/* * 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 #include #include "animatedsprite.h" #include "equipment.h" #include "game.h" #include "graphics.h" #include "log.h" #include "map.h" #include "particle.h" #include "resources/resourcemanager.h" #include "resources/imageset.h" #include "resources/iteminfo.h" #include "gui/gui.h" #include "gui/speechbubble.h" #include "utils/dtor.h" #include "utils/tostring.h" namespace { const bool debug_movement = true; } int Being::instances = 0; ImageSet *Being::emotionSet = NULL; Being::Being(int id, int job, Map *map): mEmotion(0), mEmotionTime(0), mAttackSpeed(350), mAction(STAND), mJob(job), mId(id), mSpriteDirection(DIRECTION_DOWN), mDirection(DOWN), mMap(NULL), mEquippedWeapon(NULL), mSpeechTime(0), mSprites(VECTOREND_SPRITE, NULL), mSpriteIDs(VECTOREND_SPRITE, 0), mSpriteColors(VECTOREND_SPRITE, ""), mWalkSpeed(100) { setMap(map); mSpeechBubble = new SpeechBubble(); if (instances == 0) { // Load the emotion set ResourceManager *rm = ResourceManager::getInstance(); emotionSet = rm->getImageSet("graphics/sprites/emotions.png", 30, 32); if (!emotionSet) logger->error("Unable to load emotions!"); } instances++; } Being::~Being() { delete_all(mSprites); clearPath(); for ( std::list::iterator i = mChildParticleEffects.begin(); i != mChildParticleEffects.end(); i++) { (*i)->kill(); } setMap(NULL); instances--; if (instances == 0) { emotionSet->decRef(); emotionSet = NULL; } delete mSpeechBubble; } void Being::setPosition(const Vector &pos) { mPos = pos; mDest = pos; } void Being::adjustCourse(int srcX, int srcY, int dstX, int dstY) { if (debug_movement) printf("%p adjustCourse(%d, %d, %d, %d)\n", (void*) this, srcX, srcY, dstX, dstY); mDest.x = dstX; mDest.y = dstY; // Find a path to the destination when it is at least a tile away if (mMap && fabsf((mDest - mPos).length()) > 32) { setPath(mMap->findPath((int) mPos.x / 32, (int) mPos.y / 32, dstX / 32, dstY / 32, getWalkMask())); } else { setPath(Path()); } // TODO: Evaluate the implementation of this method /* if (mX / 32 == dstX / 32 && mY / 32 == dstY / 32) { // The being is already on the last tile of the path. Path p; p.push_back(Position(dstX, dstY)); setPath(p); return; } Path p1; int p1_size, p1_length; Uint16 *p1_dist; int onPath = -1; if (srcX / 32 == dstX / 32 && srcY / 32 == dstY / 32) { p1_dist = new Uint16[1]; p1_size = 1; p1_dist[0] = 0; p1_length = 0; } else { p1 = mMap->findPath(srcX / 32, srcY / 32, dstX / 32, dstY / 32, getWalkMask()); if (p1.empty()) { // No path, but don't teleport since it could be user input. setPath(p1); return; } p1_size = p1.size(); p1_dist = new Uint16[p1_size]; int j = 0; // Remove last tile so that it can be replaced by the exact destination. p1.pop_back(); for (Path::iterator i = p1.begin(), i_end = p1.end(); i != i_end; ++i) { // Get distance from source to tile i. p1_dist[j] = mMap->getMetaTile(i->x, i->y)->Gcost; // Check if the being is already walking on the path. if (i->x == mX / 32 && i->y == mY / 32) { onPath = j; } // Do not set any offset for intermediate steps. i->x = i->x * 32; i->y = i->y * 32; ++j; } p1_length = mMap->getMetaTile(dstX / 32, dstY / 32)->Gcost; p1_dist[p1_size - 1] = p1_length; } p1.push_back(Position(dstX, dstY)); if (mX / 32 == srcX / 32 && mY / 32 == srcY / 32) { // The being is at the start of the path. setPath(p1); delete[] p1_dist; return; } if (onPath >= 0) { // The being is already on the path, but it needs to be slowed down. for (int j = onPath; j >= 0; --j) { p1.pop_front(); } int r = p1_length - p1_dist[onPath]; // remaining length assert(r > 0); setPath(p1, p1_length * 1024 / r); delete[] p1_dist; return; } Path bestPath; int bestRating = -1, bestStart = 0, bestLength = 0; int j = 0; for (Path::iterator i = p1.begin(), i_end = p1.end(); i != i_end; ++i) { // Look if it is worth passing by tile i. Path p2 = mMap->findPath(mX / 32, mY / 32, i->x / 32, i->y / 32, getWalkMask()); if (!p2.empty()) { int l1 = mMap->getMetaTile(i->x / 32, i->y / 32)->Gcost; int l2 = p1_length - p1_dist[j]; int r = l1 + l2 / 2; // TODO: tune rating formula assert(r > 0); if (bestRating < 0 || r < bestRating) { bestPath.swap(p2); bestRating = r; bestStart = j; bestLength = l1 + l2; } } ++j; } if (bestRating < 0) { // Unable to reach the path? Still, don't teleport since it could be // user input instead of server command. setPath(p1); delete[] p1_dist; return; } bestPath.pop_back(); for (Path::iterator i = bestPath.begin(), i_end = bestPath.end(); i != i_end; ++i) { i->x = i->x * 32; i->y = i->y * 32; } // Concatenate paths. for (int j = bestStart; j > 0; --j) { p1.pop_front(); } p1.splice(p1.begin(), bestPath); assert(bestLength > 0); setPath(p1, p1_length * 1024 / bestLength); delete[] p1_dist; */ } void Being::adjustCourse(int srcX, int srcY) { if (debug_movement) printf("%p adjustCourse(%d, %d)\n", (void*) this, srcX, srcY); if (!mPath.empty()) adjustCourse(srcX, srcY, mPath.back().x * 32, mPath.back().y * 32); } void Being::setDestination(int destX, int destY) { if (debug_movement) printf("%p setDestination(%d, %d)\n", (void*) this, destX, destY); adjustCourse((int) mPos.x, (int) mPos.y, destX, destY); } void Being::clearPath() { mPath.clear(); } void Being::setPath(const Path &path) { std::cout << this << " New path: " << path << std::endl; mPath = path; } void Being::setSprite(int slot, int id, const 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; 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 { // Hit particle effect controlParticle(particleEngine->addEffect( "graphics/particles/hit.particle.xml", mPos.x, mPos.y)); if (getType() == MONSTER) { font = hitBlueFont; } else { font = hitRedFont; } } // Show damage number particleEngine->addTextSplashEffect(damage, 255, 255, 255, font, (int) mPos.x + 16, (int) mPos.y + 16); } void Being::handleAttack() { setAction(Being::ATTACK); } 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) { if (particle) { // The effect may not die without the beings permission or we segfault particle->disableAutoDelete(); mChildParticleEffects.push_back(particle); } } void Being::setAction(Action action, int attackType) { 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; // if the direction does not change much, keep the common component int mFaceDirection = mDirection & direction; if (!mFaceDirection) mFaceDirection = direction; mDirection = direction; SpriteDirection dir; if (mFaceDirection & UP) dir = DIRECTION_UP; else if (mFaceDirection & DOWN) dir = DIRECTION_DOWN; else if (mFaceDirection & RIGHT) dir = DIRECTION_RIGHT; else dir = DIRECTION_LEFT; mSpriteDirection = dir; for (int i = 0; i < VECTOREND_SPRITE; i++) { if (mSprites[i] != NULL) mSprites[i]->setDirection(dir); } } void Being::logic() { const Vector dest = (mPath.empty()) ? mDest : Vector(mPath.front().x * 32 + 16, mPath.front().y * 32 + 16); Vector dir = dest - mPos; const float length = dir.length(); // When we're over 2 pixels from our destination, move to it // TODO: Should be possible to make it even pixel exact, but this solves // the jigger caused by moving too far. if (length > 2.0f) { const float speed = mWalkSpeed / 100.0f; mPos += dir / (length / speed); if (mAction != WALK) setAction(WALK); // Update the player sprite direction int direction = 0; const float dx = std::abs(dir.x); const float dy = std::abs(dir.y); if (dx > dy) direction |= (dir.x > 0) ? RIGHT : LEFT; else direction |= (dir.y > 0) ? DOWN : UP; setDirection(direction); } else if (!mPath.empty()) { // TODO: Pop as soon as there is a direct unblocked line to the next // point on the path. mPath.pop_front(); } else if (mAction == WALK) { setAction(STAND); } // Reduce the time that speech is still displayed if (mSpeechTime > 0) mSpeechTime--; 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 for (std::list::iterator i = mChildParticleEffects.begin(); i != mChildParticleEffects.end();) { (*i)->setPosition(mPos.x, mPos.y); if (!(*i)->isAlive()) { (*i)->kill(); i = mChildParticleEffects.erase(i); } else { i++; } } } void Being::draw(Graphics *graphics, int offsetX, int offsetY) const { int px = (int) mPos.x + offsetX; int py = (int) mPos.y + offsetY; for (int i = 0; i < VECTOREND_SPRITE; i++) { if (mSprites[i] != NULL) { // TODO: Eventually, we probably should fix all sprite offsets so // that this translation isn't necessary anymore. mSprites[i]->draw(graphics, px - 16, py - 32); } } } void Being::drawEmotion(Graphics *graphics, int offsetX, int offsetY) { if (!mEmotion) return; const int px = (int) mPos.x + offsetX + 3; const int py = (int) mPos.y + offsetY - 60; const int emotionIndex = mEmotion - 1; if (emotionIndex >= 0 && emotionIndex < (int) emotionSet->size()) graphics->drawImage(emotionSet->get(emotionIndex), px, py); } void Being::drawSpeech(Graphics *graphics, int offsetX, int offsetY) { int px = (int) mPos.x + offsetX; int py = (int) mPos.y + offsetY; // Draw speech above this being if (mSpeechTime > 0) { mSpeechBubble->setPosition(px - 50, py - 80 - (mSpeechBubble->getNumRows()*14) ); mSpeechBubble->setText( mSpeech ); mSpeechBubble->setVisible(true); } else if (mSpeechTime == 0) { mSpeechBubble->setVisible(false); } } Being::Type Being::getType() const { return UNKNOWN; } 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; } }