/* * 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 "being.h" #include "animatedsprite.h" #include "configuration.h" #include "effectmanager.h" #include "game.h" #include "graphics.h" #include "localplayer.h" #include "log.h" #include "map.h" #include "particle.h" #include "simpleanimation.h" #include "sound.h" #include "text.h" #include "statuseffect.h" #include "gui/speechbubble.h" #include "resources/colordb.h" #include "resources/emotedb.h" #include "resources/image.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/stringutils.h" #include "utils/xml.h" #include #include #define BEING_EFFECTS_FILE "effects.xml" #define HAIR_FILE "hair.xml" int Being::mNumberOfHairColors = 1; int Being::mNumberOfHairstyles = 1; std::vector Being::hairColors; static const int X_SPEECH_OFFSET = 18; static const int Y_SPEECH_OFFSET = 60; static const int DEFAULT_WIDTH = 32; static const int DEFAULT_HEIGHT = 32; Being::Being(int id, int job, Map *map): mJob(job), mX(0), mY(0), mAction(STAND), mWalkTime(0), mEmotion(0), mEmotionTime(0), mSpeechTime(0), mAttackSpeed(350), 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), mPx(0), mPy(0), mStunMode(0), mSprites(VECTOREND_SPRITE, NULL), mSpriteIDs(VECTOREND_SPRITE, 0), mSpriteColors(VECTOREND_SPRITE, ""), mStatusParticleEffects(&mStunParticleEffects, false), mChildParticleEffects(&mStatusParticleEffects, false), mMustResetParticles(false), mUsedTargetCursor(NULL) { setMap(map); mSpeechBubble = new SpeechBubble; mSpeech = ""; mNameColor = 0x202020; mText = 0; } Being::~Being() { mUsedTargetCursor = NULL; delete_all(mSprites); clearPath(); if (player_node && player_node->getTarget() == this) player_node->setTarget(NULL); setMap(NULL); 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, int time) { mSpeech = text; // Trim whitespace trim(mSpeech); // 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('|'); if (mSpeech[start + 1] == '@' && mSpeech[start + 2] == '@') { 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.empty()) mSpeechTime = time <= SPEECH_MAX_TIME ? time : SPEECH_MAX_TIME; } void Being::takeDamage(Being *attacker, int amount, AttackType type) { gcn::Font *font; std::string damage = amount ? toString(amount) : type == FLEE ? "dodge" : "miss"; int red, green, blue; font = gui->getInfoParticleFont(); // Selecting the right color if (type == CRITICAL || type == FLEE) { red = 255; green = 128; blue = 0; } else if (!amount) { if (attacker == player_node) { // This is intended to be the wrong direction to visually // differentiate between hits and misses red = 0; green = 100; blue = 255; } else { red = 255; green = 255; blue = 0; } } else if (getType() == MONSTER) { red = 0; green = 100; blue = 255; } else { red = 255; green = 50; blue = 50; } // Show damage number particleEngine->addTextSplashEffect(damage, red, green, blue, font, mPx + 16, mPy + 16, true); if (amount > 0) { if (type != CRITICAL) { effectManager->trigger(26, this); } else { effectManager->trigger(28, this); } } } void Being::handleAttack(Being *victim, int damage, AttackType type) { 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(); mMustResetParticles = true; // Reset status particles on next redraw } 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]) 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 and speechbubbles 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 if (mUsedTargetCursor) mUsedTargetCursor->update(tick_time * 10); for (int i = 0; i < VECTOREND_SPRITE; i++) { if (mSprites[i]) mSprites[i]->update(tick_time * 10); } // Restart status/particle effects, if needed if (mMustResetParticles) { mMustResetParticles = false; for (std::set::iterator it = mStatusEffects.begin(); it != mStatusEffects.end(); it++) { const StatusEffect *effect = StatusEffect::getStatusEffect(*it, true); if (effect && effect->particleEffectIsPersistent()) updateStatusEffect(*it, true); } } // 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; if (mUsedTargetCursor) mUsedTargetCursor->draw(graphics, px, py); for (int i = 0; i < VECTOREND_SPRITE; i++) { if (mSprites[i]) mSprites[i]->draw(graphics, px, py); } } void Being::drawEmotion(Graphics *graphics, int offsetX, int offsetY) { if (!mEmotion) return; const int px = mPx - offsetX; const int py = mPy - offsetY - 64; const int emotionIndex = mEmotion - 1; if (emotionIndex >= 0 && emotionIndex <= EmoteDB::getLast()) EmoteDB::getAnimation(emotionIndex)->draw(graphics, px, py); } void Being::drawSpeech(int offsetX, int offsetY) { const int px = mPx - offsetX; const int py = mPy - offsetY; const int speech = (int) config.getValue("speech", NAME_IN_BUBBLE); // Draw speech above this being if (mSpeechTime == 0) { if (mSpeechBubble->isVisible()) mSpeechBubble->setVisible(false); } else if (mSpeechTime > 0 && (speech == NAME_IN_BUBBLE || speech == NO_NAME_IN_BUBBLE)) { const bool showName = (speech == NAME_IN_BUBBLE); if (mText) { delete mText; mText = NULL; } mSpeechBubble->setCaption(showName ? 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, showName); mSpeechBubble->setPosition(px - (mSpeechBubble->getWidth() * 4 / 11), py - 40 - (mSpeechBubble->getHeight())); mSpeechBubble->setVisible(true); } else if (mSpeechTime > 0 && speech == TEXT_OVERHEAD) { 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 (speech == NO_SPEECH) { mSpeechBubble->setVisible(false); if (mText) delete mText; mText = NULL; } } Being::Type Being::getType() const { return UNKNOWN; } void Being::setStatusEffectBlock(int offset, Uint16 newEffects) { for (int i = 0; i < STATUS_EFFECTS; i++) { int index = StatusEffect::blockEffectIndexToEffectIndex(offset + i); if (index != -1) setStatusEffect(index, (newEffects & (1 << i)) > 0); } } void Being::handleStatusEffect(StatusEffect *effect, int effectId) { if (!effect) return; // TODO: Find out how this is meant to be used // (SpriteAction != Being::Action) //SpriteAction action = effect->getAction(); //if (action != ACTION_INVALID) // setAction(action); Particle *particle = effect->getParticle(); if (effectId >= 0) mStatusParticleEffects.setLocally(effectId, particle); else { mStunParticleEffects.clearLocally(); if (particle) mStunParticleEffects.addLocally(particle); } } void Being::updateStunMode(int oldMode, int newMode) { handleStatusEffect(StatusEffect::getStatusEffect(oldMode, false), -1); handleStatusEffect(StatusEffect::getStatusEffect(newMode, true), -1); } void Being::updateStatusEffect(int index, bool newStatus) { handleStatusEffect(StatusEffect::getStatusEffect(index, newStatus), index); } void Being::setStatusEffect(int index, bool active) { const bool wasActive = mStatusEffects.find(index) != mStatusEffects.end(); if (active != wasActive) { updateStatusEffect(index, active); if (active) mStatusEffects.insert(index); else mStatusEffects.erase(index); } } 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]) { const int width = mSprites[BASE_SPRITE]->getWidth() > DEFAULT_WIDTH ? mSprites[BASE_SPRITE]->getWidth() : DEFAULT_WIDTH; return width; } else { return DEFAULT_WIDTH; } } int Being::getHeight() const { if (mSprites[BASE_SPRITE]) { const int height = mSprites[BASE_SPRITE]->getHeight() > DEFAULT_HEIGHT ? mSprites[BASE_SPRITE]->getHeight() : DEFAULT_HEIGHT; return height; } else { return DEFAULT_HEIGHT; } } void Being::setTargetAnimation(SimpleAnimation* animation) { mUsedTargetCursor = animation; mUsedTargetCursor->reset(); } struct EffectDescription { std::string mGFXEffect; std::string mSFXEffect; }; static EffectDescription *default_effect = NULL; static std::map effects; static bool effects_initialized = false; static EffectDescription *getEffectDescription(xmlNodePtr node, int *id) { EffectDescription *ed = new EffectDescription; *id = atoi(XML::getProperty(node, "id", "-1").c_str()); ed->mSFXEffect = XML::getProperty(node, "audio", ""); ed->mGFXEffect = XML::getProperty(node, "particle", ""); return ed; } static EffectDescription *getEffectDescription(int effectId) { if (!effects_initialized) { XML::Document doc(BEING_EFFECTS_FILE); xmlNodePtr root = doc.rootNode(); if (!root || !xmlStrEqual(root->name, BAD_CAST "being-effects")) { logger->log("Error loading being effects file: " BEING_EFFECTS_FILE); return NULL; } for_each_xml_child_node(node, root) { int id; if (xmlStrEqual(node->name, BAD_CAST "effect")) { EffectDescription *EffectDescription = getEffectDescription(node, &id); effects[id] = EffectDescription; } else if (xmlStrEqual(node->name, BAD_CAST "default")) { EffectDescription *EffectDescription = getEffectDescription(node, &id); if (default_effect) delete default_effect; default_effect = EffectDescription; } } effects_initialized = true; } // done initializing EffectDescription *ed = effects[effectId]; if (!ed) return default_effect; else return ed; } void Being::internalTriggerEffect(int effectId, bool sfx, bool gfx) { logger->log("Special effect #%d on %s", effectId, getId() == player_node->getId() ? "self" : "other"); EffectDescription *ed = getEffectDescription(effectId); if (!ed) { logger->log("Unknown special effect and no default recorded"); return; } if (gfx && !ed->mGFXEffect.empty()) { Particle *selfFX; selfFX = particleEngine->addEffect(ed->mGFXEffect, 0, 0); controlParticle(selfFX); } if (sfx && !ed->mSFXEffect.empty()) { sound.playSfx(ed->mSFXEffect); } } int Being::getHairStyleCount() { return mNumberOfHairstyles; } int Being::getHairColorCount() { return mNumberOfHairColors; } std::string Being::getHairColor(int index) { if (index < 0 || index >= mNumberOfHairColors) return "#000000"; return hairColors[index]; } void Being::load() { // 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; XML::Document doc(HAIR_FILE); xmlNodePtr root = doc.rootNode(); // Add an initial hair color hairColors.resize(1, "#000000"); if (!root || !xmlStrEqual(root->name, BAD_CAST "colors")) { logger->log("Error loading being hair configuration file"); } else { for_each_xml_child_node(node, root) { if (xmlStrEqual(node->name, BAD_CAST "color")) { int index = atoi(XML::getProperty(node, "id", "-1").c_str()); std::string value = XML::getProperty(node, "value", ""); if (index >= 0 && !value.empty()) { if (index >= mNumberOfHairColors) { mNumberOfHairColors = index + 1; hairColors.resize(mNumberOfHairColors, "#000000"); } hairColors[index] = value; } } } } }