && being->y == y && being->action != MONSTER_DEAD) { return being; } } return NULL; } class BeingCompare { public: bool operator() (const Being *a, const Being *b) const { return a->y < b->y; } }; void sort() { beings.sort(BeingCompare()); } Being::Being(): id(0), job(0), x(0), y(0), destX(0), destY(0), direction(0), type(0), action(0), frame(0), speech_color(0), walk_time(0), speed(150), emotion(0), emotion_time(0), text_x(0), text_y(0), weapon(0), aspd(350), hairStyle(1), hairColor(1), speech_time(0), damage_time(0), showSpeech(false), showDamage(false) { strcpy(name, ""); } Being::~Being() { clearPath(); } void Being::clearPath() { path.clear(); } void Being::setPath(std::list path) { this->path = path; if (action != WALK) { nextStep(); walk_time = tick_time; } } void Being::setDestination(int destX, int destY) { this->destX = destX; this->destY = destY; setPath(tiledMap->findPath(x, y, destX, destY)); } void Being::setHairColor(int color) { hairColor = color; if (hairColor < 1 || hairColor > NR_HAIR_COLORS + 1) { hairColor = 1; } } void Being::setHairStyle(int style) { hairStyle = style; if (hairStyle < 1 || hairStyle > NR_HAIR_STYLES) { hairStyle = 1; } } unsigned short Being::getHairColor() { return hairColor; } unsigned short Being::getHairStyle() { return hairStyle; } void Being::setSpeech(const std::string &text, int time) { speech = text; speech_time = tick_time; showSpeech = true; } void Being::setDamage(const std::string &text, int time) { damage = text; damage_time = tick_time; showDamage = true; } void Being::setName(char *text) { strcpy(name, text); } void Being::nextStep() { if (!path.empty()) { PATH_NODE node = path.front(); path.pop_front(); int oldX = x; int oldY = y; int newX = node.x; int newY = node.y; direction = 0; if (newX > oldX) { if (newY > oldY) direction = SE; else if (newY < oldY) direction = NE; else direction = EAST; } else if (newX < oldX) { if (newY > oldY) direction = SW; else if (newY < oldY) direction = NW; else direction = WEST; } else { if (newY > oldY) direction = SOUTH; else if (newY < oldY) direction = NORTH; } x = newX; y = newY; action = WALK; walk_time += speed / 10; } else { action = STAND; } frame = 0; } void Being::logic() { if (isPlayer()) { switch (action) { case WALK: frame = (get_elapsed_time(walk_time) * 4) / speed; if (frame >= 4) { nextStep(); } break; case ATTACK: frame = (get_elapsed_time(walk_time) * 4) / aspd; if (frame >= 4) { nextStep(); if (autoTarget && this == player_node) { attack(autoTarget); } } break; } if (emotion != 0) { emotion_time--; if (emotion_time == 0) { emotion = 0; } } } if (get_elapsed_time(speech_time) > 5000) { showSpeech = false; } if (get_elapsed_time(damage_time) > 3000) { showDamage = false; } } void Being::drawSpeech(Graphics *graphics) { // Draw speech above this being if (showSpeech) { graphics->drawText(speech, text_x + 20, text_y - 60, gcn::Graphics::CENTER); } if (showDamage) { graphics->drawText(damage, text_x + 60, text_y - 60 - get_elapsed_time(damage_time) / 100, gcn::Graphics::CENTER); } if (this == autoTarget) { graphics->drawText("[TARGET]", text_x + 60, text_y, gcn::Graphics::CENTER); } } bool Being::isPlayer() { return job < 10; } bool Being::isNpc() { return job > 45 && job < 126; } bool Being::isMonster() { return job > 200; }