/*
* 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
*
* $Id$
*/
#ifndef _TMW_BEING_H
#define _TMW_BEING_H
#include <list>
#include <string>
#include <SDL_types.h>
#include <vector>
#include "sprite.h"
#include "map.h"
#include "animatedsprite.h"
#define NR_HAIR_STYLES 8
#define NR_HAIR_COLORS 10
class AnimatedSprite;
class Equipment;
class ItemInfo;
class Item;
class Map;
class Graphics;
class ImageSet;
class Particle;
class SpeechBubble;
/**
* A position along a being's path.
*/
struct PATH_NODE
{
/**
* Constructor.
*/
PATH_NODE(unsigned short x, unsigned short y):
x(x), y(y)
{ }
unsigned short x;
unsigned short y;
};
typedef std::list<PATH_NODE> Path;
typedef Path::iterator PathIterator;
class Being : public Sprite
{
public:
enum Type {
UNKNOWN,
PLAYER,
NPC,
MONSTER
};
/**
* 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,
WALK,
ATTACK,
SIT,
DEAD,
HURT
};
enum Sprite {
BASE_SPRITE = 0,
SHOE_SPRITE,
BOTTOMCLOTHES_SPRITE,
TOPCLOTHES_SPRITE,
HAIR_SPRITE,
HAT_SPRITE,
WEAPON_SPRITE,
VECTOREND_SPRITE
};
enum TargetCursorSize {
TC_SMALL = 0,
TC_MEDIUM,
TC_LARGE,
NUM_TC
};
/**
* Directions, to be used as bitmask values
*/
enum { DOWN = 1, LEFT = 2, UP = 4, RIGHT = 8 };
std::string mName; /**< Name of character */
Uint16 mX, mY; /**< Pixel coordinates of tile center */
Uint8 mEmotion; /**< Currently showing emotion */
Uint8 mEmotionTime; /**< Time until emotion disappears */
Uint16 mAttackSpeed; /**< Attack speed */
Uint16 mWalkTime;
Action mAction; /**< Action the being is performing */
Uint16 mJob; /**< Job (player job, npc, monster, creature ) */
/**
* Constructor.
*/
Being(int id, int job, Map *map);
/**
* Destructor.
*/
virtual ~Being();
/**
* Removes all path nodes from this being.
*/
void clearPath();
/**
* Sets a new destination for this being to walk to.
*/
void setDestination(Uint16 destX, Uint16 destY);
/**
* Adjusts course to expected stat point.
*/
void adjustCourse(Uint16, Uint16);
/**
* Adjusts course to expected start and end points.
*/
void adjustCourse(Uint16, Uint16, Uint16, Uint16);
/**
* 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, Uint32 time);
/**
* Puts a damage bubble above this being.
*
* @param amount The amount of damage.
*/
virtual void
takeDamage(int amount);
/**
* Handles an attack of another being by this being.
*/
virtual void
handleAttack();
/**
* 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) { mName = name; }
/**
* Sets visible equipments for this being.
*/
virtual void
setSprite(int slot, int id, const std::string &color = "");
/**
* Makes this being take the next step of his path.
*/
virtual void
nextStep();
/**
* Performs being logic.
*/
virtual void
logic();
/**
* Draws the speech text above the being.
*/
void
drawSpeech(Graphics* graphics, int offsetX, int offsetY);
/**
* Draws the emotion picture above the being.
*/
void
drawEmotion(Graphics *graphics, int offsetX, int offsetY);
/**
* Draws the name text below the being.
*/
virtual void
drawName(Graphics *, int, int) {};
/**
* Returns the type of the being.
*/
virtual Type getType() const;
/**
* Gets the walk speed.
*/
Uint16
getWalkSpeed() const { return mWalkSpeed; }
/**
* Sets the walk speed.
*/
void
setWalkSpeed(Uint16 speed) { mWalkSpeed = speed; }
/**
* Gets the being id.
*/
Uint16
getId() const { return mId; }
/**
* Sets the sprite id.
*/
void
setId(Uint16 id) { mId = id; }
/**
* Sets the map the being is on
*/
void setMap(Map *map);
/**
* Sets the current action.
*/
virtual void
setAction(Action action, int attackType = 0);
/**
* Gets the current action.
*/
bool isAlive() { return mAction != DEAD; }
int getWalkTime() { return mWalkTime; }
/**
* Returns the direction the being is facing.
*/
SpriteDirection getSpriteDirection() const
{ return SpriteDirection(mSpriteDirection); }
/**
* Sets the current direction.
*/
void setDirection(Uint8 direction);
/**
* Draws this being to the given graphics context.
*
* @see Sprite::draw(Graphics, int, int)
*/
virtual void
draw(Graphics *graphics, int offsetX, int offsetY) const;
/**
* Returns the pixel X coordinate.
*/
int
getPixelX() const { return mPx; }
/**
* Returns the pixel Y coordinate.
*
* @see Sprite::getPixelY()
*/
int
getPixelY() const { return mPy; }
/**
* sets the position in pixels using pixel coordinates
*/
void setPositionInPixels(int x, int y);
/**
* sets the position in pixels using tile coordinates
*/
void setPositionInTiles(int x, int y)
{ setPositionInPixels(x * 32 + 16, y * 32 + 16); }
/**
* Get the current X pixel offset.
*/
int
getXOffset() const { return getOffset(mStepX); }
/**
* Get the current Y pixel offset.
*/
int
getYOffset() const { return getOffset(mStepY); }
/**
* 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 required size of a target cursor for this being.
*/
virtual Being::TargetCursorSize getTargetCursorSize() const
{ return TC_MEDIUM; }
/**
* Take control of a particle.
*/
void controlParticle(Particle *particle);
/**
* Gets the way the object is blocked by other objects
*/
virtual unsigned char getWalkMask() const
{ return 0x00; } //can walk through everything
protected:
/**
* Sets the new path for this being.
*/
void setPath(const Path &path, int mod = 1024);
/**
* Gets the way the object blocks pathfinding for other objects
*/
virtual Map::BlockType getBlockType() const
{ return Map::BLOCKTYPE_NONE; }
Uint16 mId; /**< Unique being id */
Uint16 mWalkSpeed; /**< Walking speed */
Uint16 mSpeedModifier; /**< Modifier to keep course on sync (1024 = normal speed) */
Uint8 mSpriteDirection; /**< Facing direction */
Uint8 mDirection; /**< Walking direction */
Map *mMap; /**< Map on which this being resides */
SpriteIterator mSpriteIterator;
/** Engine-related infos about weapon. */
const ItemInfo* mEquippedWeapon;
Path mPath;
std::string mSpeech;
Uint32 mSpeechTime;
Sint32 mPx, mPy; /**< Pixel coordinates */
std::vector<AnimatedSprite*> mSprites;
std::vector<int> mSpriteIDs;
std::vector<std::string> mSpriteColors;
std::list<Particle *> mChildParticleEffects;
private:
int getOffset(int step) const;
// Speech Bubble components
SpeechBubble *mSpeechBubble;
Sint16 mStepX, mStepY;
Uint16 mStepTime;
static int instances; /**< Number of Being instances */
static ImageSet *emotionSet; /**< Emoticons used by beings */
};
#endif