/* * 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 "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" extern Being* autoTarget; extern std::map 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.writeInt16(0x0094); outMsg.writeInt32(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()); Spriteset *tmp = ResourceManager::getInstance()->createSpriteset( filename.str(), 60, 60); if (!tmp) { logger->error("Unable to load monster spriteset!"); } else { monsterset[being->job - 1002] = tmp; } } 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; } class FindNodeFunctor { public: bool operator() (Being *being) { Uint16 other_y = y + ((being->getType() == Being::NPC) ? 1 : 0); return (being->x == x && (being->y == y || being->y == other_y) && being->action != Being::MONSTER_DEAD && (type == Being::UNKNOWN || being->getType() == type)); } Uint16 x, y; Being::Type type; } nodeFinder; Being *findNode(Uint16 x, Uint16 y) { return findNode(x, y, Being::UNKNOWN); } Being* findNode(Uint16 x, Uint16 y, Being::Type type) { nodeFinder.x = x; nodeFinder.y = y; nodeFinder.type = type; Beings::iterator i = find_if(beings.begin(), beings.end(), nodeFinder); return (i == beings.end()) ? NULL : *i; } 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) { 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 (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(); } if (emotion != 0) { emotion_time--; if (emotion_time == 0) { emotion = 0; } } } 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); // Reset alpha value graphics->setColor(gcn::Color(255, 255, 255)); } // 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); if (emotion != 0) { graphics->drawImage(emotionset->spriteset[emotion - 1], px + 3, py - 60); } break; default: break; } }