/* * 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 */ #ifndef BEING_H #define BEING_H #include "configlistener.h" #include "map.h" #include "particlecontainer.h" #include "position.h" #include "sprite.h" #include "vector.h" #include "resources/spritedef.h" #include #include #include #include #include #define FIRST_IGNORE_EMOTE 14 #define STATUS_EFFECTS 32 #define SPEECH_TIME 500 #define SPEECH_MAX_TIME 1000 class AnimatedSprite; class FlashText; class Graphics; class Image; class ItemInfo; class Item; class Particle; class Position; class SimpleAnimation; class SpeechBubble; class Text; class StatusEffect; class Being : public Sprite, public ConfigListener { public: enum Type { UNKNOWN, PLAYER, NPC, MONSTER }; /** * Action the being is currently performing * WARNING: Has to be in sync with the same enum in the Being class * of the server! */ enum Action { STAND, WALK, ATTACK, SIT, DEAD, HURT }; enum TargetCursorSize { TC_SMALL = 0, TC_MEDIUM, TC_LARGE, NUM_TC }; enum Speech { NO_SPEECH = 0, TEXT_OVERHEAD, NO_NAME_IN_BUBBLE, NAME_IN_BUBBLE }; enum AttackType { HIT = 0x00, CRITICAL = 0x0a, MULTI = 0x08, REFLECT = 0x04, FLEE = 0x0b }; /** * Directions, to be used as bitmask values */ enum { DOWN = 1, LEFT = 2, UP = 4, RIGHT = 8 }; /** * Constructor. * * @param id a unique being id * @param job partly determines the type of the being * @param map the map the being is on */ Being(int id, int job, Map *map); virtual ~Being(); /** * Removes all path nodes from this being. */ void clearPath(); /** * Returns the walk time. * Used to know which frame to display and trigger * the next Tile step. * TODO: Used by eAthena only? */ int getWalkTime() const { return mWalkTime; } /** * Set the current WalkTime value. * TODO: Used by eAthena only? * @see Ea::BeingHandler that set it to tick time. */ void setWalkTime(int walkTime) { mWalkTime = walkTime; } /** * Makes this being take the next tile of its path. * TODO: Used by eAthena only? */ virtual void nextTile(); /** * Get the current X pixel offset. * TODO: Used by eAthena only? */ int getXOffset() const { return getOffset(LEFT, RIGHT); } /** * Get the current Y pixel offset. * TODO: Used by eAthena only? */ int getYOffset() const { return getOffset(UP, DOWN); } /** * Creates a path for the being from current position to ex and ey */ void setDestination(int ex, int ey); /** * Returns the destination for this being. */ const Vector &getDestination() const { return mDest; } /** * Returns the tile x coord */ int getTileX() const { return mX; } /** * Returns the tile y coord */ int getTileY() const { return mY; } /** * Sets the tile x and y coord */ void setTileCoords(int x, int y) { mX = x; mY = y; } /** * 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, int time = 500); /** * Puts a damage bubble above this being. * * @param attacker the attacking being * @param damage the amount of damage recieved (0 means miss) * @param type the attack type */ virtual void takeDamage(Being *attacker, int damage, AttackType type); /** * Handles an attack of another being by this being. * * @param victim the victim being * @param damage the amount of damage dealt (0 means miss) * @param type the attack type */ virtual void handleAttack(Being *victim, int damage, AttackType type); /** * Returns the name of the being. */ const std::string &getName() const { return mName; } /** * Sets the name for the being. * * @param name The name that should appear. */ virtual void setName(const std::string &name); const bool getShowName() const { return mShowName; } virtual void setShowName(bool doShowName); /** * Get the number of hairstyles implemented */ static int getNumOfHairstyles() { return mNumberOfHairstyles; } /** * Get the number of layers used to draw the being */ int getNumberOfLayers() const; /** * Performs being logic. */ virtual void logic(); /** * Draws the speech text above the being. */ void drawSpeech(int offsetX, int offsetY); /** * Draws the emotion picture above the being. */ void drawEmotion(Graphics *graphics, int offsetX, int offsetY); /** * Returns the type of the being. */ virtual Type getType() const { return UNKNOWN; } /** * Return Being's current Job (player job, npc, monster, creature ) */ Uint16 getJob() const { return mJob; } /** * Set Being's current Job (player job, npc, monster, creature ) */ void setJob(Uint16 job) { mJob = job; } /** * Sets the walk speed. * in pixels per second for eAthena, * in tiles per second for Manaserv. */ void setWalkSpeed(float speed) { mWalkSpeed = speed; } /** * Gets the walk speed. * in pixels per second for eAthena, * in tiles per second for Manaserv (0.1 precision). */ float getWalkSpeed() const { return mWalkSpeed; } /** * Sets the attack speed. * @todo In what unit? */ void setAttackSpeed(int speed) { mAttackSpeed = speed; } /** * Gets the attack speed. * @todo In what unit? */ int getAttackSpeed() const { return mAttackSpeed; } /** * Sets the sprite id. */ void setId(int id) { mId = id; } int getId() const { return mId; } /** * Sets the map the being is on */ void setMap(Map *map); /** * Sets the current action. */ virtual void setAction(Action action, int attackType = 0); /** * Get the being's action currently performed. */ Action getCurrentAction() const { return mAction; } /** * Returns whether this being is still alive. */ bool isAlive() const { return mAction != DEAD; } /** * Returns the current direction. */ Uint8 getDirection() const { return mDirection; } /** * Sets the current direction. */ void setDirection(Uint8 direction); /** * Returns the being's current sprite frame number. */ int getCurrentFrame() const { return mFrame; } /** * Set the being's current sprite frame number. */ void setFrame(int frame) { mFrame = frame; } /** * Returns the direction the being is facing. */ SpriteDirection getSpriteDirection() const { return SpriteDirection(mSpriteDirection); } /** * Draws this being to the given graphics context. * * @see Sprite::draw(Graphics, int, int) * * TODO: The following two functions should be combined. * at some point draw(), was changed to use mPx and mPy, with arugements * only for the offset, drawSpriteAt() takes x, and y and draws the sprite * exactly at those coords (though it does do some computing to work how the * old draw() worked). */ virtual void draw(Graphics *graphics, int offsetX, int offsetY) const; virtual void drawSpriteAt(Graphics *graphics, int x, int y) const; /** * Set the alpha opacity used to draw the being. */ virtual void setAlpha(float alpha) { mAlpha = alpha; } /** * Returns the current alpha opacity of the Being. */ virtual float getAlpha() const { return mAlpha; } /** * Returns the X coordinate in pixels. */ int getPixelX() const { return (int) mPos.x; } /** * Returns the Y coordinate in pixels. * * @see Sprite::getPixelY() */ int getPixelY() const { return (int) mPos.y; } /** * Sets the position of this being. */ void setPosition(const Vector &pos); /** * Overloaded method provided for convenience. * * @see setPosition(const Vector &pos) */ void setPosition(float x, float y, float z = 0.0f) { setPosition(Vector(x, y, z)); } /** * Returns the position of this being. */ const Vector &getPosition() const { return mPos; } /** * Returns the horizontal size of the current base sprite of the being. */ virtual int getWidth() const; /** * Returns the vertical size of the current base sprite of the being. */ virtual int getHeight() const; /** * Returns the required size of a target cursor for this being. */ virtual Being::TargetCursorSize getTargetCursorSize() const { return TC_MEDIUM; } /** * Take control of a particle. */ void controlParticle(Particle *particle); /** * Gets the way the object is blocked by other objects. */ virtual unsigned char getWalkMask() const { return 0x00; } //can walk through everything /** * Returns the path this being is following. An empty path is returned * when this being isn't following any path currently. */ const Path &getPath() const { return mPath; } /** * Sets the target animation for this being. */ void setTargetAnimation(SimpleAnimation* animation); /** * Untargets the being */ void untarget() { mUsedTargetCursor = NULL; } /** * Set the Emoticon type and time displayed above * the being. */ void setEmote(Uint8 emotion, Uint8 emote_time) { mEmotion = emotion; mEmotionTime = emote_time; } /** * Get the current Emoticon type displayed above * the being. */ Uint8 getEmotion() const { return mEmotion; } /** * Sets the being's stun mode. If zero, the being is `normal', * otherwise it is `stunned' in some fashion. */ void setStunMode(int stunMode) { if (mStunMode != stunMode) updateStunMode(mStunMode, stunMode); mStunMode = stunMode; }; void setStatusEffect(int index, bool active); /** * A status effect block is a 16 bit mask of status effects. * We assign each such flag a block ID of offset + bitnr. * * These are NOT the same as the status effect indices. */ void setStatusEffectBlock(int offset, Uint16 flags); /** * Triggers a visual effect, such as `level up' * * Only draws the visual effect, does not play sound effects * * \param effectId ID of the effect to trigger */ virtual void triggerEffect(int effectId) { internalTriggerEffect(effectId, false, true); } virtual AnimatedSprite *getSprite(int index) const { return mSprites[index]; } static void load(); virtual void optionChanged(const std::string &value) {} void flashName(int time); int getDamageTaken() const { return mDamageTaken; } void updateName(); protected: /** * Sets the new path for this being. */ void setPath(const Path &path); /** * Updates name's location. */ virtual void updateCoords(); /** * Gets the way the object blocks pathfinding for other objects */ virtual Map::BlockType getBlockType() const { return Map::BLOCKTYPE_NONE; } /** * Trigger visual effect, with components * * \param effectId ID of the effect to trigger * \param sfx Whether to trigger sound effects * \param gfx Whether to trigger graphical effects */ void internalTriggerEffect(int effectId, bool sfx, bool gfx); /** * Notify self that the stun mode has been updated. Invoked by * setStunMode if something changed. */ virtual void updateStunMode(int oldMode, int newMode); /** * Notify self that a status effect has flipped. * The new flag is passed. */ virtual void updateStatusEffect(int index, bool newStatus); /** * Handle an update to a status or stun effect * * \param The StatusEffect to effect * \param effectId -1 for stun, otherwise the effect index */ virtual void handleStatusEffect(StatusEffect *effect, int effectId); virtual void showName(); /** The current sprite Frame number to be displayed */ int mFrame; /** Used to trigger the nextStep (walking on next Tile) * TODO: Used by eAthena only? */ int mWalkTime; int mEmotion; /**< Currently showing emotion */ int mEmotionTime; /**< Time until emotion disappears */ /** Time until the last speech sentence disappears */ int mSpeechTime; int mAttackSpeed; /**< Attack speed */ Action mAction; /**< Action the being is performing */ Uint16 mJob; /**< Job (player job, npc, monster, creature ) */ int mId; /**< Unique sprite id */ Uint8 mDirection; /**< Facing direction */ Uint8 mSpriteDirection; /**< Facing direction */ Map *mMap; /**< Map on which this being resides */ std::string mName; /**< Name of character */ MapSprite mMapSprite; /** * Holds a text object when the being displays it's name, 0 otherwise */ FlashText *mDispName; const gcn::Color *mNameColor; bool mShowName; /** Engine-related infos about weapon. */ const ItemInfo *mEquippedWeapon; static int mNumberOfHairstyles; /** Number of hair styles in use */ Path mPath; std::string mSpeech; Text *mText; const gcn::Color *mTextColor; Uint16 mStunMode; /**< Stun mode; zero if not stunned */ std::set mStatusEffects; /**< set of active status effects */ typedef std::vector Sprites; typedef Sprites::iterator SpriteIterator; typedef Sprites::const_iterator SpriteConstIterator; Sprites mSprites; float mAlpha; /**< Alpha opacity to draw the sprite */ ParticleList mStunParticleEffects; ParticleVector mStatusParticleEffects; ParticleList mChildParticleEffects; private: /** * Calculates the offset in the given directions. * If walking in direction 'neg' the value is negated. * TODO: Used by eAthena only? */ int getOffset(char pos, char neg) const; /** Reset particle status effects on next redraw? */ bool mMustResetParticles; /** Speech Bubble components */ SpeechBubble *mSpeechBubble; /** * Walk speed. * In pixels per second for eAthena, * In pixels per ticks for Manaserv. * @see MILLISECONDS_IN_A_TICK */ float mWalkSpeed; Vector mPos; Vector mDest; int mX, mY; /**< Position on tile */ int mDamageTaken; /** Target cursor being used */ SimpleAnimation* mUsedTargetCursor; }; #endif