/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana Client.
*
* 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, see .
*/
#ifndef BEING_H
#define BEING_H
#include "configlistener.h"
#include "map.h"
#include "particlecontainer.h"
#include "position.h"
#include "sprite.h"
#include "vector.h"
#include "resources/spritedef.h"
#include
#include
#include
#include
#include
#define FIRST_IGNORE_EMOTE 14
#define STATUS_EFFECTS 32
#define SPEECH_TIME 500
#define SPEECH_MAX_TIME 1000
class AnimatedSprite;
class FlashText;
class Graphics;
class Image;
class ItemInfo;
class Item;
class Particle;
class Position;
class SimpleAnimation;
class SpeechBubble;
class Text;
class StatusEffect;
class Being : public Sprite, public ConfigListener
{
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 TargetCursorSize
{
TC_SMALL = 0,
TC_MEDIUM,
TC_LARGE,
NUM_TC
};
enum Speech
{
NO_SPEECH = 0,
TEXT_OVERHEAD,
NO_NAME_IN_BUBBLE,
NAME_IN_BUBBLE
};
enum AttackType
{
HIT = 0x00,
CRITICAL = 0x0a,
MULTI = 0x08,
REFLECT = 0x04,
FLEE = 0x0b
};
/**
* Directions, to be used as bitmask values
*/
enum { DOWN = 1, LEFT = 2, UP = 4, RIGHT = 8 };
/**
* Constructor.
*
* @param id a unique being id
* @param job partly determines the type of the being
* @param map the map the being is on
*/
Being(int id, int job, Map *map);
virtual ~Being();
/**
* Removes all path nodes from this being.
*/
void clearPath();
/**
* Returns the walk time.
* Used to know which frame to display and trigger
* the next Tile step.
* TODO: Used by eAthena only?
*/
int getWalkTime() const { return mWalkTime; }
/**
* Set the current WalkTime value.
* TODO: Used by eAthena only?
* @see Ea::BeingHandler that set it to tick time.
*/
void setWalkTime(int walkTime) { mWalkTime = walkTime; }
/**
* Makes this being take the next tile of its path.
* TODO: Used by eAthena only?
*/
virtual void nextTile();
/**
* Get the current X pixel offset.
* TODO: Used by eAthena only?
*/
int getXOffset() const
{ return getOffset(LEFT, RIGHT); }
/**
* Get the current Y pixel offset.
* TODO: Used by eAthena only?
*/
int getYOffset() const
{ return getOffset(UP, DOWN); }
/**
* Creates a path for the being from current position to ex and ey
*/
void setDestination(int ex, int ey);
/**
* Returns the destination for this being.
*/
const Vector &getDestination() const { return mDest; }
/**
* Returns the tile x coord
*/
int getTileX() const
{ return mX; }
/**
* Returns the tile y coord
*/
int getTileY() const
{ return mY; }
/**
* Sets the tile x and y coord
*/
void setTileCoords(int x, int y)
{ mX = x; mY = y; }
/**
* 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, int time = 500);
/**
* Puts a damage bubble above this being.
*
* @param attacker the attacking being
* @param damage the amount of damage recieved (0 means miss)
* @param type the attack type
*/
virtual void takeDamage(Being *attacker, int damage, AttackType type);
/**
* Handles an attack of another being by this being.
*
* @param victim the victim being
* @param damage the amount of damage dealt (0 means miss)
* @param type the attack type
*/
virtual void handleAttack(Being *victim, int damage, AttackType type);
/**
* 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.
*/
virtual void setName(const std::string &name);
bool getShowName() const
{ return mShowName; }
virtual void setShowName(bool doShowName);
/**
* Following are set from the server (mainly for players)
*/
void setPartyName(const std::string &name) { mPartyName = name; }
const std::string &getPartyName() const { return mPartyName; }
virtual void setGuildName(const std::string &name);
virtual void setGuildPos(const std::string &pos);
/**
* Get the number of hairstyles implemented
*/
static int getNumOfHairstyles()
{ return mNumberOfHairstyles; }
/**
* Get the number of layers used to draw the being
*/
int getNumberOfLayers() const;
/**
* Performs being logic.
*/
virtual void logic();
/**
* Draws the speech text above the being.
*/
void drawSpeech(int offsetX, int offsetY);
/**
* Draws the emotion picture above the being.
*/
void drawEmotion(Graphics *graphics, int offsetX, int offsetY);
/**
* Returns the type of the being.
*/
virtual Type getType() const { return UNKNOWN; }
/**
* Return Being's current Job (player job, npc, monster, creature )
*/
Uint16 getJob() const { return mJob; }
/**
* Set Being's current Job (player job, npc, monster, creature )
*/
void setJob(Uint16 job) { mJob = job; }
/**
* Sets the walk speed.
* in pixels per second for eAthena,
* in tiles per second for Manaserv.
*/
void setWalkSpeed(Vector speed) { mWalkSpeed = speed; }
/**
* Gets the walk speed.
* in pixels per second for eAthena,
* in tiles per second for Manaserv (0.1 precision).
*/
Vector getWalkSpeed() const { return mWalkSpeed; }
/**
* Sets the attack speed.
* @todo In what unit?
*/
void setAttackSpeed(int speed) { mAttackSpeed = speed; }
/**
* Gets the attack speed.
* @todo In what unit?
*/
int getAttackSpeed() const { return mAttackSpeed; }
/**
* Sets the sprite id.
*/
void setId(int id) { mId = id; }
int getId() const { return mId; }
/**
* Sets the map the being is on
*/
void setMap(Map *map);
/**
* Sets the current action.
*/
virtual void setAction(Action action, int attackType = 0);
/**
* Get the being's action currently performed.
*/
Action getCurrentAction() const { return mAction; }
/**
* Returns whether this being is still alive.
*/
bool isAlive() const { return mAction != DEAD; }
/**
* Returns the current direction.
*/
Uint8 getDirection() const { return mDirection; }
/**
* Sets the current direction.
*/
void setDirection(Uint8 direction);
/**
* Returns the being's current sprite frame number.
*/
int getCurrentFrame() const { return mFrame; }
/**
* Set the being's current sprite frame number.
*/
void setFrame(int frame) { mFrame = frame; }
/**
* Returns the direction the being is facing.
*/
SpriteDirection getSpriteDirection() const
{ return SpriteDirection(mSpriteDirection); }
/**
* Draws this being to the given graphics context.
*
* @see Sprite::draw(Graphics, int, int)
*
* TODO: The following two functions should be combined.
* at some point draw(), was changed to use mPx and mPy, with arugements
* only for the offset, drawSpriteAt() takes x, and y and draws the sprite
* exactly at those coords (though it does do some computing to work how the
* old draw() worked).
*/
virtual void draw(Graphics *graphics, int offsetX, int offsetY) const;
virtual void drawSpriteAt(Graphics *graphics, int x, int y) const;
/**
* Set the alpha opacity used to draw the being.
*/
virtual void setAlpha(float alpha)
{ mAlpha = alpha; }
/**
* Returns the current alpha opacity of the Being.
*/
virtual float getAlpha() const
{ return mAlpha; }
/**
* Returns the X coordinate in pixels.
*/
int getPixelX() const
{ return (int) mPos.x; }
/**
* Returns the Y coordinate in pixels.
*
* @see Sprite::getPixelY()
*/
int getPixelY() const
{ return (int) mPos.y; }
/**
* Sets the position of this being.
*/
void setPosition(const Vector &pos);
/**
* Overloaded method provided for convenience.
*
* @see setPosition(const Vector &pos)
*/
void setPosition(float x, float y, float z = 0.0f)
{
setPosition(Vector(x, y, z));
}
/**
* Returns the position of this being.
*/
const Vector &getPosition() const { return mPos; }
/**
* 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);
/**
* Shoots a missile particle from this being, to target being
*/
void fireMissile(Being *target, const std::string &particle);
/**
* Gets the way the object is blocked by other objects.
*/
virtual unsigned char getWalkMask() const
{ return 0x00; } //can walk through everything
/**
* Returns the path this being is following. An empty path is returned
* when this being isn't following any path currently.
*/
const Path &getPath() const { return mPath; }
/**
* Sets the target animation for this being.
*/
void setTargetAnimation(SimpleAnimation *animation);
/**
* Untargets the being
*/
void untarget() { mUsedTargetCursor = NULL; }
/**
* Set the Emoticon type and time displayed above
* the being.
*/
void setEmote(Uint8 emotion, Uint8 emote_time)
{
mEmotion = emotion;
mEmotionTime = emote_time;
}
/**
* Get the current Emoticon type displayed above
* the being.
*/
Uint8 getEmotion() const { return mEmotion; }
/**
* Sets the being's stun mode. If zero, the being is `normal',
* otherwise it is `stunned' in some fashion.
*/
void setStunMode(int stunMode)
{
if (mStunMode != stunMode)
updateStunMode(mStunMode, stunMode);
mStunMode = stunMode;
};
void setStatusEffect(int index, bool active);
/**
* A status effect block is a 16 bit mask of status effects.
* We assign each such flag a block ID of offset + bitnr.
*
* These are NOT the same as the status effect indices.
*/
void setStatusEffectBlock(int offset, Uint16 flags);
/**
* Triggers a visual effect, such as `level up'
*
* Only draws the visual effect, does not play sound effects
*
* \param effectId ID of the effect to trigger
*/
virtual void triggerEffect(int effectId)
{
internalTriggerEffect(effectId, false, true);
}
virtual AnimatedSprite *getSprite(int index) const
{ return mSprites[index]; }
static void load();
virtual void optionChanged(const std::string &value) {}
void flashName(int time);
int getDamageTaken() const
{ return mDamageTaken; }
void updateName();
protected:
/**
* Sets the new path for this being.
*/
void setPath(const Path &path);
/**
* Updates name's location.
*/
virtual void updateCoords();
/**
* Gets the way the object blocks pathfinding for other objects
*/
virtual Map::BlockType getBlockType() const
{ return Map::BLOCKTYPE_NONE; }
/**
* Trigger visual effect, with components
*
* \param effectId ID of the effect to trigger
* \param sfx Whether to trigger sound effects
* \param gfx Whether to trigger graphical effects
*/
void internalTriggerEffect(int effectId, bool sfx, bool gfx);
/**
* Notify self that the stun mode has been updated. Invoked by
* setStunMode if something changed.
*/
virtual void updateStunMode(int oldMode, int newMode);
/**
* Notify self that a status effect has flipped.
* The new flag is passed.
*/
virtual void updateStatusEffect(int index, bool newStatus);
/**
* Handle an update to a status or stun effect
*
* \param The StatusEffect to effect
* \param effectId -1 for stun, otherwise the effect index
*/
virtual void handleStatusEffect(StatusEffect *effect, int effectId);
virtual void showName();
/** The current sprite Frame number to be displayed */
int mFrame;
/** Used to trigger the nextStep (walking on next Tile)
* TODO: Used by eAthena only?
*/
int mWalkTime;
int mEmotion; /**< Currently showing emotion */
int mEmotionTime; /**< Time until emotion disappears */
/** Time until the last speech sentence disappears */
int mSpeechTime;
int mAttackSpeed; /**< Attack speed */
Action mAction; /**< Action the being is performing */
Uint16 mJob; /**< Job (player job, npc, monster, creature ) */
int mId; /**< Unique sprite id */
Uint8 mDirection; /**< Facing direction */
Uint8 mSpriteDirection; /**< Facing direction */
Map *mMap; /**< Map on which this being resides */
std::string mName; /**< Name of character */
std::string mPartyName;
MapSprite mMapSprite;
/**
* Holds a text object when the being displays it's name, 0 otherwise
*/
FlashText *mDispName;
const gcn::Color *mNameColor;
bool mShowName;
/** Engine-related infos about weapon. */
const ItemInfo *mEquippedWeapon;
static int mNumberOfHairstyles; /** Number of hair styles in use */
Path mPath;
std::string mSpeech;
Text *mText;
const gcn::Color *mTextColor;
Uint16 mStunMode; /**< Stun mode; zero if not stunned */
std::set mStatusEffects; /**< set of active status effects */
typedef std::vector Sprites;
typedef Sprites::iterator SpriteIterator;
typedef Sprites::const_iterator SpriteConstIterator;
Sprites mSprites;
float mAlpha; /**< Alpha opacity to draw the sprite */
ParticleList mStunParticleEffects;
ParticleVector mStatusParticleEffects;
ParticleList mChildParticleEffects;
Vector mDest; /**< destination coordinates. */
/**
* Check the current position against surrounding blocking tiles, and
* correct the position offset within tile when needed.
*/
Position checkNodeOffsets(const Position &position) const;
Position checkNodeOffsets(int x, int y) const
{ return checkNodeOffsets(Position(x, y)); }
private:
/**
* Calculates the offset in the given directions.
* If walking in direction 'neg' the value is negated.
* TODO: Used by eAthena only?
*/
int getOffset(char pos, char neg) const;
/** Reset particle status effects on next redraw? */
bool mMustResetParticles;
/** Speech Bubble components */
SpeechBubble *mSpeechBubble;
/**
* Walk speed for x and y movement values.
* In pixels per second for eAthena,
* In pixels per ticks for Manaserv.
* @see MILLISECONDS_IN_A_TICK
*/
Vector mWalkSpeed;
Vector mPos; /**< Position coordinates. */
int mX, mY; /**< Position in tile */
int mDamageTaken;
/** Target cursor being used */
SimpleAnimation *mUsedTargetCursor;
};
#endif