1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
|
/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "being.h"
#include "animatedsprite.h"
#include "client.h"
#include "configuration.h"
#include "effectmanager.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/palette.h"
#include "gui/speechbubble.h"
#include "utils/dtor.h"
#include "utils/stringutils.h"
#include "utils/xml.h"
#include "net/net.h"
#include "net/playerhandler.h"
#include <cassert>
#include <cmath>
#define BEING_EFFECTS_FILE "effects.xml"
#define HAIR_FILE "hair.xml"
static const int DEFAULT_BEING_WIDTH = 32;
static const int DEFAULT_BEING_HEIGHT = 32;
int Being::mNumberOfHairstyles = 1;
// TODO: mWalkTime used by eAthena only
Being::Being(int id, int job, Map *map):
mFrame(0),
mWalkTime(0),
mEmotion(0), mEmotionTime(0),
mSpeechTime(0),
mAttackSpeed(350),
mAction(STAND),
mJob(job),
mId(id),
mDirection(DOWN),
mSpriteDirection(DIRECTION_DOWN),
mMap(NULL),
mDispName(0),
mShowName(false),
mEquippedWeapon(NULL),
mText(0),
mStunMode(0),
mAlpha(1.0f),
mStatusParticleEffects(&mStunParticleEffects, false),
mChildParticleEffects(&mStatusParticleEffects, false),
mMustResetParticles(false),
mX(0), mY(0),
mDamageTaken(0),
mUsedTargetCursor(NULL)
{
setMap(map);
mSpeechBubble = new SpeechBubble;
mNameColor = &guiPalette->getColor(Palette::NPC);
mTextColor = &guiPalette->getColor(Palette::CHAT);
mWalkSpeed = Net::getPlayerHandler()->getDefaultWalkSpeed();
}
Being::~Being()
{
mUsedTargetCursor = NULL;
delete_all(mSprites);
if (player_node && player_node->getTarget() == this)
player_node->setTarget(NULL);
setMap(NULL);
delete mSpeechBubble;
delete mDispName;
delete mText;
}
void Being::setPosition(const Vector &pos)
{
mPos = pos;
updateCoords();
if (mText)
mText->adviseXY((int)pos.x,
(int)pos.y - getHeight() - mText->getHeight() - 6);
}
Position Being::checkNodeOffsets(Position position)
{
// Pre-computing character's position in tiles
const int tx = position.x / 32;
const int ty = position.y / 32;
// Pre-computing character's position offsets.
int fx = position.x % 32;
int fy = position.y % 32;
// Compute the being radius:
// FIXME: the beings' radius should be obtained from xml values
// and stored into the Being ojects.
int radius = getWidth() / 2;
// FIXME: Hande beings with more than 1/2 tile radius by not letting them
// go or spawn in too narrow places. The server will have to be aware
// of being's radius value (in tiles) to handle this gracefully.
if (radius > 32 / 2) radius = 32 / 2;
// set a default value if no value returned.
if (radius < 1) radius = 32 / 3;
// Fix coordinates so that the player does not seem to dig into walls.
if (fx > (32 - radius) && !mMap->getWalk(tx + 1, ty, getWalkMask()))
fx = 32 - radius;
else if (fx < radius && !mMap->getWalk(tx - 1, ty, getWalkMask()))
fx = radius;
else if (fy > (32 - radius) && !mMap->getWalk(tx, ty + 1, getWalkMask()))
fy = 32 - radius;
else if (fy < radius && !mMap->getWalk(tx, ty - 1, getWalkMask()))
fy = radius;
// FIXME: Check also diagonal positions.
// Test also the current character's position, to avoid the corner case
// where a player can approach an obstacle by walking from slightly
// under, diagonally. First part to the walk on water bug.
//if (offsetY < 16 && !mMap->getWalk(posX, posY - 1, getWalkMask()))
//fy = 16;
return Position(tx * 32 + fx, ty * 32 + fy);
}
void Being::setDestination(int dstX, int dstY)
{
if (Net::getNetworkType() == ServerInfo::EATHENA)
{
if (mMap)
setPath(mMap->findPath(mX, mY, dstX, dstY, getWalkMask()));
return;
}
// Check the walkability of the destination:
// If the destination is unwalkable,
// don't bother finding a path or set a destination.
if (!mMap->getWalk(dstX / 32, dstY / 32))
return;
// We check the destination in order to handle
// surrounding blocking tiles gracefully...
Position dest = checkNodeOffsets(dstX, dstY);
mDest.x = dest.x;
mDest.y = dest.y;
int srcX = mPos.x;
int srcY = mPos.y;
// We initialize an empty path...
Path thisPath = Path();
if (mMap)
{
thisPath = mMap->findPath(mPos.x / 32, mPos.y / 32,
mDest.x / 32, mDest.y / 32, getWalkMask());
}
if (thisPath.empty())
{
setPath(Path());
return;
}
// Find the starting offset
float startX = (srcX % 32);
float startY = (srcY % 32);
// Find the ending offset
float endX = (dstX % 32);
float endY = (dstY % 32);
// Find the distance, and divide it by the number of steps
int changeX = (int)((endX - startX) / thisPath.size());
int changeY = (int)((endY - startY) / thisPath.size());
// Convert the map path to pixels over tiles
// And add interpolation between the starting and ending offsets
Path::iterator it = thisPath.begin();
int i = 0;
while (it != thisPath.end())
{
it->x = (it->x * 32) + startX + (changeX * i);
it->y = (it->y * 32) + startY + (changeY * i);
// We check each path node and correct the
// tile position's offsets whenever needed.
Position pos = checkNodeOffsets(*it);
it->x = pos.x;
it->y = pos.y;
i++;
it++;
}
// Remove the last path node, as it's more clever to go to mDest instead.
// It also permit to avoid zigzag at the end of the path,
// especially with mouse.
thisPath.pop_back();
thisPath.push_back(Position(mDest.x, mDest.y));
setPath(thisPath);
}
void Being::clearPath()
{
mPath.clear();
}
void Being::setPath(const Path &path)
{
mPath = path;
if ((Net::getNetworkType() == ServerInfo::EATHENA) &&
mAction != WALK && mAction != DEAD)
{
nextTile();
mWalkTime = tick_time;
}
}
void Being::setSpeech(const std::string &text, int time)
{
// Remove colors
mSpeech = removeColors(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;
const int speech = (int) config.getValue("speech", TEXT_OVERHEAD);
if (speech == TEXT_OVERHEAD)
{
if (mText)
delete mText;
mText = new Text(mSpeech,
getPixelX(), getPixelY() - getHeight(),
gcn::Graphics::CENTER,
&guiPalette->getColor(Palette::PARTICLE),
true);
}
}
void Being::takeDamage(Being *attacker, int amount, AttackType type)
{
gcn::Font *font;
std::string damage = amount ? toString(amount) : type == FLEE ?
"dodge" : "miss";
const gcn::Color *color;
font = gui->getInfoParticleFont();
// Selecting the right color
if (type == CRITICAL || type == FLEE)
{
color = &guiPalette->getColor(Palette::HIT_CRITICAL);
}
else if (!amount)
{
if (attacker == player_node)
{
// This is intended to be the wrong direction to visually
// differentiate between hits and misses
color = &guiPalette->getColor(Palette::HIT_MONSTER_PLAYER);
}
else
{
color = &guiPalette->getColor(Palette::MISS);
}
}
else if (getType() == MONSTER)
{
color = &guiPalette->getColor(Palette::HIT_PLAYER_MONSTER);
}
else
{
color = &guiPalette->getColor(Palette::HIT_MONSTER_PLAYER);
}
// Show damage number
particleEngine->addTextSplashEffect(damage,
getPixelX(), getPixelY() - 16,
color, font, true);
if (amount > 0)
{
if (getType() == MONSTER)
{
mDamageTaken += amount;
updateName();
}
if (type != CRITICAL)
{
effectManager->trigger(26, this);
}
else
{
effectManager->trigger(28, this);
}
}
}
void Being::handleAttack(Being *victim, int damage, AttackType type)
{
if (this != player_node)
setAction(Being::ATTACK, 1);
if (getType() == PLAYER && victim)
{
if (mEquippedWeapon)
{
fireMissile(victim, mEquippedWeapon->getMissileParticle());
}
}
if (Net::getNetworkType() == ServerInfo::EATHENA)
{
mFrame = 0;
mWalkTime = tick_time;
}
}
void Being::setName(const std::string &name)
{
mName = name;
if (getShowName())
showName();
}
void Being::setShowName(bool doShowName)
{
bool oldShow = mShowName;
mShowName = doShowName;
if (doShowName != oldShow)
{
if (doShowName)
showName();
else
{
delete mDispName;
mDispName = 0;
}
}
}
void Being::setGuildName(const std::string &name)
{
logger->log("Got guild name \"%s\" for being %s(%i)", name.c_str(), mName.c_str(), mId);
}
void Being::setGuildPos(const std::string &pos)
{
logger->log("Got guild position \"%s\" for being %s(%i)", pos.c_str(), mName.c_str(), mId);
}
void Being::setMap(Map *map)
{
// Remove sprite from potential previous map
if (mMap)
mMap->removeSprite(mMapSprite);
mMap = map;
// Add sprite to potential new map
if (mMap)
mMapSprite = 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::fireMissile(Being *victim, const std::string &particle)
{
if (!victim || particle.empty())
return;
Particle *target = particleEngine->createChild();
Particle *missile = target->addEffect(particle, getPixelX(), getPixelY());
if (missile)
{
target->setLifetime(2000);
target->moveBy(Vector(0.0f, 0.0f, 32.0f));
victim->controlParticle(target);
missile->setDestination(target, 7, 0);
missile->setDieDistance(8);
missile->setLifetime(900);
}
}
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 (SpriteIterator it = mSprites.begin(); it != mSprites.end(); it++)
if (*it)
(*it)->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 (SpriteIterator it = mSprites.begin(); it != mSprites.end(); it++)
if (*it)
(*it)->play(currentAction);
mAction = action;
}
}
void Being::setDirection(Uint8 direction)
{
if (mDirection == direction)
return;
mDirection = direction;
// if the direction does not change much, keep the common component
int mFaceDirection = mDirection & direction;
if (!mFaceDirection)
mFaceDirection = 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 (SpriteIterator it = mSprites.begin(); it != mSprites.end(); it++)
if (*it)
(*it)->setDirection(dir);
}
/** TODO: Used by eAthena only */
void Being::nextTile()
{
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->getWalk(pos.x, pos.y, getWalkMask()))
{
setAction(STAND);
return;
}
mX = pos.x;
mY = pos.y;
setAction(WALK);
mWalkTime += (int)(mWalkSpeed.x / 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;
}
if ((Net::getNetworkType() == ServerInfo::MANASERV) && (mAction != DEAD))
{
const Vector dest = (mPath.empty()) ?
mDest : Vector(mPath.front().x,
mPath.front().y);
// The Vector representing the difference between current position
// and the next destination path node.
Vector dir = dest - mPos;
const float nominalLength = dir.length();
// When we've not reached our destination, move to it.
if (nominalLength > 1.0f && !mWalkSpeed.isNull())
{
// The deplacement of a point along a vector is calculated
// using the Unit Vector (â) multiplied by the point speed.
// â = a / ||a|| (||a|| is the a length.)
// Then, diff = (dir/||dir||) * speed.
const Vector normalizedDir = dir.normalized();
Vector diff(normalizedDir.x * mWalkSpeed.x,
normalizedDir.y * mWalkSpeed.y);
// Test if we don't miss the destination by a move too far:
if (diff.length() > nominalLength)
{
setPosition(mPos + dir);
// Also, if the destination is reached, try to get the next
// path point, if existing.
if (!mPath.empty())
mPath.pop_front();
}
// Otherwise, go to it using the nominal speed.
else
setPosition(mPos + diff);
if (mAction != WALK)
setAction(WALK);
// Update the player sprite direction
int direction = 0;
const float dx = std::abs(dir.x);
float dy = std::abs(dir.y);
// When not using mouse for the player, we slightly prefer
// UP and DOWN position, especially when walking diagonally.
if (this == player_node && !player_node->isPathSetByMouse())
dy = dy + 2;
if (dx > dy)
direction |= (dir.x > 0) ? RIGHT : LEFT;
else
direction |= (dir.y > 0) ? DOWN : UP;
setDirection(direction);
}
else if (!mPath.empty())
{
// If the current path node has been reached,
// remove it and go to the next one.
mPath.pop_front();
}
else if (mAction == WALK)
{
setAction(STAND);
}
}
else if (Net::getNetworkType() == ServerInfo::EATHENA)
{
// Update pixel coordinates
setPosition(mX * 32 + 16 + getXOffset(),
mY * 32 + 32 + getYOffset());
}
if (mEmotion != 0)
{
mEmotionTime--;
if (mEmotionTime == 0)
mEmotion = 0;
}
// Update sprite animations
if (mUsedTargetCursor)
mUsedTargetCursor->update(tick_time * MILLISECONDS_IN_A_TICK);
for (SpriteIterator it = mSprites.begin(); it != mSprites.end(); it++)
if (*it)
(*it)->update(tick_time * MILLISECONDS_IN_A_TICK);
// Restart status/particle effects, if needed
if (mMustResetParticles)
{
mMustResetParticles = false;
for (std::set<int>::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(mPos.x, mPos.y);
}
void Being::draw(Graphics *graphics, int offsetX, int offsetY) const
{
// TODO: Eventually, we probably should fix all sprite offsets so that
// these translations aren't necessary anymore. The sprites know
// best where their base point should be.
const int px = getPixelX() + offsetX - 16;
// Temporary fix to the Y offset.
const int py = getPixelY() + offsetY -
((Net::getNetworkType() == ServerInfo::MANASERV) ? 15 : 32);
if (mUsedTargetCursor)
mUsedTargetCursor->draw(graphics, px, py);
for (SpriteConstIterator it = mSprites.begin(); it != mSprites.end(); it++)
{
if (*it)
{
if ((*it)->getAlpha() != mAlpha)
(*it)->setAlpha(mAlpha);
(*it)->draw(graphics, px, py);
}
}
}
void Being::drawSpriteAt(Graphics *graphics, int x, int y) const
{
const int px = x - 16;
const int py = y - 32;
for (SpriteConstIterator it = mSprites.begin(); it != mSprites.end(); it++)
{
if (*it)
{
if ((*it)->getAlpha() != mAlpha)
(*it)->setAlpha(mAlpha);
(*it)->draw(graphics, px, py);
}
}
}
void Being::drawEmotion(Graphics *graphics, int offsetX, int offsetY)
{
if (!mEmotion)
return;
const int px = getPixelX() - offsetX - 16;
const int py = getPixelY() - offsetY - 64 - 32;
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 = getPixelX() - offsetX;
const int py = getPixelY() - offsetY;
const int speech = (int) config.getValue("speech", TEXT_OVERHEAD);
// 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 : "", mTextColor);
mSpeechBubble->setText(mSpeech, showName);
mSpeechBubble->setPosition(px - (mSpeechBubble->getWidth() / 2),
py - getHeight() - (mSpeechBubble->getHeight()));
mSpeechBubble->setVisible(true);
}
else if (mSpeechTime > 0 && speech == TEXT_OVERHEAD)
{
mSpeechBubble->setVisible(false);
if (! mText)
{
mText = new Text(mSpeech,
getPixelX(), getPixelY() - getHeight(),
gcn::Graphics::CENTER,
&guiPalette->getColor(Palette::PARTICLE),
true);
}
}
else if (speech == NO_SPEECH)
{
mSpeechBubble->setVisible(false);
if (mText)
delete mText;
mText = NULL;
}
}
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);
}
}
/** TODO: eAthena only */
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 = 0;
if (mMap)
{
offset = (pos == LEFT && neg == RIGHT) ?
(int)((get_elapsed_time(mWalkTime)
* mMap->getTileWidth()) / mWalkSpeed.x) :
(int)((get_elapsed_time(mWalkTime)
* mMap->getTileHeight()) / mWalkSpeed.y);
}
// 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
{
AnimatedSprite *base = NULL;
for (SpriteConstIterator it = mSprites.begin(); it != mSprites.end(); it++)
if ((base = (*it)))
break;
if (base)
return std::max(base->getWidth(), DEFAULT_BEING_WIDTH);
return DEFAULT_BEING_WIDTH;
}
int Being::getHeight() const
{
AnimatedSprite *base = NULL;
for (SpriteConstIterator it = mSprites.begin(); it != mSprites.end(); it++)
if ((base = (*it)))
break;
if (base)
return std::max(base->getHeight(), DEFAULT_BEING_HEIGHT);
return DEFAULT_BEING_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<int, EffectDescription *> 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];
return ed ? ed : default_effect;
}
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);
}
void Being::updateCoords()
{
if (mDispName)
{
mDispName->adviseXY(getPixelX(), getPixelY());
}
}
void Being::flashName(int time)
{
if (mDispName)
mDispName->flash(time);
}
void Being::showName()
{
delete mDispName;
mDispName = 0;
std::string mDisplayName(mName);
if (getType() == MONSTER)
{
if (config.getValue("showMonstersTakedDamage", false))
{
mDisplayName += ", " + toString(getDamageTaken());
}
}
mDispName = new FlashText(mDisplayName, getPixelX(), getPixelY(),
gcn::Graphics::CENTER, mNameColor);
}
int Being::getNumberOfLayers() const
{
return mSprites.size();
}
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;
}
void Being::updateName()
{
if (mShowName)
showName();
}
|