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/*
* 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/>.
*/
#ifndef BEING_H
#define BEING_H
#include "actorsprite.h"
#include "configlistener.h"
#include "listener.h"
#include "map.h"
#include "particlecontainer.h"
#include "position.h"
#include "vector.h"
#include <guichan/color.hpp>
#include <SDL_types.h>
#include <map>
#include <set>
#include <string>
#include <vector>
#define FIRST_IGNORE_EMOTE 14
#define STATUS_EFFECTS 32
#define SPEECH_TIME 500
#define SPEECH_MAX_TIME 1000
class BeingInfo;
class FlashText;
class Guild;
class ItemInfo;
class Item;
class Particle;
class Party;
class Position;
class SpeechBubble;
class Text;
enum Gender
{
GENDER_MALE = 0,
GENDER_FEMALE = 1,
GENDER_UNSPECIFIED = 2
};
class Being : public ActorSprite, public ConfigListener, public Mana::Listener
{
public:
/**
* 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,
MOVE,
ATTACK,
SIT,
DEAD,
HURT
};
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 BeingDirection
{
DOWN = 1,
LEFT = 2,
UP = 4,
RIGHT = 8
};
/**
* Constructor.
*
* @param id a unique being id
* @param subtype partly determines the type of the being
* @param map the map the being is on
*/
Being(int id, Type type, int subtype, Map *map);
virtual ~Being();
Type getType() const { return mType; }
/**
* Removes all path nodes from this being.
*/
void clearPath();
/**
* Returns the time spent in the current action.
*/
int getActionTime() const { return mActionTime; }
/**
* Set the current action time.
* @see Ea::BeingHandler that set it to tick time.
*/
void setActionTime(int actionTime) { mActionTime = actionTime; }
/**
* 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
*/
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.
*/
void setName(const std::string &name);
bool getShowName() const
{ return mShowName; }
void setShowName(bool doShowName);
/**
* Sets the name of the party the being is in. Shown in BeingPopup.
*/
void setPartyName(const std::string &name) { mPartyName = name; }
const std::string &getPartyName() const { return mPartyName; }
/**
* Sets the name of the primary guild the being is in. Shown in
* BeingPopup (eventually).
*/
void setGuildName(const std::string &name);
void setGuildPos(const std::string &pos);
/**
* Adds a guild to the being.
*/
void addGuild(Guild *guild);
/**
* Removers a guild from the being.
*/
void removeGuild(int id);
/**
* Returns a pointer to the specified guild that the being is in.
*/
Guild *getGuild(const std::string &guildName) const;
/**
* Returns a pointer to the specified guild that the being is in.
*/
Guild *getGuild(int id) const;
/**
* Returns all guilds the being is in.
*/
const std::map<int, Guild*> &getGuilds() const
{ return mGuilds; }
/**
* Removes all guilds the being is in.
*/
void clearGuilds();
/**
* Get number of guilds the being belongs to.
*/
short getNumberOfGuilds() const
{ return mGuilds.size(); }
bool isInParty() const
{ return mParty != NULL; }
void setParty(Party *party);
Party *getParty() const
{ return mParty; }
/**
* Sets visible equipments for this being.
*/
void setSprite(unsigned int slot, int id,
const std::string &color = "", bool isWeapon = false);
void setSpriteID(unsigned int slot, int id);
void setSpriteColor(unsigned int slot, const std::string &color = "");
/**
* 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);
Uint16 getSubType() const { return mSubType; }
/**
* Set Being's subtype (mostly for view for monsters and NPCs)
*/
void setSubtype(Uint16 subtype);
const BeingInfo *getInfo() const
{ return mInfo; }
TargetCursorSize getTargetCursorSize() const;
/**
* Gets the way the object is blocked by other objects.
*/
unsigned char getWalkMask() const;
/**
* Gets the way the monster blocks pathfinding for other objects
*/
Map::BlockType getBlockType() const;
/**
* 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 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 direction the being is facing.
*/
SpriteDirection getSpriteDirection() const
{ return SpriteDirection(mSpriteDirection); }
void setPosition(const Vector &pos);
/**
* Overloaded method provided for convenience.
*
* @see setPosition(const Vector &pos)
*/
inline void setPosition(float x, float y, float z = 0.0f)
{
setPosition(Vector(x, y, z));
}
/**
* 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 being's pixel radius used to detect collisions.
*/
virtual int getCollisionRadius() const;
/**
* Shoots a missile particle from this being, to target being
*/
void fireMissile(Being *target, const std::string &particle);
/**
* 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; }
/**
* 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; }
static void load();
virtual void optionChanged(const std::string &value);
void flashName(int time);
int getDamageTaken() const
{ return mDamageTaken; }
void updateName();
/**
* Sets the gender of this being.
*/
virtual void setGender(Gender gender);
Gender getGender() const
{ return mGender; }
/**
* Whether or not this player is a GM.
*/
bool isGM() const
{ return mIsGM; }
/**
* Triggers whether or not to show the name as a GM name.
*/
void setGM(bool gm);
bool canTalk();
void talkTo();
void event(const std::string &channel, const Mana::Event &event);
protected:
/**
* Sets the new path for this being.
*/
void setPath(const Path &path);
/**
* Updates name's location.
*/
void updateCoords();
void showName();
void updateColors();
BeingInfo *mInfo;
int mActionTime; /**< Time spent in current action */
int mEmotion; /**< Currently showing emotion */
int mEmotionTime; /**< Time until emotion disappears */
/** Time until the last speech sentence disappears */
int mSpeechTime;
int mAttackType;
int mAttackSpeed; /**< Attack speed */
Action mAction; /**< Action the being is performing */
Uint16 mSubType; /**< Subtype (graphical view, basically) */
Uint8 mDirection; /**< Facing direction */
Uint8 mSpriteDirection; /**< Facing direction */
std::string mName; /**< Name of character */
std::string mPartyName;
/**
* 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;
Vector mDest; /**< destination coordinates. */
std::vector<int> mSpriteIDs;
std::vector<std::string> mSpriteColors;
Gender mGender;
// Character guild information
std::map<int, Guild*> mGuilds;
Party *mParty;
bool mIsGM;
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;
const Type mType;
/** 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;
int mX, mY; /**< Position in tile */
int mDamageTaken;
};
#endif
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