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/*
* 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 "graphics.h"
#define NR_HAIR_STYLES 5
#define NR_HAIR_COLORS 10
struct PATH_NODE {
/**
* Constructor.
*/
PATH_NODE(unsigned short x, unsigned short y);
unsigned short x, y;
};
class Being
{
public:
unsigned short job; /**< Job (player job, npc, monster, ) */
unsigned short x, y; /**< Tile coordinates */
unsigned short destX, destY; /**< Destination tile coordinates */
unsigned char direction; /**< Facing direction */
unsigned char action;
unsigned char frame;
int speech_color;
unsigned short walk_time;
unsigned short speed;
unsigned char emotion; /**< Currently showing emotion */
unsigned char emotion_time; /**< Time until emotion disappears */
unsigned int text_x, text_y; // temp solution to fix speech position
char name[24]; /**< Name of character */
unsigned short aspd; /**< Attack speed */
/**
* Constructor.
*/
Being();
/**
* Destructor.
*/
~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);
/**
* 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);
/**
* Puts a damage bubble 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 setDamage(const std::string &text, int time);
/**
* Sets the name for the being
*
* @param text The name that should appear.
*/
void setName(char *name);
/**
* Sets the hair color for this being.
*/
void setHairColor(int color);
/**
* Sets the hair style for this being.
*/
void setHairStyle(int style);
/**
* Gets the hair color for this being.
*/
unsigned short getHairColor();
/**
* Gets the hair style for this being.
*/
unsigned short getHairStyle();
/**
* Makes this being take the next step of his path.
*/
void nextStep();
/**
* Performs being logic.
*/
void logic();
/**
* Draws the speech text above the being.
*/
void drawSpeech(Graphics *graphics);
/**
* Checks if the being is a player.
*/
bool isPlayer();
/**
* Checks if the being is a npc.
*/
bool isNpc();
/**
* Checks if the being is a monster.
*/
bool isMonster();
// ACCES METHODS
/**
* get the weapon picture id.
*/
unsigned short getWeapon() {return m_weapon;}
/**
* get the sprite id.
*/
unsigned int getId() {return m_id;}
// MODIFICATION METHODS
/**
* set the weapon picture id.
*
* @param weapon : the picture id
*/
void setWeapon(unsigned short weapon);
/**
* set the weapon picture id with the weapon id.
*
* @param weapon : the weapon id
*/
void setWeaponById(unsigned short weapon);
/**
* set the sprite id.
*/
void setId(unsigned int id);
private:
/**
* Sets the new path for this being.
*/
void setPath(std::list<PATH_NODE> path);
unsigned short m_weapon;
unsigned int m_id; /**< Unique id */
std::list<PATH_NODE> path;
std::string speech;
std::string damage;
unsigned short hairStyle, hairColor;
unsigned int speech_time;
unsigned int damage_time;
bool showSpeech, showDamage;
};
/** Add a Being to the list */
void add_node(Being *being);
/** Return a specific id Being */
Being *findNode(unsigned int id);
/** Return a being at specific coordinates */
Being *findNode(unsigned short x, unsigned short y);
/** Remove a Being */
void remove_node(unsigned int id);
/** Find a NPC id based on its coordinates */
unsigned int findNpc(unsigned short x, unsigned short y);
/** Find a PLAYER id based on its coordinates */
unsigned int findPlayer(unsigned short x, unsigned short y);
/** Find a MONSTER id based on its coordinates */
unsigned int findMonster(unsigned short x, unsigned short y);
/** Sort beings in vertical order */
void sort();
extern Being *player_node;
extern std::list<Being*> beings;
#endif
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