/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * * This file is part of The Mana Client. * * 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, see . */ #ifndef BEING_H #define BEING_H #include "actorsprite.h" #include "eventlistener.h" #include "map.h" #include "position.h" #include "vector.h" #include #include #include #include #include #include #define FIRST_IGNORE_EMOTE 14 #define STATUS_EFFECTS 32 #define SPEECH_TIME 500 #define SPEECH_MAX_TIME 1000 class BeingInfo; class FlashText; class Guild; class ItemInfo; class Item; class Particle; class Party; class Position; class SpeechBubble; class Text; enum Gender { GENDER_MALE = 0, GENDER_FEMALE = 1, GENDER_UNSPECIFIED = 2 }; class Being : public ActorSprite, public EventListener { public: /** * 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, MOVE, ATTACK, SIT, DEAD, HURT }; 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 BeingDirection { DOWN = 1, LEFT = 2, UP = 4, RIGHT = 8 }; /** * Constructor. * * @param id a unique being id * @param subtype partly determines the type of the being * @param map the map the being is on */ Being(int id, Type type, int subtype, Map *map); virtual ~Being(); Type getType() const { return mType; } /** * Removes all path nodes from this being. */ void clearPath(); /** * 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 mPos.x / mMap->getTileWidth(); } /** * Returns the tile y coord */ int getTileY() const { return mPos.y / mMap->getTileHeight(); } /** * 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 */ 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); const ItemInfo *getEquippedWeapon() const { return mEquippedWeapon; } /** * 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. */ void setName(const std::string &name); bool getShowName() const { return mShowName; } void setShowName(bool doShowName); /** * Sets the name of the party the being is in. Shown in BeingPopup. */ void setPartyName(const std::string &name) { mPartyName = name; } const std::string &getPartyName() const { return mPartyName; } /** * Sets the name of the primary guild the being is in. Shown in * BeingPopup (eventually). */ void setGuildName(const std::string &name); void setGuildPos(const std::string &pos); /** * Adds a guild to the being. */ void addGuild(Guild *guild); /** * Removers a guild from the being. */ void removeGuild(int id); /** * Returns a pointer to the specified guild that the being is in. */ Guild *getGuild(const std::string &guildName) const; /** * Returns a pointer to the specified guild that the being is in. */ Guild *getGuild(int id) const; /** * Returns all guilds the being is in. */ const std::map &getGuilds() const { return mGuilds; } /** * Removes all guilds the being is in. */ void clearGuilds(); /** * Get number of guilds the being belongs to. */ short getNumberOfGuilds() const { return mGuilds.size(); } bool isInParty() const { return mParty != NULL; } void setParty(Party *party); Party *getParty() const { return mParty; } /** * Sets visible equipments for this being. */ void setSprite(unsigned int slot, int id, const std::string &color = "", bool isWeapon = false); void setSpriteID(unsigned int slot, int id); void setSpriteColor(unsigned int slot, const std::string &color = ""); /** * 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); Uint16 getSubType() const { return mSubType; } /** * Set Being's subtype (mostly for view for monsters and NPCs) */ void setSubtype(Uint16 subtype); const BeingInfo *getInfo() const { return mInfo; } TargetCursorSize getTargetCursorSize() const; /** * Gets the way the object is blocked by other objects. */ unsigned char getWalkMask() const; /** * Gets the way the monster blocks pathfinding for other objects */ Map::BlockType getBlockType() const; /** * Sets the move speed. * in ticks per tile for eAthena, * in tiles per second for Manaserv (0.1 precision). */ void setMoveSpeed(const Vector &speed); /** * Gets the original Move speed. * in ticks per tile for eAthena, * in tiles per second for Manaserv (0.1 precision). */ Vector getMoveSpeed() const { return mMoveSpeed; } /** * Sets the attack speed. * @note The attack speed is to be set in milliseconds * before next attack. */ void setAttackSpeed(int speed) { mAttackSpeed = speed; } /** * Gets the attack speed. * @note The attack speed is in milliseconds before next attack. */ int getAttackSpeed() const { return mAttackSpeed; } /** * 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 direction the being is facing. */ SpriteDirection getSpriteDirection() const { return SpriteDirection(mSpriteDirection); } void setPosition(const Vector &pos); /** * Overloaded method provided for convenience. * * @see setPosition(const Vector &pos) */ inline void setPosition(float x, float y, float z = 0.0f) { setPosition(Vector(x, y, z)); } /** * 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 being's pixel radius used to detect collisions. */ virtual int getCollisionRadius() const; /** * Shoots a missile particle from this being, to target being */ void fireMissile(Being *target, const std::string &particle); /** * 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; } static void load(); void flashName(int time); int getDamageTaken() const { return mDamageTaken; } void updateName(); /** * Sets the gender of this being. */ virtual void setGender(Gender gender); Gender getGender() const { return mGender; } /** * Whether or not this player is a GM. */ bool isGM() const { return mIsGM; } /** * Triggers whether or not to show the name as a GM name. */ void setGM(bool gm); /** * Sets the IP or an IP hash. * The TMW-Athena server sends this information only to GMs. */ void setIp(int ip) { mIp = ip; } /** * Returns the player's IP or an IP hash. * Value is 0 if not set by the server. */ int getIp() const { return mIp; } bool canTalk(); void talkTo(); void event(Event::Channel channel, const Event &event); void setMap(Map *map); /** * Make the being look at a given pixel position. */ void lookAt(const Vector &destPos); protected: /** * Sets the new path for this being. */ void setPath(const Path &path); /** * Updates name's location. */ void updateCoords(); void showName(); void updateColors(); BeingInfo *mInfo; int mActionTime; /**< Time spent in current action. TODO: Remove use of it */ /** Time until the last speech sentence disappears */ int mSpeechTime; int mAttackType; int mAttackSpeed; /**< Attack speed */ Action mAction; /**< Action the being is performing */ Uint16 mSubType; /**< Subtype (graphical view, basically) */ Uint8 mDirection; /**< Facing direction */ Uint8 mSpriteDirection; /**< Facing direction */ std::string mName; /**< Name of character */ std::string mPartyName; /** * 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; Vector mDest; /**< destination coordinates. */ std::vector mSpriteIDs; std::vector mSpriteColors; Gender mGender; // Character guild information std::map mGuilds; Party *mParty; bool mIsGM; private: const Type mType; /** Speech Bubble components */ SpeechBubble *mSpeechBubble; /** * Walk speed for x and y movement values. * In ticks per tile for eAthena, * In pixels per second for Manaserv. */ Vector mMoveSpeed; /** * Being speed in pixel per ticks. Used internally for the being logic. * @see MILLISECONDS_IN_A_TICK */ Vector mSpeedPixelsPerTick; int mDamageTaken; int mIp; }; #endif