/*
* 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 <sstream>
#include "game.h"
#include "graphics.h"
#include "log.h"
#include "map.h"
#include "graphic/spriteset.h"
#include "gui/gui.h"
#include "net/messageout.h"
#include "net/protocol.h"
#include "resources/resourcemanager.h"
#include "resources/image.h"
extern Being* autoTarget;
extern std::map<int, Spriteset*> monsterset;
// From main.cpp
extern Spriteset *hairset;
extern Spriteset *playerset;
// From engine.cpp
extern Spriteset *emotionset;
extern Spriteset *npcset;
extern Spriteset *weaponset;
Being *player_node = NULL;
Beings beings;
signed char hairtable[16][4][2] = {
// S(x,y) W(x,y) N(x,y) E(x,y)
{ { 0, 0}, {-1, 2}, {-1, 2}, { 0, 2} }, // STAND
{ { 0, 2}, {-2, 3}, {-1, 2}, { 1, 3} }, // WALK 1st frame
{ { 0, 3}, {-2, 4}, {-1, 3}, { 1, 4} }, // WALK 2nd frame
{ { 0, 1}, {-2, 2}, {-1, 2}, { 1, 2} }, // WALK 3rd frame
{ { 0, 2}, {-2, 3}, {-1, 2}, { 1, 3} }, // WALK 4th frame
{ { 0, 1}, { 1, 2}, {-1, 3}, {-2, 2} }, // ATTACK 1st frame
{ { 0, 1}, {-1, 2}, {-1, 3}, { 0, 2} }, // ATTACK 2nd frame
{ { 0, 2}, {-4, 3}, { 0, 4}, { 3, 3} }, // ATTACK 3rd frame
{ { 0, 2}, {-4, 3}, { 0, 4}, { 3, 3} }, // ATTACK 4th frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 1st frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 2nd frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 3rd frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 4th frame
{ { 0, 4}, {-1, 6}, {-1, 6}, { 0, 6} }, // SIT
{ { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0} }, // ?? HIT
{ { 0, 16}, {-1, 6}, {-1, 6}, { 0, 6} } // DEAD
};
PATH_NODE::PATH_NODE(Uint16 iX, Uint16 iY):
x(iX), y(iY)
{
}
Being* createBeing(Uint32 id, Uint16 job, Map *map)
{
Being *being = new Being;
being->setId(id);
being->job = job;
being->setMap(map);
beings.push_back(being);
// If the being is a player, request the name
if (being->getType() == Being::PLAYER)
{
MessageOut outMsg;
outMsg.writeShort(0x0094);
outMsg.writeLong(being->getId());//readLong(2));
}
// If the being is a monster then load the monsterset
else if (being->job >= 1002 &&
monsterset.find(being->job - 1002) == monsterset.end())
{
std::stringstream filename;
filename << "graphics/sprites/monster" << (being->job - 1002) << ".png";
logger->log("%s",filename.str().c_str());
Image *monsterbitmap =
ResourceManager::getInstance()->getImage(filename.str());
if (!monsterbitmap) {
logger->error("Unable to load monster.png");
} else {
monsterset[being->job - 1002] = new Spriteset(monsterbitmap, 60, 60);
monsterbitmap->decRef();
}
}
return being;
}
void remove_node(Being *being)
{
delete being;
beings.remove(being);
}
Being *findNode(Uint32 id)
{
for (Beings::iterator i = beings.begin(); i != beings.end(); i++)
{
Being *being = (*i);
if (being->getId() == id) {
return being;
}
}
return NULL;
}
Being *findNode(Uint16 x, Uint16 y)
{
for (Beings::iterator i = beings.begin(); i != beings.end(); i++)
{
Being *being = (*i);
// Return being if found and it is not a dead monster
if (being->x == x &&
(being->y == y ||
(being->getType() == Being::NPC && being->y == y + 1)) &&
being->action != Being::MONSTER_DEAD)
{
return being;
}
}
return NULL;
}
Being* findNode(Uint16 x, Uint16 y, Being::Type type)
{
for (Beings::iterator i = beings.begin(); i != beings.end(); i++)
{
Being *being = (*i);
// Check if is a NPC (only low job ids)
if (being->x == x &&
(being->y == y ||
(being->getType() == Being::NPC && being->y == y + 1)) &&
being->getType() == type &&
being->action != Being::MONSTER_DEAD)
{
return being;
}
}
return NULL;
}
Being::Being():
job(0),
x(0), y(0), direction(SOUTH),
action(0), mFrame(0),
speech_color(0),
walk_time(0),
emotion(0), emotion_time(0),
aspd(350),
mId(0),
mWeapon(0),
mWalkSpeed(150),
mMap(NULL),
hairStyle(1), hairColor(1),
speech_time(0),
damage_time(0),
showSpeech(false), showDamage(false)
{
}
Being::~Being()
{
clearPath();
setMap(NULL);
}
void Being::setDestination(Uint16 destX, Uint16 destY)
{
if (mMap)
{
setPath(mMap->findPath(x, y, destX, destY));
}
}
void Being::clearPath()
{
mPath.clear();
}
void Being::setPath(std::list<PATH_NODE> path)
{
mPath = path;
if (action != WALK && action != DEAD)
{
nextStep();
walk_time = tick_time;
}
}
void Being::setHairColor(Uint16 color)
{
hairColor = color;
if (hairColor < 1 || hairColor > NR_HAIR_COLORS + 1)
{
hairColor = 1;
}
}
void Being::setHairStyle(Uint16 style)
{
hairStyle = style;
if (hairStyle < 1 || hairStyle > NR_HAIR_STYLES)
{
hairStyle = 1;
}
}
void
Being::setSpeech(const std::string &text, Uint32 time)
{
speech = text;
speech_time = tick_time;
showSpeech = true;
}
void
Being::setDamage(Sint16 amount, Uint32 time)
{
if (!amount) {
damage = "miss";
} else {
std::stringstream damageString;
damageString << amount;
damage = damageString.str();
}
damage_time = tick_time;
showDamage = 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::nextStep()
{
mFrame = 0;
if (mPath.empty())
{
action = STAND;
return;
}
PATH_NODE node = mPath.front();
mPath.pop_front();
if (node.x > x) {
if (node.y > y) direction = SE;
else if (node.y < y) direction = NE;
else direction = EAST;
}
else if (node.x < x) {
if (node.y > y) direction = SW;
else if (node.y < y) direction = NW;
else direction = WEST;
}
else {
if (node.y > y) direction = SOUTH;
else if (node.y < y) direction = NORTH;
}
x = node.x;
y = node.y;
action = WALK;
walk_time += mWalkSpeed / 10;
}
void
Being::logic()
{
// Determine whether speech should still be displayed
if (get_elapsed_time(speech_time) > 5000)
{
showSpeech = false;
}
// Determine whether damange should still be displayed
if (get_elapsed_time(damage_time) > 3000)
{
showDamage = false;
}
// Execute next walk or attack command for players
if (getType() == PLAYER)
{
switch (action) {
case WALK:
mFrame = (get_elapsed_time(walk_time) * 4) / mWalkSpeed;
if (mFrame >= 4) {
nextStep();
}
break;
case ATTACK:
mFrame = (get_elapsed_time(walk_time) * 4) / aspd;
if (mFrame >= 4) {
nextStep();
if (autoTarget && this == player_node) {
attack(autoTarget);
}
}
break;
}
if (emotion != 0)
{
emotion_time--;
if (emotion_time == 0) {
emotion = 0;
}
}
}
if (getType() == MONSTER && action != STAND)
{
mFrame = (get_elapsed_time(walk_time) * 4) / mWalkSpeed;
if (mFrame >= 4 && action != MONSTER_DEAD)
{
nextStep();
}
}
// Update pixel coordinates
mPx = x * 32;
mPy = y * 32;
if (getType() == PLAYER || getType() == MONSTER)
{
mPy += getYOffset();
mPx += getXOffset();
}
}
void
Being::drawSpeech(Graphics *graphics, Sint32 offsetX, Sint32 offsetY)
{
int px = mPx + offsetX;
int py = mPy + offsetY;
// Draw speech above this being
if (showSpeech)
{
graphics->setFont(speechFont);
graphics->drawText(speech, px + 18, py - 60, gcn::Graphics::CENTER);
}
// Draw damage above this being
if (showDamage)
{
// Selecting the right color
if (damage == "miss")
{
graphics->setFont(hitYellowFont);
}
else if (getType() == MONSTER)
{
graphics->setFont(hitBlueFont);
}
else
{
graphics->setFont(hitRedFont);
}
int textY = (getType() == PLAYER) ? 70 : 32;
int ft = get_elapsed_time(damage_time) - 1500;
float a = (ft > 0) ? 1.0 - ft / 1500.0 : 1.0;
graphics->setColor(gcn::Color(255, 255, 255, (int)(255 * a)));
graphics->drawText(damage,
px + 16,
py - textY - get_elapsed_time(damage_time) / 100,
gcn::Graphics::CENTER);
}
// Potentially draw [TARGET] above this being
if (this == autoTarget)
{
graphics->setFont(speechFont);
int dy = (getType() == PLAYER) ? 90 : 52;
graphics->drawText("[TARGET]", px + 15, py - dy,
gcn::Graphics::CENTER);
}
}
Being::Type Being::getType() const
{
if (job < 10) {
return PLAYER;
} else if (job >= 100 & job < 200) {
return NPC;
} else if (job >= 1000 && job < 1200) {
return MONSTER;
} else {
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("unknown item equiped : %d", weapon);
}
}
int
Being::getXOffset() const
{
// Only beings walking to the left or the right have an x offset
if (action != WALK || direction == NORTH || direction == SOUTH) {
return 0;
}
int offset = (get_elapsed_time(walk_time) * 32) / mWalkSpeed;
// We calculate the offset _from_ the _target_ location
offset -= 32;
if (offset > 0) {
offset = 0;
}
// Going to the right? Invert the offset.
if (direction == WEST || direction == NW || direction == SW) {
offset = -offset;
}
return offset;
}
int
Being::getYOffset() const
{
// Only beings walking up or down have an y offset
if (action != WALK || direction == EAST || direction == WEST) {
return 0;
}
int offset = (get_elapsed_time(walk_time) * 32) / mWalkSpeed;
// We calculate the offset _from_ the _target_ location
offset -= 32;
if (offset > 0) {
offset = 0;
}
if (direction == NORTH || direction == NW || direction == NE) {
offset = -offset;
}
return offset;
}
void
Being::draw(Graphics *graphics, int offsetX, int offsetY)
{
unsigned char dir = direction / 2;
int px = mPx + offsetX;
int py = mPy + offsetY;
int frame;
switch (getType())
{
case PLAYER:
frame = action;
if (action != SIT && action != DEAD)
{
frame += mFrame;
}
if (action == ATTACK && getWeapon() > 0)
{
frame += 4 * (getWeapon() - 1);
}
graphics->drawImage(playerset->spriteset[frame + 16 * dir],
px - 16, py - 32);
if (getWeapon() != 0 && action == ATTACK)
{
Image *image = weaponset->spriteset[
16 * (getWeapon() - 1) + 4 * mFrame + dir];
graphics->drawImage(image, px - 64, py - 80);
}
if (getHairColor() <= NR_HAIR_COLORS)
{
int hf = getHairColor() - 1 + 10 * (dir + 4 *
(getHairStyle() - 1));
graphics->drawImage(hairset->spriteset[hf],
px - 2 + 2 * hairtable[frame][dir][0],
py - 50 + 2 * hairtable[frame][dir][1]);
}
if (emotion != 0)
{
graphics->drawImage(emotionset->spriteset[emotion - 1],
px + 3, py - 90);
}
// Draw player name
if (this != player_node) {
graphics->setFont(speechFont);
graphics->drawText(mName, px + 15, py + 30, gcn::Graphics::CENTER);
}
break;
case NPC:
graphics->drawImage(npcset->spriteset[job - 100], px - 8, py - 52);
break;
case MONSTER:
if (mFrame >= 4)
{
mFrame = 3;
}
frame = action;
if (action != MONSTER_DEAD) {
frame += mFrame;
}
graphics->drawImage(
monsterset[job-1002]->spriteset[dir + 4 * frame],
px - 12, py - 25);
break;
default:
break;
}
}