/* * The Mana World * Copyright (C) 2004 The Mana World Development Team * * This file is part of The Mana World. * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include #include #include "animatedsprite.h" #include "being.h" #include "configuration.h" #include "equipment.h" #include "game.h" #include "graphics.h" #include "localplayer.h" #include "log.h" #include "map.h" #include "particle.h" #include "sound.h" #include "text.h" #include "resources/emotedb.h" #include "resources/imageset.h" #include "resources/itemdb.h" #include "resources/iteminfo.h" #include "resources/resourcemanager.h" #include "gui/gui.h" #include "gui/speechbubble.h" #include "utils/dtor.h" #include "utils/gettext.h" #include "utils/tostring.h" #include "utils/trim.h" #include "utils/xml.h" int Being::instances = 0; int Being::mNumberOfHairstyles = 1; std::vector Being::emotionSet; static const int X_SPEECH_OFFSET = 18; static const int Y_SPEECH_OFFSET = 60; static const int DEFAULT_WIDTH = 32; static const int DEFAULT_HEIGHT = 32; Being::Being(int id, int job, Map *map): mJob(job), mX(0), mY(0), mAction(STAND), mWalkTime(0), mEmotion(0), mEmotionTime(0), mAttackSpeed(350), mEquipment(new Equipment()), mId(id), mWalkSpeed(150), mDirection(DOWN), mMap(NULL), mName(""), mIsGM(false), mParticleEffects(config.getValue("particleeffects", 1)), mEquippedWeapon(NULL), mHairStyle(1), mHairColor(0), mGender(GENDER_UNSPECIFIED), mSpeechTime(0), mPx(0), mPy(0), mSprites(VECTOREND_SPRITE, NULL), mSpriteIDs(VECTOREND_SPRITE, 0), mSpriteColors(VECTOREND_SPRITE, ""), mStatusParticleEffects(&mStunParticleEffects, false), mChildParticleEffects(&mStatusParticleEffects, false) { setMap(map); mSpeechBubble = new SpeechBubble(); if (instances == 0) { // Setup emote sprites for (int i = 0; i <= EmoteDB::getLast(); i++) { EmoteInfo info = EmoteDB::get(i); std::string file = "graphics/sprites/" + info.sprites.front()->sprite; int variant = info.sprites.front()->variant; emotionSet.push_back(AnimatedSprite::load(file, variant)); } // 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; } instances++; mSpeech = ""; mNameColor = 0x202020; mText = 0; } Being::~Being() { delete_all(mSprites); clearPath(); setMap(NULL); instances--; if (instances == 0) { delete_all(emotionSet); } delete mSpeechBubble; delete mText; } 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::setHairStyle(int style, int color) { mHairStyle = style < 0 ? mHairStyle : style % mNumberOfHairstyles; mHairColor = color < 0 ? mHairColor : color % ColorDB::size(); } void Being::setSprite(int slot, int id, 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; // 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 != "") 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 { if (getType() == MONSTER) { font = hitBlueFont; } else { font = hitRedFont; } } // Show damage number particleEngine->addTextSplashEffect(damage, 255, 255, 255, font, mPx + 16, mPy + 16); } void Being::showCrit() { gcn::Font *font; std::string text = "crit!"; // Selecting the right color if (getType() == MONSTER) { font = hitBlueFont; } else { font = hitRedFont; } // Show crit notice particleEngine->addTextSplashEffect(text, 255, 255, 255, font, mPx + 16, mPy + 16); } void Being::handleAttack(Being *victim, int damage) { setAction(Being::ATTACK); mFrame = 0; mWalkTime = tick_time; } 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) { mChildParticleEffects.addLocally(particle); } void Being::setAction(Action action) { 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; 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 & DOWN) { dir = DIRECTION_DOWN; } else if (mDirection & RIGHT) { dir = DIRECTION_RIGHT; } else { dir = DIRECTION_LEFT; } return dir; } void Being::nextStep() { 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->tileCollides(pos.x, pos.y)) { setAction(STAND); return; } mX = pos.x; mY = pos.y; setAction(WALK); mWalkTime += mWalkSpeed / 10; } void Being::logic() { // Reduce the time that speech is still displayed if (mSpeechTime > 0) mSpeechTime--; // Remove text if speech boxes aren't being used if (mSpeechTime == 0 && mText) { delete mText; mText = 0; } int oldPx = mPx; int oldPy = mPy; // Update pixel coordinates mPx = mX * 32 + getXOffset(); mPy = mY * 32 + getYOffset(); if (mPx != oldPx || mPy != oldPy) { updateCoords(); } 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 mChildParticleEffects.moveTo((float) mPx + 16.0f, (float) mPy + 32.0f); } 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, int offsetX, int offsetY) { if (!mEmotion) return; const int px = mPx + offsetX + 3; const int py = mPy + offsetY - 60; const int emotionIndex = mEmotion - 1; if (emotionIndex >= 0 && emotionIndex <= EmoteDB::getLast()) emotionSet[emotionIndex]->draw(graphics, px, py); } void Being::drawSpeech(Graphics *graphics, int offsetX, int offsetY) { int px = mPx + offsetX; int py = mPy + offsetY; // Draw speech above this being if (mSpeechTime > 0 && config.getValue("speechbubble", 1)) { if (mText) { delete mText; mText = 0; } mSpeechBubble->setCaption(mName, mNameColor); // Not quite centered, but close enough. However, it's not too important to get // it right right now, as it doesn't take bubble collision into account yet. mSpeechBubble->setText(mSpeech); mSpeechBubble->setPosition(px - (mSpeechBubble->getWidth() * 4 / 11), py - 70 - (mSpeechBubble->getNumRows()*14)); mSpeechBubble->setVisible(true); } else if (mSpeechTime > 0 && !config.getValue("speechbubble", 1)) { mSpeechBubble->setVisible(false); // don't introduce a memory leak if (mText) delete mText; mText = new Text(mSpeech, mPx + X_SPEECH_OFFSET, mPy - Y_SPEECH_OFFSET, gcn::Graphics::CENTER, gcn::Color(255, 255, 255)); } else if (mSpeechTime == 0) { mSpeechBubble->setVisible(false); } } Being::Type Being::getType() const { return UNKNOWN; } 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; } int Being::getWidth() const { if (mSprites[BASE_SPRITE]) { const int width = mSprites[BASE_SPRITE]->getWidth() > DEFAULT_WIDTH ? mSprites[BASE_SPRITE]->getWidth() : DEFAULT_WIDTH; return width; } else { return DEFAULT_WIDTH; } } int Being::getHeight() const { if (mSprites[BASE_SPRITE]) { const int height = mSprites[BASE_SPRITE]->getHeight() > DEFAULT_HEIGHT ? mSprites[BASE_SPRITE]->getHeight() : DEFAULT_HEIGHT; return height; } else { return DEFAULT_HEIGHT; } }