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
|
/*
* 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
*
* $Id$
*/
#ifndef _TMW_BEING_H
#define _TMW_BEING_H
#include <list>
#include <string>
#include <SDL_types.h>
#include <vector>
#include "position.h"
#include "sprite.h"
#include "map.h"
#include "animatedsprite.h"
#include "vector.h"
#define NR_HAIR_STYLES 8
#define NR_HAIR_COLORS 10
class AnimatedSprite;
class Equipment;
class ItemInfo;
class Item;
class Map;
class Graphics;
class ImageSet;
class Particle;
class SpeechBubble;
class Being : public Sprite
{
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 Sprite {
BASE_SPRITE = 0,
SHOE_SPRITE,
BOTTOMCLOTHES_SPRITE,
TOPCLOTHES_SPRITE,
HAIR_SPRITE,
HAT_SPRITE,
WEAPON_SPRITE,
VECTOREND_SPRITE
};
enum TargetCursorSize {
TC_SMALL = 0,
TC_MEDIUM,
TC_LARGE,
NUM_TC
};
/**
* Directions, to be used as bitmask values
*/
enum { DOWN = 1, LEFT = 2, UP = 4, RIGHT = 8 };
std::string mName; /**< Name of character */
Uint8 mEmotion; /**< Currently showing emotion */
Uint8 mEmotionTime; /**< Time until emotion disappears */
Uint16 mAttackSpeed; /**< Attack speed */
Action mAction; /**< Action the being is performing */
Uint16 mJob; /**< Job (player job, npc, monster, creature ) */
/**
* 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.
*/
void setDestination(int x, int y);
/**
* Adjusts course to expected stat point.
*/
void adjustCourse(int, int);
/**
* Adjusts course to expected start and end points.
*/
void adjustCourse(int, int, int, int);
/**
* 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, Uint32 time);
/**
* Puts a damage bubble above this being.
*
* @param amount The amount of damage.
*/
virtual void
takeDamage(int amount);
/**
* Handles an attack of another being by this being.
*/
virtual void
handleAttack();
/**
* 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.
*/
void
setName(const std::string &name) { mName = name; }
/**
* Sets visible equipments for this being.
*/
virtual void
setSprite(int slot, int id, const std::string &color = "");
/**
* Performs being logic.
*/
virtual void
logic();
/**
* Draws the speech text above the being.
*/
void
drawSpeech(Graphics* graphics, int offsetX, int offsetY);
/**
* Draws the emotion picture above the being.
*/
void
drawEmotion(Graphics *graphics, int offsetX, int offsetY);
/**
* Draws the name text below the being.
*/
virtual void
drawName(Graphics *, int, int) {};
/**
* Returns the type of the being.
*/
virtual Type getType() const;
/**
* Gets the walk speed.
* @see setWalkSpeed(int)
*/
int getWalkSpeed() const { return mWalkSpeed; }
/**
* Sets the walk speed (in pixels per second).
*/
void setWalkSpeed(int speed) { mWalkSpeed = speed; }
/**
* Gets the being id.
*/
Uint16
getId() const { return mId; }
/**
* Sets the sprite id.
*/
void
setId(Uint16 id) { mId = id; }
/**
* Sets the map the being is on
*/
void setMap(Map *map);
/**
* Sets the current action.
*/
virtual void
setAction(Action action, int attackType = 0);
/**
* Gets the current action.
*/
bool isAlive() { return mAction != DEAD; }
/**
* Returns the direction the being is facing.
*/
SpriteDirection getSpriteDirection() const
{ return SpriteDirection(mSpriteDirection); }
/**
* Sets the current direction.
*/
void setDirection(Uint8 direction);
/**
* 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 (int) mPos.x; }
/**
* Returns the pixel Y coordinate.
*
* @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);
/**
* 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; }
protected:
/**
* Sets the new path for this being.
*/
void setPath(const Path &path);
/**
* Gets the way the object blocks pathfinding for other objects
*/
virtual Map::BlockType getBlockType() const
{ return Map::BLOCKTYPE_NONE; }
Uint16 mId; /**< Unique being id */
Uint8 mSpriteDirection; /**< Facing direction */
Uint8 mDirection; /**< Walking direction */
Map *mMap; /**< Map on which this being resides */
SpriteIterator mSpriteIterator;
/** Engine-related infos about weapon. */
const ItemInfo* mEquippedWeapon;
Path mPath;
std::string mSpeech;
Uint32 mSpeechTime;
std::vector<AnimatedSprite*> mSprites;
std::vector<int> mSpriteIDs;
std::vector<std::string> mSpriteColors;
std::list<Particle *> mChildParticleEffects;
private:
// Speech Bubble components
SpeechBubble *mSpeechBubble;
int mWalkSpeed; /**< Walking speed (pixels/sec) */
Vector mPos;
Vector mDest;
static int instances; /**< Number of Being instances */
static ImageSet *emotionSet; /**< Emoticons used by beings */
};
#endif
|