/* * 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 */ #ifndef BEING_H #define BEING_H #include #include #include #include #include #include "particlecontainer.h" #include "position.h" #include "sprite.h" #include "resources/spritedef.h" #define FIRST_IGNORE_EMOTE 14 #define STATUS_EFFECTS 32 #define SPEECH_TIME 500 #define SPEECH_MAX_TIME 1000 class AnimatedSprite; class Image; class ItemInfo; class Item; class Map; class Graphics; class Particle; class Position; class SimpleAnimation; class SpeechBubble; class Text; class StatusEffect; typedef std::list Sprites; typedef Sprites::iterator SpriteIterator; enum Gender { GENDER_MALE = 0, GENDER_FEMALE = 1, GENDER_UNSPECIFIED = 2 }; class Being : public Sprite { public: enum Type { UNKNOWN, PLAYER, NPC, MONSTER }; /** * Action the being is currently performing. */ enum Action { STAND, WALK, ATTACK, SIT, DEAD, HURT }; enum Sprite { BASE_SPRITE = 0, SHOE_SPRITE, BOTTOMCLOTHES_SPRITE, TOPCLOTHES_SPRITE, MISC1_SPRITE, MISC2_SPRITE, HAIR_SPRITE, HAT_SPRITE, CAPE_SPRITE, GLOVES_SPRITE, WEAPON_SPRITE, SHIELD_SPRITE, VECTOREND_SPRITE }; 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, NUM_SPEECH }; 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 }; Uint16 mJob; /**< Job (player job, npc, monster, ) */ Uint16 mX, mY; /**< Tile coordinates */ Action mAction; /**< Action the being is performing */ int mFrame; int mWalkTime; int mEmotion; /**< Currently showing emotion */ int mEmotionTime; /**< Time until emotion disappears */ int mSpeechTime; int mAttackSpeed; /**< Attack speed */ /** * 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. */ virtual void setDestination(Uint16 destX, Uint16 destY); /** * 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) { mName = name; } /** * Gets the hair color for this being. */ int getHairColor() const { return mHairColor; } /** * Gets the hair style for this being. */ int getHairStyle() const { return mHairStyle; } /** * Get the number of hairstyles implemented */ static int getNumOfHairstyles() { return mNumberOfHairstyles; } /** * Sets the hair style and color for this being. */ virtual void setHairStyle(int style, int color); /** * Sets visible equipments for this being. */ virtual void setSprite(int slot, int id, std::string color = ""); /** * Sets the gender of this being. */ virtual void setGender(Gender gender) { mGender = gender; } /** * Gets the gender of this being. */ Gender getGender() const { return mGender; } /** * Makes this being take the next step of his path. */ virtual void nextStep(); /** * Triggers whether or not to show the name as a GM name. * NOTE: This doesn't mean that just anyone can use this. * If the server doesn't acknowlege you, you won't be shown * as a GM on other people's clients. */ virtual void setGM() { mIsGM = true; } /** * 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; /** * Gets the walk speed. */ Uint16 getWalkSpeed() const { return mWalkSpeed; } /** * Sets the walk speed. */ void setWalkSpeed(Uint16 speed) { mWalkSpeed = speed; } /** * Gets the sprite id. */ int getId() const { return mId; } /** * Sets the sprite id. */ void setId(int id) { mId = id; } /** * Sets the map the being is on */ void setMap(Map *map); /** * Sets the current action. */ virtual void setAction(Action action); /** * Returns the current direction. */ Uint8 getDirection() const { return mDirection; } /** * Sets the current direction. */ void setDirection(Uint8 direction); /** * Gets the current action. */ int getWalkTime() { return mWalkTime; } /** * Returns the direction the being is facing. */ SpriteDirection getSpriteDirection() const; /** * 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; } /** * Get the current X pixel offset. */ int getXOffset() const { return getOffset(LEFT, RIGHT); } /** * Get the current Y pixel offset. */ int getYOffset() const { return getOffset(UP, DOWN); } /** * 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); /** * Sets the target animation for this being. */ void setTargetAnimation(SimpleAnimation* animation); /** * Untargets the being */ void untarget() { mUsedTargetCursor = NULL; } void setEmote(Uint8 emotion, Uint8 emote_time) { mEmotion = emotion; mEmotionTime = emote_time; } /** * 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); } // Target cursor being used by the being Image *mTargetCursor; static int getHairColorCount(); static int getHairStyleCount(); static std::string getHairColor(int index); virtual AnimatedSprite* getSprite(int index) const { return mSprites[index]; } static void load(); protected: /** * Sets the new path for this being. */ void setPath(const Path &path); /** * Let the sub-classes react to a replacement */ virtual void updateCoords() {} /** * 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); int mId; /**< Unique sprite id */ Uint16 mWalkSpeed; /**< Walking speed */ Uint8 mDirection; /**< Facing direction */ Map *mMap; /**< Map on which this being resides */ std::string mName; /**< Name of character */ SpriteIterator mSpriteIterator; bool mIsGM; bool mParticleEffects; /**< Whether to display particles or not */ /** Engine-related infos about weapon. */ const ItemInfo* mEquippedWeapon; static std::vector hairColors; static int mNumberOfHairColors; /** Number of hair colors in use */ static int mNumberOfHairstyles; /** Number of hair styles in use */ Path mPath; std::string mSpeech; Text *mText; Uint16 mHairStyle, mHairColor; Gender mGender; int mPx, mPy; /**< Pixel coordinates */ Uint16 mStunMode; /**< Stun mode; zero if not stunned */ std::set mStatusEffects; /**< set of active status effects */ gcn::Color mNameColor; std::vector mSprites; std::vector mSpriteIDs; std::vector mSpriteColors; ParticleList mStunParticleEffects; ParticleVector mStatusParticleEffects; ParticleList mChildParticleEffects; private: /** * Calculates the offset in the given directions. * If walking in direction 'neg' the value is negated. */ int getOffset(char pos, char neg) const; /** Reset particle status effects on next redraw? */ bool mMustResetParticles; // Speech Bubble components SpeechBubble *mSpeechBubble; // Target cursor being used SimpleAnimation* mUsedTargetCursor; }; #endif