/*
* 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 <cassert>
#include <cmath>
#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/xml.h"
int Being::instances = 0;
int Being::mNumberOfHairstyles = 1;
std::vector<AnimatedSprite*> Being::emotionSet;
static const int X_SPEECH_OFFSET = 18;
static const int Y_SPEECH_OFFSET = 60;
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
while (mSpeech[0] == ' ')
{
mSpeech = mSpeech.substr(1, mSpeech.size());
}
while (mSpeech[mSpeech.size()] == ' ')
{
mSpeech = mSpeech.substr(0, mSpeech.size() - 1);
}
// 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('|');
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])
{
return mSprites[BASE_SPRITE]->getWidth();
}
else
{
return 0;
}
}
int Being::getHeight() const
{
if (mSprites[BASE_SPRITE])
{
return mSprites[BASE_SPRITE]->getHeight();
}
else
{
return 0;
}
}