/*
* 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 "resources/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++)
{
if (mSprites[i] != NULL)
{
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::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)
{
if (currentAction == "attack" ||
currentAction == "attack_stab" ||
currentAction == "attack_bow")
{
mSprites[i]->play(currentAction, mAttackSpeed);
}
else
{
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)
{
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);
}
}
}
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;
}