1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
|
/*
* 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 "equipment.h"
#include "game.h"
#include "graphics.h"
#include "log.h"
#include "map.h"
#include "graphic/spriteset.h"
#include "gui/gui.h"
#include "utils/tostring.h"
extern Spriteset *emotionset;
PATH_NODE::PATH_NODE(Uint16 iX, Uint16 iY):
x(iX), y(iY)
{
}
Being::Being(Uint32 id, Uint16 job, Map *map):
mJob(job),
mX(0), mY(0), mDirection(DOWN),
mAction(0),
mWalkTime(0),
mEmotion(0), mEmotionTime(0),
mAttackSpeed(350),
mEquipment(new Equipment()),
mId(id),
mWeapon(0),
mWalkSpeed(150),
mMap(NULL),
mHairStyle(0), mHairColor(0),
mSex(2),
mSpeechTime(0),
mDamageTime(0),
mShowSpeech(false), mShowDamage(false)
{
setMap(map);
mSprites.resize(VECTOREND_SPRITE, NULL);
}
Being::~Being()
{
for (int i =0; i < VECTOREND_SPRITE; i++)
{
delete mSprites[i];
}
clearPath();
setMap(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::setHair(Uint16 style, Uint16 color)
{
mHairStyle = style;
if (mHairStyle < 1 || mHairStyle > NR_HAIR_STYLES)
{
mHairStyle = 1;
}
mHairColor = color;
if (mHairColor < 1 || mHairColor > NR_HAIR_COLORS + 1)
{
mHairColor = 1;
}
}
void
Being::setVisibleEquipment(Uint8 slot, Uint8 id)
{
}
void
Being::setSpeech(const std::string &text, Uint32 time)
{
mSpeech = text;
mSpeechTime = tick_time;
mShowSpeech = true;
}
void
Being::setDamage(Sint16 amount, Uint32 time)
{
mDamage = amount ? toString(amount) : "miss";
mDamageTime = tick_time;
mShowDamage = true;
}
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(Action action)
{
if (action != mAction)
{
std::string currentAction = "stand";
switch (action)
{
case WALK:
currentAction = "walk";
break;
case SIT:
currentAction = "sit";
break;
case ATTACK:
if (getType() == MONSTER)
{
currentAction = "dead";
}else{
switch (getWeapon())
{
case 2:
currentAction = "attack_bow";
break;
case 1:
currentAction = "attack_stab";
break;
case 0:
currentAction = "attack";
break;
}
};
break;
case MONSTER_ATTACK:
currentAction = "attack";
break;
case DEAD:
currentAction = "dead";
break;
default:
currentAction = "stand";
break;
}
for (int i = 0; i < VECTOREND_SPRITE; i++)
{
if (mSprites[i] != NULL) mSprites[i]->play(currentAction);
}
}
mAction = action;
}
void
Being::setDirection(Uint8 direction)
{
mDirection |= direction;
std::string dir;
if (direction & UP)
{
dir = "up";
}
else if (direction & RIGHT)
{
dir = "right";
}
else if (direction & DOWN)
{
dir = "down";
}
else
{
dir = "left";
}
for (int i = 0; i < VECTOREND_SPRITE; i++)
{
if (mSprites[i] != NULL) mSprites[i]->setDirection(dir);
}
}
void
Being::nextStep()
{
if (mPath.empty())
{
setAction(STAND);
return;
}
PATH_NODE node = mPath.front();
mPath.pop_front();
mDirection = 0;
if (node.x > mX)
setDirection(RIGHT);
else if (node.x < mX)
setDirection(LEFT);
if (node.y > mY)
setDirection(DOWN);
else if (node.y < mY)
setDirection(UP);
mX = node.x;
mY = node.y;
setAction(WALK);
mWalkTime += mWalkSpeed / 10;
}
void
Being::logic()
{
// Determine whether speech should still be displayed
if (get_elapsed_time(mSpeechTime) > 5000)
{
mShowSpeech = false;
}
// Determine whether damage should still be displayed
if (get_elapsed_time(mDamageTime) > 3000)
{
mShowDamage = false;
}
// 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)
{
printf("Draw: %i\n", i);
mSprites[i]->update(tick_time * 10);
}
}
}
void
Being::draw(Graphics *graphics, int offsetX, int offsetY)
{
int px = mPx + offsetX;
int py = mPy + offsetY;
//what are these two lines good for? please add a comment.
unsigned char dir = 0;
while (!(mDirection & (1 << dir))) dir++;
for (int i = 0; i < VECTOREND_SPRITE; i++)
{
if (mSprites[i] != NULL)
{
mSprites[i]->draw(graphics, px, py);
printf("Draw: %i\n", i);
}
}
}
void
Being::drawEmotion(Graphics *graphics, Sint32 offsetX, Sint32 offsetY)
{
int px = mPx + offsetX;
int py = mPy + offsetY;
if (mEmotion)
{
graphics->drawImage(emotionset->get(mEmotion - 1),
px + 3, py - 60);
}
}
void
Being::drawSpeech(Graphics *graphics, Sint32 offsetX, Sint32 offsetY)
{
int px = mPx + offsetX;
int py = mPy + offsetY;
// Draw speech above this being
if (mShowSpeech)
{
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 (mShowDamage)
{
// 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 = get_elapsed_time(mDamageTime) - 1500;
float a = (ft > 0) ? 1.0 - ft / 1500.0 : 1.0;
graphics->setColor(gcn::Color(255, 255, 255, (int)(255 * a)));
graphics->drawText(mDamage,
px + 16,
py - textY - get_elapsed_time(mDamageTime) / 100,
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)
{
switch (weapon)
{
case 529: // iron arrows
case 1199: // arrows
break;
case 1200: // bow
case 530: // short bow
case 545: // forest bow
setWeapon(2);
break;
case 521: // sharp knife
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;
}
|