summaryrefslogblamecommitdiff
path: root/src/being/being.cpp
blob: f82fc4dfef3616f28e8da2e2fa9c6dae7a460735 (plain) (tree)
1
2
3
4
5
6
7
  
                       

                                                            
                                                    
  
                                             














                                                                         
                        
 
                         
                              
                          
                          
                  
                             
                  
                     
                         
                 
 
                                  
                            
                              
                                
                              
                             
                                  
                                 
                                
 

                              

                                         
                                       
 

                                          
                                  
 
                    
                            
 

                           

                                    
                                   


                                        
 
                                  
                            
                           
                              
                              
                               
 
                             
                                 
                                
                                  
                                
                               
 
                                  
                                  
                                     
                                 
                                      
                                 
                                     


                                   
                                     
 

                                  

                                

                              
                                      
                                      
 

                                            
                                     
 
                                          
 
                             
                          
                        
                          
                        
 

                  
                                   
 








                                                 
                               


                                       
                                         
                                
                                    
                                
                               
                            

                                           

                                                             
 



                                                


                                                        


                                                                     
                              
                                   
                                       
                              
                    
                 
                              
                            
                              
                            
              
                                       
            
               


                 
              
                       
                        
                             
            
                   
                        
            
             
                       
              
                    




                      
                    

                    
                     
                                 
                                
                                           
                                     
                         
                                            

                     
                
                           
                                                                         
                                                                     


                              
                             
               
                
                 
            

                              
                   
                        

                        
                       

          

                
                    
                     
                     
                  
                    

              
                 
                                         
                    




                        
                    


                    
                
                 
                     
                     
              
               
                  
                    
                             
                
              
                     
                               

                   



                       
                     
                         
                
 
                                 
     
                            
                           
                           
     
 


                             
                
                           
 
                           
 
                  
     




                                   
                                                            


                                  
                              





                                  

                               
     
 


                                

                                             
                   
 
                                
                          

                               

                   
                      




                                                
                  
 
                           
                           
                          
                          

                          
 


                            




                              
                            
                     
                   
                  
 
                                                       
     






                                     
     
                  

                              
                             

 
                                          
 
                                                

 
                                                 
                                                     



               
                                             


                       
                 
 
                  
     











                                                                















































                                                                











                                                                


                                         
             

                                                                            
             





                                                                            
                               
         


                                                               
             







                                                                
             
                
             







                                                                   
             
                  
         

                               

                                  



                                                             


     
                                                              

               
                                       



                                        
                                                                   
 
                                  




                   
                                        
                                                                   
                        


     

                                                    
 


               
                                                                    

 
                                 



                  
                                                        

                 

                      
 
                                                                     





                                


                                                          



                     
                                                                          




                    





                                 
                                              



                                                  
                        

               



                                         
                                                          
     
 

                                         
 
                      

                                        
 
                                                                


                                                                                
                                                  



                                                 
                                            

                                                                   
                                

                                                         
                                      







                                             
                                     


                         
     

                                                       
     

                                   
                                             

                     
                        
                                 

                                  
                             
                                                          
                         


                                                                          
     

        
                                                                        

                                 




                                                               
     

 
                                                      
                                        
                                              
                                          
                                                 



                                  

                                     
                         


                                                          
                       




                                          
                                                                 
     
                                         

                                             
                                    

                                           
                                                        


            
                                                                      



                     
                                    


                                                                     
                                                                               


            
                                                              

         
                                           


                                              
                                           
     
                                    

                                           
                                                       



                                           
                                                 

         


                                          

                                                                       
                                                                       




                                 
                                                                        



                                        
                                
         
                                                               
             
                                                                        

                                                         

             
                                                   
         
                                                                      


                                        
                                        

         
                                        


                                                   

                         


                  
     

                                     
 
                                  
                                    
 

                   
                                               
                                                         



                               




                                                          
 












                                                             
                                        

                              
                         
         

                                              
                                
         
                                              
         


                          



                                                          







                                                          














                                                    



                                                          
                                   

 
                                                             
                                               
                                           
                                                        



                       
                                      


                                                     

                                                                   

                                                              















                                                                     
     
                     
         
                                                         
                                                
                                                                           
             
                                             
                                                                    
                                                      
                                                                   
                    

                                                                           
                                                               
             
                                                                           
                         
                 

                                                      

                            
                                                     
                                                             
                                                              



                                                                    
                        


                                                               
                 
             



                                                       


            
                                                   

         
                                    
                       

 
                                                               
 
                                 
                                                 
                                          




                                                        


                                                      



                          

                                      
                            
                                                 
 

                              
 
                                                      
                                                                       

                                                                          
 

                            
 


                                                  
     

                                                     


                              
 
                                                    



                                                 
 
                                   
     
                                

                                     
                                               
                          
                                                       
                                                         




                                                                           



         
                                              
                                                                               
     
                                    

 








                                                              


                                                                            
 
             






                                                               
                                                   
     

 



                                                       



                                          

                                                                           
                                                
             






                                                        
                                            
     
 


                                                      


                                              
                                              
         
            
         
                                             
         

     

                            
 
                                                                       
     

                                                     


                              
                                                    



                                                 
             

                       
                                                          
            
                                                           


        
                                              



                                                        


     
                                                    
 
                                       




                                                                
                                                             




                                                        
                                                               
 
                    
                                



                                                  









                                          

        



                                                      
 
                          



                       
                                                        






                                
                   
        
                          

 
                                                     
 
                                        




                                                                      
                                                              




                                                        
                                                                    
 

                           
                          
                                            

                            

 
                                                                           
 

 
                                                           




                                    
 
                                            


                                    
                                               
 
                                            


                                             
                                         


                      

                                                                         
 
                                           
     
                                                        



                                                   
                   

 
                                                          
 
                                                                       


                             
                   

 
                                        
 
                                                                      


                             
                   

 
                                   
 
                                           
     
                                         


                  
                                                    








                                               
                                                           



                        
                              









                                     
                                            








                                         
                                   
 
                     

               
                                                          





                       
                                
     
                        
                                      
                                           
     
                   

 
                                                           
 
                                           
                     

               





                                 

                   
                                            








                                         

                                                                             



                                                       

                                     
                                                                    

                

                                       
               
     
 
                                                         
                 

                 


                
                                                  
                                  
                                            




                                              
                                   

 
                                                 
 
                      
                                     
             
     






                                                              
     
                             

 
 
                                                  
 
                      
                                  
             
     




                                                              
     
                              

 

                                                                               

                
                                 
 
                      
                                             
             
     




                                                              
     
                                     

 

                                                                              

                 
                                 
 

                                    
             
     




                                                              
     
                            

 

                                                                             
















                                                              
                                       
                                                           
   
                        
                                            
               
       




                                                                
       
                                  

 
                               
                           
                           

                             
                                                   

























                                                              

                                                          




                                                      
                               
                      
             
                                        
                                                                  
             
                                            



                                                           
                              
                                           
                      
             
                                           
                                                          
                                                   
                    
                                                
                                                                       
             
                  
                                 

                                
                                                                       



                        
                                                          

                          
                                                                            

                        
                                         
                                                             
                 
                                                                               
                                      
                     


                                                                 


                     
                  
                               

                            

                                                      

                                                    
                  
                               
                      
             
                                                              
                                         
             
                  
                               
                                            
                      
             



                                                             



                                                  
                                                         
                 
             
                  
                                
                                             
                  
                                
                      
             
                                                               

                                           
                                             
                  
                                   

                                                           
                                              




                                               
                                      
                            

                                                

                                                  





                                                      



                                          


                         



                                               
                                
     

 
                                                           





                                

                          




                                                                       
                              
                                            
     
                                                  
                                          
                                                        
                                           
            
                                      
     
                                                   
     
                                                  
                                            
                                                        
                                             
            
                                        
     
                                                    
     
                                     
     
        
     
                                    
     
                           
 
                                            

                                                

                                                  







                                                  



                                       
                         

 
                                              
 
                    
                     
                                     
                          
                                    
                     
                                    
                          
                                  


               

                                                            
 
                    
                  
                                     
                       
                                    
                  
                                    
                       
                                  


               
                                


                      

                                        


               
                                       

                      
                                                    
            
                          
 
                                                                  
     
                                         


               
                               
                                                    

                                      
                                      
     
        
     
                            
     
 
                                   
     
                 
         





                                                                               

         

               
                                                         
                                        
                           
                          
                                    

 
                             
 
                               

                                     
                      
                                                 
                          
     
 
                                                        
                       
                                     



                                      
 


                                                      
                                

     



                                             
                                     
     





                                           

                     
                                                           


                                 
 
                                               

                    
     




                                
                               

                  
 
                               
         
                                                        
                           
                  
         
 
                                 
         

                             
 

                             
             

                                                                       

             
                                                              
                           
 
                  
         


                                   
                                                      


                                                 
     
 
                                                       
     



                                                         


                             
 
                                 
                                   
 
                                             

                                                 
                                                                     

                                   
                                                               
                                                                
 
                                   
                                                             
                                                    
     
 
                       


                              
                                   



                         


                        



                                                             
     
                                                       
                                        
     
 





                                                       
 
                                                             











                                                                           
                             

 
                                


                                   


                                                
                                                    



                     

                                 

                     
                                                       
                                              
                                            

                                    


                                             
                                         
                                   
                                  
                      
     
                                                                   
     

                    
                  
         
                                       


            





















                                           

         

                                                               



                              
                                                              




                                   
                                                              


                                 

                                     
                                                                       


                   


                
                                                          
     

                                             


        

                                                                            

     
                                                                        
     


                                           



                                    
                                   
                                       


                                                          
                                  

                                                             
                                   

                                                              
                                     

                                                                

         
                           






                              
                                            



                                 
                                                   
                                      
                                                    
                                 
                                                 
                                      
                                                   



                                 
                                                    
                                      
                                                   
                                 
                                                   
                                      
                                                 
                      





                                                           
                                                   
                                      
                                                    
                                 
                                                 
                                      
                                                   

                      
         
                                           
                                 


     
                                                          
                                          
                                                          
 


                

                                                                     

                                                 
                                    
     

              
                                                 
         
                                                             

                                                                    
         

                                                      


                                            

            


                                          
                         
         
                                                                     




                                             

         

                                               

 

                                                   
 

                
                        

               

                                     




                                   
                                                                     
                                                     
                        
     

                                                                         
     
                      
 



                                                                            
                                                    

                                                     
     
                                                                     
     
                          
                                                     


                                  
                                     

                                      
                                 
                                                                 
                             


                                                                              

         
                                              
     
                          
                                                     
                      


     

                                                           

                                                             
                                                                    



                   
                       
     
                                                       



                                                      


                                                           
                          






                                                        



                              
 


                  
                                    



                   

                          
              
     

                                           
     
                                                              
                                    


                                                          

 
                                                                      
 
                                                              


                                                         
                                               




                               
                                                           
 
                                                      


                    
                                            

 
                                                  
 

                    
     
                                          
                           
                                             
                           
     
                                           
     
                  
                            


                                                                  
                               
         
                           

                                                                      
                               


               

 
                                
 


                      
                       
 
                                                                               
               
 
                                   
 
                                                                   
     
                                
                                          
                                                     
 
                                            

     
                                    

                                                           
                                                                        

     
                         
                                                       
                                       


                        
                                       
                                                          


                                    
 


                                              

                                              


                             


        
                                              

                    


                             
     



                   
                                                                          



                    
                













                                                                    



                          
                                        
         
                                                      
                                                                      
         
                                         
         
                                                  
                                                                  
         














                                                                         
                                     
         
                                                                   
                                                                     


            
                                                                     
 
                                                                        


                                


                      

                                                                     


                            
                                                                        
             

                                                          
             
                                                                        
             

                                                              
             
                                                                        
             
                                                                             
             
                                                                         

                                                           
                                          
                                                              
                                           
             
                                                                              
             

                                                        
                                                                             
             
                                                                          
             
                                                                             
             
                                                                         


                
                                                     







                                            

                                                 
                                                                     
 
                                                                     

               

                                             
 
                                            
               
                        
           
               

 




















                                                                     
                                     









                                                              






























                                                                      
                            






                                                

















                                                                     
                                 









                                                
                                               


                                                       





















                                                                           
                                     









                                                              

                              





































                                                                      
                                           





                                                                     
 



















                                                                           
                                     









                                                              


                                                     





































                                                                      
                                          

                                                   
                                                     
 
                                                                     

               
                                          

                             

                                             
 
                                                                           
                                              
                 
 


                                      



                           
                              
 
                                              
                
                                     


        
                                               
                                                              
                               

                          
                                                           
 
                             

                                                                 

                              

                                                         
 
                                                          

                                                       


                            
         
                                                                      

                                       

         
                                                         
                               
 


                                 
 
                              







                                                        

     




                                         




                                                







                                               
                                                  





























                                                                     


                                                           

                              




                                                                     

















                                                                      
                                                    














                                                        
                                                     






                                                                     

                                             
 

                                                  

                           
     


                              
                                              











                                                              

                              




                                                                     



















                                                                      








                                                        
     

 

                                                         
 
                                        
                        
           
                         

 

                                                                       
 












                                                                           
                                        













































                                                                      

 

                                                 

                    
                        
           
                                                        


                    

                                                         

                       

                                        

                
                            
               
                                                       
     

 





                                                     
                                         
 

                                                                        

                           

                          
     

                               
                                 
                                        


     
                                  






                          
                                      

                                         
                                                       








                                                                          
                                                      


                                                                      
                                                                            
                                                        
                                                                      
                                                               
                                                                


                                     
                                    

 
                                       
 

                                                 

                                                    
     

                                      
                                            
                                            


                                        
                                      
 
                                        
                      
         
                                                
                                                                 
                                                         

                                                             




                                            
                                                                 
                              



                              
                             
                                     
                             
                           
                                                  





                           
                                        
 
                            

               






                                                           

                                         
                                      
         
     


                     
                          

                                        
                                        


                                    
                                     
                                  


                      
                                                                      
                                     
                  
                                     
                      
                                         





                               

 
                                                       
 
                                                                       
     


                     










                                                             
                   


 
                                                     
 


                           



                          




                                                        
                                
                                
                    
                 
         
                                             

                                              
             

































                                                                              
             





                     
                                                  
 
                                     




                                                                    
                                                           





                                                          
                                          
 

                    
                   

                           
                       
     

 
                                    
 


                    
                                                                  






                                                                   
               
     
 
                          

 


                                                         
 
                 
     
                                 
                                                           
                                 
                                                       
                       
         
                                                                        


                                              

                                             

             
                                              
                                        

                                          



                                            

                                           
             
         
            
         
                                              
                                                 
         
     

 





















                                                                       







                                                        
                                      
                                        

 











                                                          










                                                             











                                                            
 











                                                            










                                                         










                                                   




                                




                                    
                                  



                                   




                                   
                                



                                 


                                  
                            
                                  
                               







                               


                                                                
 

                                                       
     




                                                                  







                                               
                                                             

                                                          
 
                                      
                                    
     




                                                                        




                                               



                                                        






























                                                       

 



                                                                 
                                 






                                     

                                                                












                                                                
 
                                               





                                                                  

                                       
                                     
     

                         
                                                       


                   

                         
                                                     
            
                                      

                                                          
                                                
 
                                     
                                             
                                                                           

     
                                               
 




                                           

                           
                           
                   

                                      





                                           

                                                                      

                         
     

 












































                                                                           

                                       


                                                                    

















































                                                                           

                                      

                                                                    
















































                                                                              

                                           

                                                                    
                       



                   
 









                                                                 
                                                       















                                                                            
                                               

 
                                                        







                                                
                                                       
 
                                   

               

            
           
     
                                                               
     
                             

                                     
                                                 








                            
                                                                         
 
                                        
                      
                                                             


                                                                       
                                         





                                                                       
                                         


                                      
     
        
     


                                                                       
                                         





                                                                       
                                         


                                      

     
                                                               
                                 

                           
                                                               
                                                                 

 
                                         



                     
                                    
                          

 
                                            





                     
                                     







                         
                                          
 


                               
                                        
                                      



                               
                         
 
                                  
                    
                           


                               
                                                    
                                     
                
 
                                                                  
 
                                             

                                          
                              
                                    
     
 
                                        

                                      
 
                                             
     
                                            
 
                                 

                     
                                             



                                               

                                   
         
                                                               
                                                      
 
                              
             
                                                                    
                 
                                                     
                                                                      





                                                       
                                                             
                         

                                                                  





                                                               




                                                                       
                                                           
                                                    
                                     
                                                                
                                                           


                                        
                                                                    
                                                           
                                     
                                                                    


                                 

                        
                                                                               
                                                                   
                         
                                                                              
                             
                                                                           



                                                                       

                                                              
                                                                
                                                               


                                            
                                                                    
                                                               
                                         
                                                                    

                                     
                             
                         


                     
         
 
                                      
         
                                                                   
                                                               


                                                          
                                                                       










                                                       
                                                       
         
                                          
         
                                                                  
                                                               
             
                                                         
                                                                       










                                                       
                                                     
                                                                               



                                     
                      
                     


                                      
                       


                                   
                                                          
         

                                                               

                       
                                             
                                          
 



                                                      
                                                               

































                                                                        
                              














                                                      
                                                   

                                             
                                   
         

                                                         

                                                          

                             
 
                                           
                                   
                        
             

         
                                                       


                                   

                                                      


                                               
                                                              
                        
             
         


     

                                                                      
 
                                      
                                             

                                   
                                  
     
                                                   

 


                                                                       
                                             


                                       
                                                              
            
                        






                                              
              





                               
 
                                                 







                                                                     

 
                                          
 

                                                                        



                       
                                                   
 
                                    
 
                                    
     
                                     
         
                                     




                  





                               
                                     




                                     
                                         

 

                                                                
 


                    
                               
                                    
                  
                            
                                   
                  



                                  
                               
                                  
                                   
                            
                                  
                                  



                      
                                                             
                                
     
                         
                                             


                              
                         

 
                                                         
                                                            
                                                        
 


                    
                               
                                    
                  
                            
                                   
                  


                                  

                                


                                   
                                  
                                  


                   
                                      

                            
                                       

 
                                                   
 


                                                               
                                                           

                                  

                                       

                         
                       
                         
                                 
                         


                   

                                     




                     

                                                    
 
                                                             
     
                          
                         


        

                                                                    
         
                                   


                                                                            

                                                          




                                                                           

                                                  
                 




                                                           
             
         


                           
                                                
                                                                 




                             


     
                                       
 
                
               
                                         

            
                                                



                                      
                                      

         
                                       

 
                                             


                

                                 

                     
                          
                     
                           



                     
                                             




                
                                  
               
                                
               
                                 


     
                                                      
 
                                                     

                  
                                 

 







                                                                     
                                                               
 
                                                     
                             
 
                                

 
                                    
 
                                  

 
                                       
 


                          
                                                        
 
                        
                                  

                            
     
                                                                      
     

 
                                           

                                          
     

                                                              
     
                              

 
                                        






                          
                                                                 





                                                
                                                      


                                                       
                                        





                                  

                                                    



                          

                 
                                       
     
                              



                                              
                               



                                               
                               



                                               
                                 



                                                 


                                
                                   
                               



                                                 

     

                           
                               
     
                                  
                                
                               
                  
                                   
                               
                                
                  
                                
                               
                               

                  
                                  

                  

                    

             
                                                           
         

                              

         

 
                                           
                                                
                                    
                                                             
 

                                 







                                                        





                                                                  












                                                                    
                               
 
 
                                                  
 
                                   

                                   
 
                                                             



             
     

                                      
                                                   

                              

 
                                                     
 
                             
             
     

                                                      
                       

                              
 
 
                                               

                                                           
                            


                             

                                                                             
 
                                                                
                                        









                                     
                                      


                             

                                  



                                                                      
                                     










                                                          
































                                                                        

                                      



















                                                                          

                                      









                                                                       
                                                       
 
                                                                

                                     
                                                   








                                                                             
                                             


                                                           
                                                       

                                     


                                                             
                                                          
             


                                                                               

                                                              
                                         




                                           
 
                                                      



                          
                                    



                       
                                                    
 
                                       
                                       
     
                                                                 
                                                         

                          
                                                                   



                        
                                                 




                         
                        
                        
                            
                        

 
                                                     
 
                                        




                                                                      
                                                              





                                                        
 
                                                                    


                           
                          
                                            


     
                                                    













                                                                    
                                                        

                                           
                                         










                                                                        
                                                    













                                                                    
                                         

                     




                            

 
                                                             



                 
 
                                                                    
 
                                                
                      
                 
                         
 
 
                                                                   



                                                 
                         

 
                                              


                 
                         
 
 
                                              



                                                                           
                                               


                                                                            
 
                                              




                                                                        

                                   


                                         




                                            


                                             






                                                                    











                                                                 
     

 
                                   






                                  
                                             
 
                                             
               








                             
                                                 



                            
                          
                  
                      
     
                                           
                       
         

                                                              
                                                                
                                                                    
                                



                                                             


                                                            

                                                                    
                                



                                                             
             
         



                             
     
 
 
                                                







                              
                                                              
 
                                 


















                                                                 
                                                        




                                             
                                                                





                                             
                                                                 




                                                                          
                                                                          




                                                      
                                  



                                          


























                                                   
/*
 *  The ManaPlus Client
 *  Copyright (C) 2004-2009  The Mana World Development Team
 *  Copyright (C) 2009-2010  The Mana Developers
 *  Copyright (C) 2011-2016  The ManaPlus Developers
 *
 *  This file is part of The ManaPlus 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/being.h"

#include "actormanager.h"
#include "beingequipbackend.h"
#include "configuration.h"
#include "effectmanager.h"
#include "guild.h"
#include "itemcolormanager.h"
#include "party.h"
#include "settings.h"
#include "soundmanager.h"
#include "text.h"

#include "being/beingcacheentry.h"
#include "being/beingflag.h"
#include "being/beingspeech.h"
#include "being/castingeffect.h"
#include "being/localplayer.h"
#include "being/playerinfo.h"
#include "being/playerrelations.h"
#include "being/homunculusinfo.h"
#include "being/mercenaryinfo.h"

#include "const/utils/timer.h"

#include "const/resources/spriteaction.h"

#include "enums/being/beingdirection.h"

#include "enums/resources/map/blockmask.h"

#include "particle/particleinfo.h"

#include "gui/gui.h"
#include "gui/userpalette.h"

#include "gui/fonts/font.h"

#include "gui/popups/speechbubble.h"

#include "gui/windows/chatwindow.h"
#include "gui/windows/equipmentwindow.h"
#include "gui/windows/skilldialog.h"
#include "gui/windows/socialwindow.h"

#include "net/charserverhandler.h"
#include "net/gamehandler.h"
#include "net/npchandler.h"
#include "net/packetlimiter.h"
#include "net/playerhandler.h"
#include "net/serverfeatures.h"

#include "resources/attack.h"
#include "resources/chatobject.h"
#include "resources/emoteinfo.h"
#include "resources/emotesprite.h"
#include "resources/horseinfo.h"
#include "resources/iteminfo.h"

#include "resources/db/avatardb.h"
#include "resources/db/badgesdb.h"
#include "resources/db/elementaldb.h"
#include "resources/db/emotedb.h"
#include "resources/db/homunculusdb.h"
#include "resources/db/horsedb.h"
#include "resources/db/mercenarydb.h"
#include "resources/db/monsterdb.h"
#include "resources/db/npcdb.h"
#include "resources/db/petdb.h"
#include "resources/db/skillunitdb.h"

#include "resources/image/image.h"

#include "resources/item/item.h"

#include "resources/map/map.h"

#include "resources/skill/skilldata.h"
#include "resources/skill/skillinfo.h"

#include "resources/sprite/animatedsprite.h"

#include "gui/widgets/createwidget.h"

#include "gui/widgets/tabs/chat/langtab.h"

#include "utils/checkutils.h"
#include "utils/delete2.h"
#include "utils/files.h"
#include "utils/gettext.h"
#include "utils/timer.h"

#include "debug.h"

const unsigned int CACHE_SIZE = 50;

int Being::mUpdateConfigTime = 0;
unsigned int Being::mConfLineLim = 0;
int Being::mSpeechType = 0;
bool Being::mHighlightMapPortals = false;
bool Being::mHighlightMonsterAttackRange = false;
bool Being::mLowTraffic = true;
bool Being::mDrawHotKeys = true;
bool Being::mShowBattleEvents = false;
bool Being::mShowMobHP = false;
bool Being::mShowOwnHP = false;
bool Being::mShowGender = false;
bool Being::mShowLevel = false;
bool Being::mShowPlayersStatus = false;
bool Being::mEnableReorderSprites = true;
bool Being::mHideErased = false;
Move Being::mMoveNames = Move_false;
bool Being::mUseDiagonal = true;
uint8_t Being::mShowBadges = 1;
int Being::mAwayEffect = -1;

std::list<BeingCacheEntry*> beingInfoCache;
typedef std::map<int, Guild*>::const_iterator GuildsMapCIter;
typedef std::map<int, int>::const_iterator IntMapCIter;

static const unsigned int SPEECH_TIME = 500;
static const unsigned int SPEECH_MIN_TIME = 200;
static const unsigned int SPEECH_MAX_TIME = 800;

#define for_each_badges() \
    for (int f = 0; f < BadgeIndex::BadgeIndexSize; f++)

#define for_each_horses(name) \
    FOR_EACH (std::vector<AnimatedSprite*>::const_iterator, it, name)

Being::Being(const BeingId id,
             const ActorTypeT type,
             const BeingTypeId subtype,
             Map *const map) :
    ActorSprite(id),
    mNextSound(),
    mInfo(BeingInfo::unknown),
    mEmotionSprite(nullptr),
    mAnimationEffect(nullptr),
    mCastingEffect(nullptr),
    mBadges(),
    mSpriteAction(SpriteAction::STAND),
    mName(),
    mExtName(),
    mRaceName(),
    mPartyName(),
    mGuildName(),
    mSpeech(),
    mDispName(nullptr),
    mNameColor(nullptr),
    mEquippedWeapon(nullptr),
    mPath(),
    mText(nullptr),
    mTextColor(nullptr),
    mDest(),
    mSlots(),
    mSpriteParticles(),
    mGuilds(),
    mParty(nullptr),
    mActionTime(0),
    mEmotionTime(0),
    mSpeechTime(0),
    mAttackSpeed(350),
    mLevel(0),
    mAttackRange(1),
    mLastAttackX(0),
    mLastAttackY(0),
    mPreStandTime(0),
    mGender(Gender::UNSPECIFIED),
    mAction(BeingAction::STAND),
    mSubType(fromInt(0xFFFF, BeingTypeId)),
    mDirection(BeingDirection::DOWN),
    mDirectionDelayed(0),
    mSpriteDirection(SpriteDirection::DOWN),
    mShowName(false),
    mIsGM(false),
    mType(type),
    mSpeechBubble(nullptr),
    mWalkSpeed(playerHandler ? playerHandler->getDefaultWalkSpeed() : 1),
    mSpeed(playerHandler ? playerHandler->getDefaultWalkSpeed() : 1),
    mIp(),
    mSpriteRemap(new int[20]),
    mSpriteHide(new int[20]),
    mSpriteDraw(new int[20]),
    mComment(),
    mBuyBoard(),
    mSellBoard(),
    mPets(),
    mOwner(nullptr),
    mSpecialParticle(nullptr),
    mChat(nullptr),
    mHorseInfo(nullptr),
    mDownHorseSprites(),
    mUpHorseSprites(),
    mSpiritParticles(),
    mX(0),
    mY(0),
    mCachedX(0),
    mCachedY(0),
    mSortOffsetY(0),
    mPixelOffsetY(0),
    mFixedOffsetY(0),
    mOldHeight(0),
    mDamageTaken(0),
    mHP(0),
    mMaxHP(0),
    mDistance(0),
    mReachable(Reachable::REACH_UNKNOWN),
    mGoodStatus(-1),
    mMoveTime(0),
    mAttackTime(0),
    mTalkTime(0),
    mOtherTime(0),
    mTestTime(cur_time),
    mAttackDelay(0),
    mMinHit(0),
    mMaxHit(0),
    mCriticalHit(0),
    mPvpRank(0),
    mNumber(100),
    mSpiritBalls(0U),
    mUsageCounter(1),
    mKarma(0),
    mManner(0),
    mAreaSize(11),
    mCastEndTime(0),
    mCreatorId(BeingId_zero),
    mTeamId(0U),
    mLook(0U),
    mBadgesCount(0U),
    mHairColor(ItemColor_zero),
    mErased(false),
    mEnemy(false),
    mGotComment(false),
    mAdvanced(false),
    mShop(false),
    mAway(false),
    mInactive(false),
    mNeedPosUpdate(true),
    mPetAi(true)
{
    for (int f = 0; f < 20; f ++)
    {
        mSpriteRemap[f] = f;
        mSpriteHide[f] = 0;
        mSpriteDraw[f] = 0;
    }

    for_each_badges()
        mBadges[f] = nullptr;

    setMap(map);
    setSubtype(subtype, 0);

    bool showName1 = false;

    switch (mType)
    {
        case ActorType::Player:
        case ActorType::Mercenary:
        case ActorType::Pet:
        case ActorType::Homunculus:
        case ActorType::Elemental:
            showName1 = config.getBoolValue("visiblenames");
            break;
        case ActorType::Portal:
        case ActorType::SkillUnit:
            showName1 = false;
            break;
        default:
        case ActorType::Unknown:
        case ActorType::Npc:
        case ActorType::Monster:
        case ActorType::FloorItem:
        case ActorType::Avatar:
            break;
    }

    if (mType != ActorType::Npc)
        mGotComment = true;

    config.addListener("visiblenames", this);

    reReadConfig();

    if (mType == ActorType::Npc)
        setShowName(true);
    else if (showName1)
        setShowName(showName1);

    updateColors();
    updatePercentHP();
}

Being::~Being()
{
    config.removeListener("visiblenames", this);
    CHECKLISTENERS

    delete [] mSpriteRemap;
    mSpriteRemap = nullptr;
    delete [] mSpriteHide;
    mSpriteHide = nullptr;
    delete [] mSpriteDraw;
    mSpriteDraw = nullptr;

    for_each_badges()
        delete2(mBadges[f]);

    delete2(mSpeechBubble);
    delete2(mDispName);
    delete2(mText);
    delete2(mEmotionSprite);
    delete2(mAnimationEffect);
    delete2(mCastingEffect);
    mBadgesCount = 0;
    delete2(mChat);
    removeHorse();

    FOR_EACH (std::vector<Being*>::iterator, it, mPets)
    {
        Being *pet = *it;
        if (pet)
        {
            pet->setOwner(nullptr);
            actorManager->erase(pet);
            delete pet;
        }
    }
    mPets.clear();

    removeAllItemsParticles();
    mSpiritParticles.clear();
}

void Being::createSpeechBubble() restrict2
{
    CREATEWIDGETV0(mSpeechBubble, SpeechBubble);
}

void Being::setSubtype(const BeingTypeId subtype,
                       const uint16_t look) restrict2
{
    if (!mInfo)
        return;

    if (subtype == mSubType && mLook == look)
        return;

    mSubType = subtype;
    mLook = look;

    switch (mType)
    {
        case ActorType::Monster:
            mInfo = MonsterDB::get(mSubType);
            if (mInfo)
            {
                setName(mInfo->getName());
                setupSpriteDisplay(mInfo->getDisplay(),
                    ForceDisplay_true,
                    0,
                    mInfo->getColor(fromInt(mLook, ItemColor)));
                mYDiff = mInfo->getSortOffsetY();
            }
            break;
        case ActorType::Pet:
            mInfo = PETDB::get(mSubType);
            if (mInfo)
            {
                setName(mInfo->getName());
                setupSpriteDisplay(mInfo->getDisplay(),
                    ForceDisplay_true,
                    0,
                    mInfo->getColor(fromInt(mLook, ItemColor)));
                mYDiff = mInfo->getSortOffsetY();
            }
            break;
        case ActorType::Mercenary:
            mInfo = MercenaryDB::get(mSubType);
            if (mInfo)
            {
                setName(mInfo->getName());
                setupSpriteDisplay(mInfo->getDisplay(),
                    ForceDisplay_true,
                    0,
                    mInfo->getColor(fromInt(mLook, ItemColor)));
                mYDiff = mInfo->getSortOffsetY();
            }
            break;
        case ActorType::Homunculus:
            mInfo = HomunculusDB::get(mSubType);
            if (mInfo)
            {
                setName(mInfo->getName());
                setupSpriteDisplay(mInfo->getDisplay(),
                    ForceDisplay_true,
                    0,
                    mInfo->getColor(fromInt(mLook, ItemColor)));
                mYDiff = mInfo->getSortOffsetY();
            }
            break;
        case ActorType::SkillUnit:
            mInfo = SkillUnitDb::get(mSubType);
            if (mInfo)
            {
                setName(mInfo->getName());
                setupSpriteDisplay(mInfo->getDisplay(),
                    ForceDisplay_false,
                    0,
                    mInfo->getColor(fromInt(mLook, ItemColor)));
                mYDiff = mInfo->getSortOffsetY();
            }
            break;
        case ActorType::Elemental:
            mInfo = ElementalDb::get(mSubType);
            if (mInfo)
            {
                setName(mInfo->getName());
                setupSpriteDisplay(mInfo->getDisplay(),
                    ForceDisplay_false,
                    0,
                    mInfo->getColor(fromInt(mLook, ItemColor)));
                mYDiff = mInfo->getSortOffsetY();
            }
            break;
        case ActorType::Npc:
            mInfo = NPCDB::get(mSubType);
            if (mInfo)
            {
                setupSpriteDisplay(mInfo->getDisplay(), ForceDisplay_false);
                mYDiff = mInfo->getSortOffsetY();
            }
            break;
        case ActorType::Avatar:
            mInfo = AvatarDB::get(mSubType);
            if (mInfo)
                setupSpriteDisplay(mInfo->getDisplay(), ForceDisplay_false);
            break;
        case ActorType::Player:
        {
            int id = -100 - toInt(subtype, int);
            // Prevent showing errors when sprite doesn't exist
            if (!ItemDB::exists(id))
            {
                id = -100;
                // TRANSLATORS: default race name
                setRaceName(_("Human"));
                if (charServerHandler)
                {
                    setSpriteId(charServerHandler->baseSprite(),
                        id);
                }
            }
            else
            {
                const ItemInfo &restrict info = ItemDB::get(id);
                setRaceName(info.getName());
                if (charServerHandler)
                {
                    setSpriteColor(charServerHandler->baseSprite(),
                        id,
                        info.getColor(fromInt(mLook, ItemColor)));
                }
            }
            break;
        }
        case ActorType::Portal:
            break;
        case ActorType::Unknown:
        case ActorType::FloorItem:
        default:
            reportAlways("Wrong being type %d in setSubType",
                CAST_S32(mType));
            break;
    }
}

TargetCursorSizeT Being::getTargetCursorSize() const restrict2
{
    if (!mInfo)
        return TargetCursorSize::SMALL;

    return mInfo->getTargetCursorSize();
}

void Being::setPixelPositionF(const Vector &restrict pos) restrict2
{
    Actor::setPixelPositionF(pos);

    updateCoords();

    if (mText)
    {
        mText->adviseXY(CAST_S32(pos.x),
            CAST_S32(pos.y) - getHeight() - mText->getHeight() - 9,
            mMoveNames);
    }
}

void Being::setDestination(const int dstX,
                           const int dstY) restrict2
{
    if (!mMap)
        return;

    setPath(mMap->findPath(mX, mY, dstX, dstY, getBlockWalkMask()));
}

void Being::clearPath() restrict2
{
    mPath.clear();
}

void Being::setPath(const Path &restrict path) restrict2
{
    mPath = path;
    if (mPath.empty())
        return;

    if (mAction != BeingAction::MOVE && mAction != BeingAction::DEAD)
    {
        nextTile();
        mActionTime = tick_time;
    }
}

void Being::setSpeech(const std::string &restrict text,
                      const std::string &restrict channel,
                      int time) restrict2
{
    if (!userPalette)
        return;

    if (!channel.empty() && (!langChatTab || langChatTab->getChannelName()
        != channel))
    {
        return;
    }

    // Remove colors
    mSpeech = removeColors(text);

    // Trim whitespace
    trim(mSpeech);

    const unsigned int lineLim = mConfLineLim;
    if (lineLim > 0 && mSpeech.length() > lineLim)
        mSpeech = mSpeech.substr(0, lineLim);

    trim(mSpeech);
    if (mSpeech.empty())
        return;

    if (!time)
    {
        const size_t sz = mSpeech.size();
        if (sz < 200)
            time = CAST_S32(SPEECH_TIME - 300 + (3 * sz));
    }

    if (time < CAST_S32(SPEECH_MIN_TIME))
        time = CAST_S32(SPEECH_MIN_TIME);

    // Check for links
    size_t start = mSpeech.find('[');
    size_t e = mSpeech.find(']', start);

    while (start != std::string::npos && e != 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) < e))
        {
            start = mSpeech.find('[', start + 1);
        }

        size_t position = mSpeech.find('|');
        if (mSpeech[start + 1] == '@' && mSpeech[start + 2] == '@')
        {
            mSpeech.erase(e, 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);
        e = mSpeech.find(']', start);
    }

    if (!mSpeech.empty())
    {
        mSpeechTime = time <= CAST_S32(SPEECH_MAX_TIME)
            ? time : CAST_S32(SPEECH_MAX_TIME);
    }

    const int speech = mSpeechType;
    if (speech == BeingSpeech::TEXT_OVERHEAD)
    {
        delete mText;
        mText = nullptr;
        mText = new Text(mSpeech,
            mPixelX,
            mPixelY - getHeight(),
            Graphics::CENTER,
            &userPalette->getColor(UserColorId::PARTICLE),
            Speech_true);
        mText->adviseXY(mPixelX,
            (mY + 1) * mapTileSize - getHeight() - mText->getHeight() - 9,
            mMoveNames);
    }
    else
    {
        const bool isShowName = (speech == BeingSpeech::NAME_IN_BUBBLE);
        if (!mSpeechBubble)
            createSpeechBubble();
        if (mSpeechBubble)
        {
            mSpeechBubble->setCaption(isShowName ? mName : "");
            mSpeechBubble->setText(mSpeech, isShowName);
        }
    }
}

void Being::takeDamage(Being *restrict const attacker,
                       const int amount,
                       const AttackTypeT type,
                       const int attackId,
                       const int level) restrict2
{
    if (!userPalette || !attacker)
        return;

    BLOCK_START("Being::takeDamage1")

    Font *font = nullptr;
    const std::string damage = amount ? toString(amount) :
        // TRANSLATORS: dodge or miss message in attacks
        type == AttackType::FLEE ? _("dodge") : _("miss");
    const Color *color;

    if (gui)
        font = gui->getInfoParticleFont();

    // Selecting the right color
    if (type == AttackType::CRITICAL || type == AttackType::FLEE)
    {
        if (type == AttackType::CRITICAL)
            attacker->setCriticalHit(amount);

        if (attacker == localPlayer)
        {
            color = &userPalette->getColor(
                UserColorId::HIT_LOCAL_PLAYER_CRITICAL);
        }
        else
        {
            color = &userPalette->getColor(UserColorId::HIT_CRITICAL);
        }
    }
    else if (!amount)
    {
        if (attacker == localPlayer)
        {
            // This is intended to be the wrong direction to visually
            // differentiate between hits and misses
            color = &userPalette->getColor(UserColorId::HIT_LOCAL_PLAYER_MISS);
        }
        else
        {
            color = &userPalette->getColor(UserColorId::MISS);
        }
    }
    else if (mType == ActorType::Monster ||
             mType == ActorType::Mercenary ||
             mType == ActorType::Pet ||
             mType == ActorType::Homunculus ||
             mType == ActorType::SkillUnit)
    {
        if (attacker == localPlayer)
        {
            color = &userPalette->getColor(
                UserColorId::HIT_LOCAL_PLAYER_MONSTER);
        }
        else
        {
            color = &userPalette->getColor(
                UserColorId::HIT_PLAYER_MONSTER);
        }
    }
    else if (mType == ActorType::Player &&
             attacker != localPlayer &&
             this == localPlayer)
    {
        // here player was attacked by other player. mark him as enemy.
        color = &userPalette->getColor(UserColorId::HIT_PLAYER_PLAYER);
        attacker->setEnemy(true);
        attacker->updateColors();
    }
    else
    {
        color = &userPalette->getColor(UserColorId::HIT_MONSTER_PLAYER);
    }

    if (chatWindow && mShowBattleEvents)
    {
        if (this == localPlayer)
        {
            if (attacker->mType == ActorType::Player || amount)
            {
                chatWindow->battleChatLog(strprintf("%s : Hit you  -%d",
                    attacker->getName().c_str(), amount),
                    ChatMsgType::BY_OTHER);
            }
        }
        else if (attacker == localPlayer && amount)
        {
            chatWindow->battleChatLog(strprintf("%s : You hit %s -%d",
                attacker->mName.c_str(),
                mName.c_str(),
                amount),
                ChatMsgType::BY_PLAYER);
        }
    }
    if (font && particleEngine && color)
    {
        // Show damage number
        particleEngine->addTextSplashEffect(damage,
            mPixelX,
            mPixelY - 16,
            color,
            font,
            true);
    }
    BLOCK_END("Being::takeDamage1")
    BLOCK_START("Being::takeDamage2")

    if (type != AttackType::SKILL)
        attacker->updateHit(amount);

    if (amount > 0)
    {
        if (localPlayer && localPlayer == this)
            localPlayer->setLastHitFrom(attacker->mName);

        mDamageTaken += amount;
        if (mInfo)
        {
            playSfx(mInfo->getSound(ItemSoundEvent::HURT),
                this,
                false,
                mX,
                mY);

            if (!mInfo->isStaticMaxHP())
            {
                if (!mHP && mInfo->getMaxHP() < mDamageTaken)
                    mInfo->setMaxHP(mDamageTaken);
            }
        }
        if (mHP && isAlive())
        {
            mHP -= amount;
            if (mHP < 0)
                mHP = 0;
        }

        if (mType == ActorType::Monster)
        {
            updatePercentHP();
            updateName();
        }
        else if (mType == ActorType::Player &&
                 socialWindow &&
                 !mName.empty())
        {
            socialWindow->updateAvatar(mName);
        }

        if (effectManager)
        {
            const int hitEffectId = getHitEffect(attacker,
                type,
                attackId,
                level);
            if (hitEffectId >= 0)
                effectManager->trigger(hitEffectId, this);
        }
    }
    else
    {
        if (effectManager)
        {
            int hitEffectId = -1;
            if (type == AttackType::SKILL)
            {
                hitEffectId = getHitEffect(attacker,
                    AttackType::SKILLMISS,
                    attackId,
                    level);
            }
            else
            {
                hitEffectId = getHitEffect(attacker,
                    AttackType::MISS,
                    attackId,
                    level);
            }
            if (hitEffectId >= 0)
                effectManager->trigger(hitEffectId, this);
        }
    }
    BLOCK_END("Being::takeDamage2")
}

int Being::getHitEffect(const Being *restrict const attacker,
                        const AttackTypeT type,
                        const int attackId,
                        const int level) const restrict2
{
    if (!effectManager)
        return 0;

    BLOCK_START("Being::getHitEffect")
    // Init the particle effect path based on current
    // weapon or default.
    int hitEffectId = 0;
    if (type == AttackType::SKILL || type == AttackType::SKILLMISS)
    {
        const SkillData *restrict const data =
            skillDialog->getSkillDataByLevel(attackId, level);
        if (!data)
            return -1;
        if (type == AttackType::SKILL)
        {
            hitEffectId = data->hitEffectId;
            if (hitEffectId == -1)
                hitEffectId = paths.getIntValue("skillHitEffectId");
        }
        else
        {
            hitEffectId = data->missEffectId;
            if (hitEffectId == -1)
                hitEffectId = paths.getIntValue("skillMissEffectId");
        }
    }
    else
    {
        if (attacker)
        {
            const ItemInfo *restrict const attackerWeapon
                = attacker->getEquippedWeapon();
            if (attackerWeapon && attacker->getType() == ActorType::Player)
            {
                if (type == AttackType::MISS)
                    hitEffectId = attackerWeapon->getMissEffectId();
                else if (type != AttackType::CRITICAL)
                    hitEffectId = attackerWeapon->getHitEffectId();
                else
                    hitEffectId = attackerWeapon->getCriticalHitEffectId();
            }
            else if (attacker->getType() == ActorType::Monster)
            {
                const BeingInfo *restrict const info = attacker->getInfo();
                if (info)
                {
                    const Attack *restrict const atk =
                        info->getAttack(attackId);
                    if (atk)
                    {
                        if (type == AttackType::MISS)
                            hitEffectId = atk->mMissEffectId;
                        else if (type != AttackType::CRITICAL)
                            hitEffectId = atk->mHitEffectId;
                        else
                            hitEffectId = atk->mCriticalHitEffectId;
                    }
                    else
                    {
                        hitEffectId = getDefaultEffectId(type);
                    }
                }
            }
            else
            {
                hitEffectId = getDefaultEffectId(type);
            }
        }
        else
        {
            hitEffectId = getDefaultEffectId(type);
        }
    }
    BLOCK_END("Being::getHitEffect")
    return hitEffectId;
}

int Being::getDefaultEffectId(const AttackTypeT &restrict type)
{
    if (type == AttackType::MISS)
        return paths.getIntValue("missEffectId");
    else if (type != AttackType::CRITICAL)
        return paths.getIntValue("hitEffectId");
    else
        return paths.getIntValue("criticalHitEffectId");
}

void Being::handleAttack(Being *restrict const victim,
                         const int damage,
                         const int attackId) restrict2
{
    if (!victim || !mInfo)
        return;

    BLOCK_START("Being::handleAttack")

    if (this != localPlayer)
        setAction(BeingAction::ATTACK, attackId);

    mLastAttackX = victim->mX;
    mLastAttackY = victim->mY;

    if (mType == ActorType::Player && mEquippedWeapon)
        fireMissile(victim, mEquippedWeapon->getMissileParticleFile());
    else if (mInfo->getAttack(attackId))
        fireMissile(victim, mInfo->getAttack(attackId)->mMissileParticle);

    reset();
    mActionTime = tick_time;

    if (serverFeatures &&
        !serverFeatures->haveAttackDirections() &&
        this != localPlayer)
    {
        const uint8_t dir = calcDirection(victim->mX,
            victim->mY);
        if (dir)
            setDirection(dir);
    }

    if (damage && victim->mType == ActorType::Player
        && victim->mAction == BeingAction::SIT)
    {
        victim->setAction(BeingAction::STAND, 0);
    }

    if (mType == ActorType::Player)
    {
        if (mSlots.size() >= 10)
        {
            // here 10 is weapon slot
            int weaponId = mSlots[10].spriteId;
            if (!weaponId)
                weaponId = -100 - toInt(mSubType, int);
            const ItemInfo &info = ItemDB::get(weaponId);
            playSfx(info.getSound(
                (damage > 0) ? ItemSoundEvent::HIT : ItemSoundEvent::MISS),
                victim,
                true,
                mX, mY);
        }
    }
    else
    {
        playSfx(mInfo->getSound((damage > 0) ?
            ItemSoundEvent::HIT : ItemSoundEvent::MISS), victim, true, mX, mY);
    }
    BLOCK_END("Being::handleAttack")
}

void Being::handleSkillCasting(Being *restrict const victim,
                               const int skillId,
                               const int skillLevel) restrict2
{
    if (!victim || !mInfo || !skillDialog)
        return;

    setAction(BeingAction::CAST, skillId);

    const SkillData *restrict const data = skillDialog->getSkillDataByLevel(
        skillId,
        skillLevel);

    if (data)
    {
        effectManager->triggerDefault(data->castingSrcEffectId,
            this,
            paths.getIntValue("skillCastingSrcEffectId"));
        effectManager->triggerDefault(data->castingDstEffectId,
            victim,
            paths.getIntValue("skillCastingDstEffectId"));
        fireMissile(victim, data->castingParticle);
    }
}

void Being::handleSkill(Being *restrict const victim,
                        const int damage,
                        const int skillId,
                        const int skillLevel) restrict2
{
    if (!victim || !mInfo || !skillDialog)
        return;

    const SkillInfo *restrict const skill = skillDialog->getSkill(skillId);
    const SkillData *restrict const data = skill
        ? skill->getData1(skillLevel) : nullptr;
    if (data)
    {
        effectManager->triggerDefault(data->srcEffectId,
            this,
            paths.getIntValue("skillSrcEffectId"));
        effectManager->triggerDefault(data->dstEffectId,
            victim,
            paths.getIntValue("skillDstEffectId"));
        fireMissile(victim, data->particle);
    }

    if (this != localPlayer && skill)
    {
        const SkillType::SkillType type = skill->type;
        if ((type & SkillType::Attack) != 0 ||
            (type & SkillType::Ground) != 0)
        {
            setAction(BeingAction::ATTACK, 1);
        }
        else
        {
            setAction(BeingAction::STAND, 1);
        }
    }

    reset();
    mActionTime = tick_time;

    if (!serverFeatures->haveAttackDirections() && this != localPlayer)
    {
        const uint8_t dir = calcDirection(victim->mX,
            victim->mY);
        if (dir)
            setDirection(dir);
    }
    if (damage && victim->mType == ActorType::Player
        && victim->mAction == BeingAction::SIT)
    {
        victim->setAction(BeingAction::STAND, 0);
    }
    if (data)
    {
        if (damage > 0)
            playSfx(data->soundHit, victim, true, mX, mY);
        else
            playSfx(data->soundMiss, victim, true, mX, mY);
    }
    else
    {
        playSfx(mInfo->getSound((damage > 0) ?
            ItemSoundEvent::HIT : ItemSoundEvent::MISS),
            victim,
            true,
            mX, mY);
    }
}

void Being::showNameBadge(const bool show) restrict2
{
    delete2(mBadges[BadgeIndex::Name]);
    if (show && !mName.empty() && mShowBadges)
    {
        const std::string badge = BadgesDB::getNameBadge(mName);
        if (!badge.empty())
        {
            mBadges[BadgeIndex::Name] = AnimatedSprite::load(
                paths.getStringValue("badges") + badge);
        }
    }
}

void Being::setName(const std::string &restrict name) restrict2
{
    mExtName = name;
    if (mType == ActorType::Npc)
    {
        mName = name.substr(0, name.find('#', 0));
        showName();
    }
    else if (mType == ActorType::Player)
    {
        if (mName != name)
        {
            mName = name;
            showNameBadge(!mName.empty());
        }
        if (getShowName())
            showName();
    }
    else
    {
        if (mType == ActorType::Portal)
            mName = name.substr(0, name.find('#', 0));
        else
            mName = name;

        if (getShowName())
            showName();
    }
}

void Being::setShowName(const bool doShowName) restrict2
{
    if (mShowName == doShowName)
        return;

    mShowName = doShowName;

    if (doShowName)
        showName();
    else
        delete2(mDispName)
}

void Being::showGuildBadge(const bool show) restrict2
{
    delete2(mBadges[BadgeIndex::Guild]);
    if (show && !mGuildName.empty() && mShowBadges)
    {
        const std::string badge = BadgesDB::getGuildBadge(mGuildName);
        if (!badge.empty())
        {
            mBadges[BadgeIndex::Guild] = AnimatedSprite::load(
                paths.getStringValue("badges") + badge);
        }
    }
}

void Being::setGuildName(const std::string &restrict name) restrict2
{
    if (mGuildName != name)
    {
        mGuildName = name;
        showGuildBadge(!mGuildName.empty());
        updateBadgesCount();
    }
}

void Being::setGuildPos(const std::string &restrict pos A_UNUSED) restrict2
{
}

void Being::addGuild(Guild *restrict const guild) restrict2
{
    if (!guild)
        return;

    mGuilds[guild->getId()] = guild;

    if (this == localPlayer && socialWindow)
        socialWindow->addTab(guild);
}

void Being::removeGuild(const int id) restrict2
{
    if (this == localPlayer && socialWindow)
        socialWindow->removeTab(mGuilds[id]);

    if (mGuilds[id])
        mGuilds[id]->removeMember(mName);
    mGuilds.erase(id);
}

const Guild *Being::getGuild(const std::string &restrict guildName) const
                             restrict2
{
    FOR_EACH (GuildsMapCIter, itr, mGuilds)
    {
        const Guild *restrict const guild = itr->second;
        if (guild && guild->getName() == guildName)
            return guild;
    }

    return nullptr;
}

const Guild *Being::getGuild(const int id) const restrict2
{
    const std::map<int, Guild*>::const_iterator itr = mGuilds.find(id);
    if (itr != mGuilds.end())
        return itr->second;

    return nullptr;
}

Guild *Being::getGuild() const restrict2
{
    const std::map<int, Guild*>::const_iterator itr = mGuilds.begin();
    if (itr != mGuilds.end())
        return itr->second;

    return nullptr;
}

void Being::clearGuilds() restrict2
{
    FOR_EACH (GuildsMapCIter, itr, mGuilds)
    {
        Guild *const guild = itr->second;

        if (guild)
        {
            if (this == localPlayer && socialWindow)
                socialWindow->removeTab(guild);

            guild->removeMember(mId);
        }
    }

    mGuilds.clear();
}

void Being::setParty(Party *restrict const party) restrict2
{
    if (party == mParty)
        return;

    Party *const old = mParty;
    mParty = party;

    if (old)
        old->removeMember(mId);

    if (party)
        party->addMember(mId, mName);

    updateColors();

    if (this == localPlayer && socialWindow)
    {
        if (old)
            socialWindow->removeTab(old);

        if (party)
            socialWindow->addTab(party);
    }
}

void Being::updateGuild() restrict2
{
    if (!localPlayer)
        return;

    Guild *restrict const guild = localPlayer->getGuild();
    if (!guild)
    {
        clearGuilds();
        updateColors();
        return;
    }
    if (guild->getMember(mName))
    {
        setGuild(guild);
        if (!guild->getName().empty())
            setGuildName(guild->getName());
    }
    updateColors();
}

void Being::setGuild(Guild *restrict const guild) restrict2
{
    Guild *restrict const old = getGuild();
    if (guild == old)
        return;

    clearGuilds();
    addGuild(guild);

    if (old)
        old->removeMember(mName);

    updateColors();

    if (this == localPlayer && socialWindow)
    {
        if (old)
            socialWindow->removeTab(old);

        if (guild)
            socialWindow->addTab(guild);
    }
}

void Being::fireMissile(Being *restrict const victim,
                        const std::string &restrict particle) const restrict2
{
    if (!victim || particle.empty() || !particleEngine)
        return;

    BLOCK_START("Being::fireMissile")

    Particle *restrict const target = particleEngine->createChild();

    if (!target)
    {
        BLOCK_END("Being::fireMissile")
        return;
    }

    Particle *restrict const missile = target->addEffect(
        particle,
        mPixelX,
        mPixelY);

    if (missile)
    {
        target->moveBy(Vector(0.0F, 0.0F, 32.0F));
        target->setLifetime(1000);
        victim->controlAutoParticle(target);

        missile->setDestination(target, 7, 0);
        missile->setDieDistance(8);
        missile->setLifetime(900);
    }
    BLOCK_END("Being::fireMissile")
}

std::string Being::getSitAction() const restrict2
{
    if (mHorseId != 0)
        return SpriteAction::SITRIDE;
    if (mMap)
    {
        const unsigned char mask = mMap->getBlockMask(mX, mY);
        if (mask & BlockMask::GROUNDTOP)
            return SpriteAction::SITTOP;
        else if (mask & BlockMask::AIR)
            return SpriteAction::SITSKY;
        else if (mask & BlockMask::WATER)
            return SpriteAction::SITWATER;
    }
    return SpriteAction::SIT;
}


std::string Being::getMoveAction() const restrict2
{
    if (mHorseId != 0)
        return SpriteAction::RIDE;
    if (mMap)
    {
        const unsigned char mask = mMap->getBlockMask(mX, mY);
        if (mask & BlockMask::AIR)
            return SpriteAction::FLY;
        else if (mask & BlockMask::WATER)
            return SpriteAction::SWIM;
    }
    return SpriteAction::MOVE;
}

std::string Being::getWeaponAttackAction(const ItemInfo *restrict const weapon)
                                         const restrict2
{
    if (!weapon)
        return getAttackAction();

    if (mHorseId != 0)
        return weapon->getRideAttackAction();
    if (mMap)
    {
        const unsigned char mask = mMap->getBlockMask(mX, mY);
        if (mask & BlockMask::AIR)
            return weapon->getSkyAttackAction();
        else if (mask & BlockMask::WATER)
            return weapon->getWaterAttackAction();
    }
    return weapon->getAttackAction();
}

std::string Being::getAttackAction(const Attack *restrict const attack1) const
                                   restrict2
{
    if (!attack1)
        return getAttackAction();

    if (mHorseId != 0)
        return attack1->mRideAction;
    if (mMap)
    {
        const unsigned char mask = mMap->getBlockMask(mX, mY);
        if (mask & BlockMask::AIR)
            return attack1->mSkyAction;
        else if (mask & BlockMask::WATER)
            return attack1->mWaterAction;
    }
    return attack1->mAction;
}

std::string Being::getCastAction(const SkillInfo *restrict const skill) const
                                 restrict2
{
    if (!skill)
        return getCastAction();

    if (mHorseId != 0)
        return skill->castingRideAction;
    if (mMap)
    {
        const unsigned char mask = mMap->getBlockMask(mX, mY);
        if (mask & BlockMask::AIR)
            return skill->castingSkyAction;
        else if (mask & BlockMask::WATER)
            return skill->castingWaterAction;
    }
    return skill->castingAction;
}

#define getSpriteAction(func, action) \
    std::string Being::get##func##Action() const restrict2\
{ \
    if (mHorseId != 0) \
        return SpriteAction::action##RIDE; \
    if (mMap) \
    { \
        const unsigned char mask = mMap->getBlockMask(mX, mY); \
        if (mask & BlockMask::AIR) \
            return SpriteAction::action##SKY; \
        else if (mask & BlockMask::WATER) \
            return SpriteAction::action##WATER; \
    } \
    return SpriteAction::action; \
}

getSpriteAction(Attack, ATTACK)
getSpriteAction(Cast, CAST)
getSpriteAction(Dead, DEAD)
getSpriteAction(Spawn, SPAWN)

std::string Being::getStandAction() const restrict2
{
    if (mHorseId != 0)
        return SpriteAction::STANDRIDE;
    if (mMap)
    {
        const unsigned char mask = mMap->getBlockMask(mX, mY);
        if (mTrickDead)
        {
            if (mask & BlockMask::AIR)
                return SpriteAction::DEADSKY;
            else if (mask & BlockMask::WATER)
                return SpriteAction::DEADWATER;
            else
                return SpriteAction::DEAD;
        }
        else
        {
            if (mask & BlockMask::AIR)
                return SpriteAction::STANDSKY;
            else if (mask & BlockMask::WATER)
                return SpriteAction::STANDWATER;
        }
    }
    return SpriteAction::STAND;
}

void Being::setAction(const BeingActionT &restrict action,
                      const int attackId) restrict2
{
    std::string currentAction = SpriteAction::INVALID;

    switch (action)
    {
        case BeingAction::MOVE:
            if (mInfo)
            {
                playSfx(mInfo->getSound(
                    ItemSoundEvent::MOVE), nullptr, true, mX, mY);
            }
            currentAction = getMoveAction();
            // Note: When adding a run action,
            // Differentiate walk and run with action name,
            // while using only the ACTION_MOVE.
            break;
        case BeingAction::SIT:
            currentAction = getSitAction();
            if (mInfo)
            {
                ItemSoundEvent::Type event;
                if (currentAction == SpriteAction::SITTOP)
                    event = ItemSoundEvent::SITTOP;
                else
                    event = ItemSoundEvent::SIT;
                playSfx(mInfo->getSound(event), nullptr, true, mX, mY);
            }
            break;
        case BeingAction::ATTACK:
            if (mEquippedWeapon)
            {
                currentAction = getWeaponAttackAction(mEquippedWeapon);
                reset();
            }
            else
            {
                if (!mInfo || !mInfo->getAttack(attackId))
                    break;

                currentAction = getAttackAction(mInfo->getAttack(attackId));
                reset();

                // attack particle effect
                if (ParticleEngine::enabled && effectManager)
                {
                    const int effectId = mInfo->getAttack(attackId)->mEffectId;
                    if (effectId >= 0)
                    {
                        effectManager->triggerDirection(effectId,
                            this,
                            mSpriteDirection);
                    }
                }
            }
            break;
        case BeingAction::CAST:
            if (skillDialog)
            {
                const SkillInfo *restrict const info =
                    skillDialog->getSkill(attackId);
                currentAction = getCastAction(info);
            }
            break;
        case BeingAction::HURT:
            if (mInfo)
            {
                playSfx(mInfo->getSound(ItemSoundEvent::HURT),
                    this, false, mX, mY);
            }
            break;
        case BeingAction::DEAD:
            currentAction = getDeadAction();
            if (mInfo)
            {
                playSfx(mInfo->getSound(ItemSoundEvent::DIE),
                    this,
                    false,
                    mX, mY);
                if (mType == ActorType::Monster ||
                    mType == ActorType::Npc ||
                    mType == ActorType::SkillUnit)
                {
                    mYDiff = mInfo->getDeadSortOffsetY();
                }
            }
            break;
        case BeingAction::STAND:
            currentAction = getStandAction();
            break;
        case BeingAction::SPAWN:
            if (mInfo)
            {
                playSfx(mInfo->getSound(ItemSoundEvent::SPAWN),
                    nullptr, true, mX, mY);
            }
            currentAction = getSpawnAction();
            break;
        case BeingAction::PRESTAND:
        default:
            logger->log("Being::setAction unknown action: "
                + toString(CAST_U32(action)));
            break;
    }

    if (currentAction != SpriteAction::INVALID)
    {
        mSpriteAction = currentAction;
        play(currentAction);
        if (mEmotionSprite)
            mEmotionSprite->play(currentAction);
        if (mAnimationEffect)
            mAnimationEffect->play(currentAction);
        for_each_badges()
        {
            AnimatedSprite *const sprite = mBadges[f];
            if (sprite)
                sprite->play(currentAction);
        }
        for_each_horses(mDownHorseSprites)
            (*it)->play(currentAction);
        for_each_horses(mUpHorseSprites)
            (*it)->play(currentAction);
        mAction = action;
    }

    if (currentAction != SpriteAction::MOVE
        && currentAction != SpriteAction::FLY
        && currentAction != SpriteAction::SWIM)
    {
        mActionTime = tick_time;
    }
}

void Being::setDirection(const uint8_t direction) restrict2
{
    if (mDirection == direction)
        return;

    mDirection = direction;

    mDirectionDelayed = 0;

    // if the direction does not change much, keep the common component
    int mFaceDirection = mDirection & direction;
    if (!mFaceDirection)
        mFaceDirection = direction;

    SpriteDirection::Type dir;
    if (mFaceDirection & BeingDirection::UP)
    {
        if (mFaceDirection & BeingDirection::LEFT)
            dir = SpriteDirection::UPLEFT;
        else if (mFaceDirection & BeingDirection::RIGHT)
            dir = SpriteDirection::UPRIGHT;
        else
            dir = SpriteDirection::UP;
    }
    else if (mFaceDirection & BeingDirection::DOWN)
    {
        if (mFaceDirection & BeingDirection::LEFT)
            dir = SpriteDirection::DOWNLEFT;
        else if (mFaceDirection & BeingDirection::RIGHT)
            dir = SpriteDirection::DOWNRIGHT;
        else
            dir = SpriteDirection::DOWN;
    }
    else if (mFaceDirection & BeingDirection::RIGHT)
    {
        dir = SpriteDirection::RIGHT;
    }
    else
    {
        dir = SpriteDirection::LEFT;
    }
    mSpriteDirection = dir;

    CompoundSprite::setSpriteDirection(dir);
    if (mEmotionSprite)
        mEmotionSprite->setSpriteDirection(dir);
    if (mAnimationEffect)
        mAnimationEffect->setSpriteDirection(dir);

    for_each_badges()
    {
        AnimatedSprite *const sprite = mBadges[f];
        if (sprite)
            sprite->setSpriteDirection(dir);
    }

    for_each_horses(mDownHorseSprites)
        (*it)->setSpriteDirection(dir);
    for_each_horses(mUpHorseSprites)
        (*it)->setSpriteDirection(dir);
    recalcSpritesOrder();
}

uint8_t Being::calcDirection() const restrict2
{
    uint8_t dir = 0;
    if (mDest.x > mX)
        dir |= BeingDirection::RIGHT;
    else if (mDest.x < mX)
        dir |= BeingDirection::LEFT;
    if (mDest.y > mY)
        dir |= BeingDirection::DOWN;
    else if (mDest.y < mY)
        dir |= BeingDirection::UP;
    return dir;
}

uint8_t Being::calcDirection(const int dstX,
                             const int dstY) const restrict2
{
    uint8_t dir = 0;
    if (dstX > mX)
        dir |= BeingDirection::RIGHT;
    else if (dstX < mX)
        dir |= BeingDirection::LEFT;
    if (dstY > mY)
        dir |= BeingDirection::DOWN;
    else if (dstY < mY)
        dir |= BeingDirection::UP;
    return dir;
}

void Being::nextTile() restrict2
{
    if (mPath.empty())
    {
        mAction = BeingAction::PRESTAND;
        mPreStandTime = tick_time;
        return;
    }

    const Position pos = mPath.front();
    mPath.pop_front();

    const uint8_t dir = calcDirection(pos.x, pos.y);
    if (dir)
        setDirection(dir);

    if (!mMap || !mMap->getWalk(pos.x, pos.y, getBlockWalkMask()))
    {
        setAction(BeingAction::STAND, 0);
        return;
    }

    mActionTime += mSpeed / 10;
    if ((mType != ActorType::Player || mUseDiagonal)
        && mX != pos.x && mY != pos.y)
    {
        mSpeed = mWalkSpeed * 14 / 10;
    }
    else
    {
        mSpeed = mWalkSpeed;
    }

    if (mX != pos.x || mY != pos.y)
    {
        if (mMap)
        {
            mOldHeight = mMap->getHeightOffset(mX, mY);
            if (mReachable == Reachable::REACH_NO &&
                mMap->getBlockMask(mX, mY) != mMap->getBlockMask(pos.x, pos.y))
            {
                mReachable = Reachable::REACH_UNKNOWN;
            }
        }
    }
    mX = pos.x;
    mY = pos.y;
    const uint8_t height = mMap->getHeightOffset(mX, mY);
    mPixelOffsetY = height - mOldHeight;
    mFixedOffsetY = height;
    mNeedPosUpdate = true;
    setAction(BeingAction::MOVE, 0);
}

void Being::logic() restrict2
{
    BLOCK_START("Being::logic")
    if (A_UNLIKELY(mSpeechTime != 0))
    {
        mSpeechTime--;
        if (mSpeechTime == 0 && mText != nullptr)
            delete2(mText)
    }

    const int time = tick_time * MILLISECONDS_IN_A_TICK;
    if (mEmotionSprite)
        mEmotionSprite->update(time);
    for_each_horses(mDownHorseSprites)
        (*it)->update(time);
    for_each_horses(mUpHorseSprites)
        (*it)->update(time);

    if (mCastEndTime != 0 && mCastEndTime < tick_time)
    {
        mCastEndTime = 0;
        delete2(mCastingEffect);
    }

    if (mAnimationEffect)
    {
        mAnimationEffect->update(time);
        if (mAnimationEffect->isTerminated())
            delete2(mAnimationEffect)
    }
    if (mCastingEffect)
    {
        mCastingEffect->update(time);
        if (mCastingEffect->isTerminated())
            delete2(mCastingEffect)
    }
    for_each_badges()
    {
        AnimatedSprite *restrict const sprite = mBadges[f];
        if (sprite)
            sprite->update(time);
    }

    int frameCount = CAST_S32(getFrameCount());

    switch (mAction)
    {
        case BeingAction::STAND:
        case BeingAction::SIT:
        case BeingAction::DEAD:
        case BeingAction::HURT:
        case BeingAction::SPAWN:
        case BeingAction::CAST:
        default:
            break;

        case BeingAction::MOVE:
        {
            if (get_elapsed_time(mActionTime) >= mSpeed)
                nextTile();
            break;
        }

        case BeingAction::ATTACK:
        {
            if (!mActionTime)
                break;

            int curFrame = 0;
            if (mAttackSpeed)
            {
                curFrame = (get_elapsed_time(mActionTime) * frameCount)
                    / mAttackSpeed;
            }

            if (this == localPlayer && curFrame >= frameCount)
                nextTile();

            break;
        }

        case BeingAction::PRESTAND:
        {
            if (get_elapsed_time1(mPreStandTime) > 10)
                setAction(BeingAction::STAND, 0);
            break;
        }
    }

    if (mAction == BeingAction::MOVE || mNeedPosUpdate)
    {
        const int xOffset = getOffset(
            BeingDirection::LEFT, BeingDirection::RIGHT);
        const int yOffset = getOffset(
            BeingDirection::UP, BeingDirection::DOWN);
        int offset = xOffset;
        if (!offset)
            offset = yOffset;

        if (!xOffset && !yOffset)
            mNeedPosUpdate = false;

        const int halfTile = mapTileSize / 2;
        const float offset2 = static_cast<float>(
            mPixelOffsetY * abs(offset)) / 2;
//        mSortOffsetY = (mOldHeight - mFixedOffsetY + mPixelOffsetY)
//            * halfTile - offset2;
        mSortOffsetY = 0;
        const float yOffset3 = (mY + 1) * mapTileSize + yOffset
            - (mOldHeight + mPixelOffsetY) * halfTile + offset2;

        // Update pixel coordinates
        setPixelPositionF(static_cast<float>(mX * mapTileSize
            + mapTileSize / 2 + xOffset), yOffset3);
    }

    if (mEmotionSprite)
    {
        mEmotionTime--;
        if (mEmotionTime == 0)
            delete2(mEmotionSprite)
    }

    ActorSprite::logic();

    if (frameCount < 10)
        frameCount = 10;

    if (!isAlive() &&
        mSpeed &&
        gameHandler->removeDeadBeings() &&
        get_elapsed_time(mActionTime) / mSpeed >= frameCount)
    {
        if (mType != ActorType::Player && actorManager)
            actorManager->destroy(this);
    }

    FOR_EACH (std::vector<Being*>::iterator, it, mPets)
    {
        Being *const pet = *it;
        if (pet)
            pet->petLogic();
    }

    const SoundInfo *restrict const sound = mNextSound.sound;
    if (sound)
    {
        const int time2 = tick_time;
        if (time2 > mNextSound.time)
        {
            soundManager.playSfx(sound->sound, mNextSound.x, mNextSound.y);

            mNextSound.sound = nullptr;
            mNextSound.time = time2 + sound->delay;
        }
    }

    BLOCK_END("Being::logic")
}

void Being::petLogic() restrict2
{
    if (!mOwner || !mMap || !mInfo)
        return;

    const int time = tick_time;
    const int thinkTime = mInfo->getThinkTime();
    if (abs(CAST_S32(mMoveTime) - time) < thinkTime)
        return;

    mMoveTime = time;

    const int dstX0 = mOwner->mX;
    const int dstY0 = mOwner->mY;
    int dstX = dstX0;
    int dstY = dstY0;
    const int followDist = mInfo->getStartFollowDist();
    const int warpDist = mInfo->getWarpDist();
    const int dist = mInfo->getFollowDist();
    const int divX = abs(dstX - mX);
    const int divY = abs(dstY - mY);

    if (divX >= warpDist || divY >= warpDist)
    {
        setAction(BeingAction::STAND, 0);
        fixPetSpawnPos(dstX, dstY);
        setTileCoords(dstX, dstY);
        mPetAi = true;
    }
    else if (!followDist || divX > followDist || divY > followDist)
    {
        if (!mPetAi)
            return;
        if (!dist)
        {
            fixPetSpawnPos(dstX, dstY);
        }
        else
        {
            if (divX > followDist)
            {
                if (dstX > mX + dist)
                    dstX -= dist;
                else if (dstX + dist <= mX)
                    dstX += dist;
            }
            else
            {
                dstX = mX;
            }
            if (divY > followDist)
            {
                if (dstY > mY + dist)
                    dstY -= dist;
                else if (dstX + dist <= mX)
                    dstY += dist;
            }
            else
            {
                dstY = mY;
            }
        }

        const unsigned char blockWalkMask = getBlockWalkMask();
        if (!mMap->getWalk(dstX, dstY, blockWalkMask))
        {
            if (dstX != dstX0)
            {
                dstX = dstX0;
                if (!mMap->getWalk(dstX, dstY, blockWalkMask))
                    dstY = dstY0;
            }
            else if (dstY != dstY0)
            {
                dstY = dstY0;
                if (!mMap->getWalk(dstX, dstY, blockWalkMask))
                    dstX = dstX0;
            }
        }
        if (mX != dstX || mY != dstY)
        {
            setPath(mMap->findPath(mX, mY, dstX, dstY, blockWalkMask));
            return;
        }
    }
    if (!mPetAi)
        return;

    if (mOwner->getCurrentAction() != BeingAction::ATTACK)
    {
        if (mAction == BeingAction::ATTACK)
            setAction(BeingAction::STAND, 0);
    }
    else
    {
        if (mAction == BeingAction::STAND || mAction == BeingAction::ATTACK)
            setAction(BeingAction::ATTACK, 0);
    }

    if (mAction == BeingAction::STAND || mAction == BeingAction::ATTACK)
    {
        int directionType = 0;
        switch (mOwner->getCurrentAction())
        {
            case BeingAction::STAND:
            case BeingAction::MOVE:
            case BeingAction::HURT:
            case BeingAction::SPAWN:
            case BeingAction::CAST:
            case BeingAction::PRESTAND:
            default:
                directionType = mInfo->getDirectionType();
                break;
            case BeingAction::SIT:
                directionType = mInfo->getSitDirectionType();
                break;
            case BeingAction::DEAD:
                directionType = mInfo->getDeadDirectionType();
                break;
            case BeingAction::ATTACK:
                directionType = mInfo->getAttackDirectionType();
                break;
        }

        uint8_t newDir = 0;
        switch (directionType)
        {
            case 0:
            default:
                return;

            case 1:
                newDir = mOwner->mDirection;
                break;

            case 2:
                if (dstX > dstX0)
                    newDir |= BeingDirection::LEFT;
                else if (dstX < dstX0)
                    newDir |= BeingDirection::RIGHT;
                if (dstY > dstY0)
                    newDir |= BeingDirection::UP;
                else if (dstY < dstY0)
                    newDir |= BeingDirection::DOWN;
                break;

            case 3:
                if (dstX > dstX0)
                    newDir |= BeingDirection::RIGHT;
                else if (dstX < dstX0)
                    newDir |= BeingDirection::LEFT;
                if (dstY > dstY0)
                    newDir |= BeingDirection::DOWN;
                else if (dstY < dstY0)
                    newDir |= BeingDirection::UP;
                break;

            case 4:
            {
                const int dstX2 = mOwner->getLastAttackX();
                const int dstY2 = mOwner->getLastAttackY();
                if (dstX > dstX2)
                    newDir |= BeingDirection::LEFT;
                else if (dstX < dstX2)
                    newDir |= BeingDirection::RIGHT;
                if (dstY > dstY2)
                    newDir |= BeingDirection::UP;
                else if (dstY < dstY2)
                    newDir |= BeingDirection::DOWN;
                break;
            }
        }
        if (newDir && newDir != mDirection)
            setDirection(newDir);
    }
}

void Being::drawEmotion(Graphics *restrict const graphics,
                        const int offsetX,
                        const int offsetY) const restrict2
{
    if (mErased)
        return;

    const int px = mPixelX - offsetX - mapTileSize / 2;
    const int py = mPixelY - offsetY - mapTileSize * 2 - mapTileSize;
    if (mAnimationEffect)
        mAnimationEffect->draw(graphics, px, py);
    if (mShowBadges && mBadgesCount)
    {
        int x;
        int y;
        if (mShowBadges == 2 && mDispName && gui)
        {
            const Font *restrict const font = gui->getFont();
            x = mDispName->getX() - offsetX + mDispName->getWidth();
            y = mDispName->getY() - offsetY - font->getHeight();
        }
        else if (mShowBadges == 3 && mDispName && gui)
        {
            x = px + 8 - mBadgesCount * 8;
            y = mDispName->getY() - offsetY;
        }
        else
        {
            x = px + 8 - mBadgesCount * 8;
            y = py;
        }
        for_each_badges()
        {
            const AnimatedSprite *restrict const sprite = mBadges[f];
            if (sprite)
            {
                sprite->draw(graphics, x, y);
                x += 16;
            }
        }
    }
    if (mEmotionSprite)
        mEmotionSprite->draw(graphics, px, py);
}

void Being::drawSpeech(const int offsetX,
                       const int offsetY) restrict2
{
    if (mErased)
        return;
    if (mSpeech.empty())
        return;

    const int px = mPixelX - offsetX;
    const int py = mPixelY - offsetY;
    const int speech = mSpeechType;

    // Draw speech above this being
    if (mSpeechTime == 0)
    {
        if (mSpeechBubble && mSpeechBubble->mVisible == Visible_true)
            mSpeechBubble->setVisible(Visible_false);
        mSpeech.clear();
    }
    else if (mSpeechTime > 0 && (speech == BeingSpeech::NAME_IN_BUBBLE ||
             speech == BeingSpeech::NO_NAME_IN_BUBBLE))
    {
        delete2(mText)

        if (mSpeechBubble)
        {
            mSpeechBubble->setPosition(px - (mSpeechBubble->getWidth() / 2),
                py - getHeight() - (mSpeechBubble->getHeight()));
            mSpeechBubble->setVisible(Visible_true);
            mSpeechBubble->requestMoveToBackground();
        }
    }
    else if (mSpeechTime > 0 && speech == BeingSpeech::TEXT_OVERHEAD)
    {
        if (mSpeechBubble)
            mSpeechBubble->setVisible(Visible_false);

        if (!mText && userPalette)
        {
            mText = new Text(mSpeech,
                mPixelX,
                mPixelY - getHeight(),
                Graphics::CENTER,
                &theme->getColor(ThemeColorId::BUBBLE_TEXT, 255),
                Speech_true);
            mText->adviseXY(mPixelX,
                (mY + 1) * mapTileSize - getHeight() - mText->getHeight() - 9,
                mMoveNames);
        }
    }
    else if (speech == BeingSpeech::NO_SPEECH)
    {
        if (mSpeechBubble)
            mSpeechBubble->setVisible(Visible_false);
        delete2(mText)
    }
}

int Being::getOffset(const signed char pos,
                     const signed char neg) const restrict2
{
    // Check whether we're walking in the requested direction
    if (mAction != BeingAction::MOVE || !(mDirection & (pos | neg)))
        return 0;

    int offset = 0;

    if (mMap && mSpeed)
    {
        const int time = get_elapsed_time(mActionTime);
        offset = (pos == BeingDirection::LEFT &&
            neg == BeingDirection::RIGHT) ?
            (time * mMap->getTileWidth() / mSpeed)
            : (time * mMap->getTileHeight() / mSpeed);
    }

    // We calculate the offset _from_ the _target_ location
    offset -= mapTileSize;
    if (offset > 0)
        offset = 0;

    // Going into negative direction? Invert the offset.
    if (mDirection & pos)
        offset = -offset;

    if (offset > mapTileSize)
        offset = mapTileSize;
    if (offset < -mapTileSize)
        offset = -mapTileSize;

    return offset;
}

void Being::updateCoords() restrict2
{
    if (!mDispName)
        return;

    int offsetX = mPixelX;
    int offsetY = mPixelY;
    if (mInfo)
    {
        offsetX += mInfo->getNameOffsetX();
        offsetY += mInfo->getNameOffsetY();
    }
    // Monster names show above the sprite instead of below it
    if (mType == ActorType::Monster)
        offsetY += - getHeight() - mDispName->getHeight();

    mDispName->adviseXY(offsetX, offsetY, mMoveNames);
}

void Being::optionChanged(const std::string &restrict value) restrict2
{
    if (mType == ActorType::Player && value == "visiblenames")
        setShowName(config.getBoolValue("visiblenames"));
}

void Being::flashName(const int time) restrict2
{
    if (mDispName)
        mDispName->flash(time);
}

std::string Being::getGenderSignWithSpace() const restrict2
{
    const std::string &restrict str = getGenderSign();
    if (str.empty())
        return str;
    else
        return std::string(" ").append(str);
}

std::string Being::getGenderSign() const restrict2
{
    std::string str;
    if (mShowGender)
    {
        if (getGender() == Gender::FEMALE)
            str = "\u2640";
        else if (getGender() == Gender::MALE)
            str = "\u2642";
    }
    if (mShowPlayersStatus && !mShowBadges)
    {
        if (mShop)
            str.append("$");
        if (mAway)
        {
            // TRANSLATORS: this away status writed in player nick
            str.append(_("A"));
        }
        else if (mInactive)
        {
            // TRANSLATORS: this inactive status writed in player nick
            str.append(_("I"));
        }
    }
    return str;
}

void Being::showName() restrict2
{
    if (mName.empty())
        return;

    delete2(mDispName);

    if (mHideErased && player_relations.getRelation(mName) == Relation::ERASED)
        return;

    std::string displayName(mName);

    if (mType != ActorType::Monster && (mShowGender || mShowLevel))
    {
        displayName.append(" ");
        if (mShowLevel && getLevel() != 0)
            displayName.append(toString(getLevel()));

        displayName.append(getGenderSign());
    }

    if (mType == ActorType::Monster)
    {
        if (config.getBoolValue("showMonstersTakedDamage"))
            displayName.append(", ").append(toString(getDamageTaken()));
    }

    Font *font = nullptr;
    if (localPlayer && localPlayer->getTarget() == this
        && mType != ActorType::Monster)
    {
        font = boldFont;
    }
    else if (mType == ActorType::Player
             && !player_relations.isGoodName(this) && gui)
    {
        font = gui->getSecureFont();
    }

    if (mInfo)
    {
        mDispName = new FlashText(displayName,
            mPixelX + mInfo->getNameOffsetX(),
            mPixelY + mInfo->getNameOffsetY(),
            Graphics::CENTER,
            mNameColor,
            font);
    }
    else
    {
        mDispName = new FlashText(displayName,
            mPixelX,
            mPixelY,
            Graphics::CENTER,
            mNameColor,
            font);
    }

    updateCoords();
}

void Being::setDefaultNameColor(const UserColorIdT defaultColor) restrict2
{
    switch (mTeamId)
    {
        case 0:
        default:
            mNameColor = &userPalette->getColor(defaultColor);
            break;
        case 1:
            mNameColor = &userPalette->getColor(UserColorId::TEAM1);
            break;
        case 2:
            mNameColor = &userPalette->getColor(UserColorId::TEAM2);
            break;
        case 3:
            mNameColor = &userPalette->getColor(UserColorId::TEAM3);
            break;
    }
}

void Being::updateColors()
{
    if (userPalette)
    {
        if (mType == ActorType::Monster)
        {
            setDefaultNameColor(UserColorId::MONSTER);
            mTextColor = &userPalette->getColor(UserColorId::MONSTER);
        }
        else if (mType == ActorType::Npc)
        {
            setDefaultNameColor(UserColorId::NPC);
            mTextColor = &userPalette->getColor(UserColorId::NPC);
        }
        else if (mType == ActorType::Pet)
        {
            setDefaultNameColor(UserColorId::PET);
            mTextColor = &userPalette->getColor(UserColorId::PET);
        }
        else if (mType == ActorType::Homunculus)
        {
            setDefaultNameColor(UserColorId::HOMUNCULUS);
            mTextColor = &userPalette->getColor(UserColorId::HOMUNCULUS);
        }
        else if (mType == ActorType::SkillUnit)
        {
            setDefaultNameColor(UserColorId::SKILLUNIT);
            mTextColor = &userPalette->getColor(UserColorId::SKILLUNIT);
        }
        else if (this == localPlayer)
        {
            mNameColor = &userPalette->getColor(UserColorId::SELF);
            mTextColor = &theme->getColor(ThemeColorId::PLAYER, 255);
        }
        else
        {
            mTextColor = &theme->getColor(ThemeColorId::PLAYER, 255);

            if (player_relations.getRelation(mName) != Relation::ERASED)
                mErased = false;
            else
                mErased = true;

            if (mIsGM)
            {
                mTextColor = &userPalette->getColor(UserColorId::GM);
                mNameColor = &userPalette->getColor(UserColorId::GM);
            }
            else if (mEnemy)
            {
                mNameColor = &userPalette->getColor(UserColorId::ENEMY);
            }
            else if (mParty && localPlayer
                     && mParty == localPlayer->getParty())
            {
                mNameColor = &userPalette->getColor(UserColorId::PARTY);
            }
            else if (localPlayer && getGuild()
                     && getGuild() == localPlayer->getGuild())
            {
                mNameColor = &userPalette->getColor(UserColorId::GUILD);
            }
            else if (player_relations.getRelation(mName) == Relation::FRIEND)
            {
                mNameColor = &userPalette->getColor(UserColorId::FRIEND);
            }
            else if (player_relations.getRelation(mName) ==
                     Relation::DISREGARDED
                     || player_relations.getRelation(mName) ==
                     Relation::BLACKLISTED)
            {
                mNameColor = &userPalette->getColor(UserColorId::DISREGARDED);
            }
            else if (player_relations.getRelation(mName)
                     == Relation::IGNORED ||
                     player_relations.getRelation(mName) == Relation::ENEMY2)
            {
                mNameColor = &userPalette->getColor(UserColorId::IGNORED);
            }
            else if (player_relations.getRelation(mName) == Relation::ERASED)
            {
                mNameColor = &userPalette->getColor(UserColorId::ERASED);
            }
            else
            {
                setDefaultNameColor(UserColorId::PC);
            }
        }

        if (mDispName)
            mDispName->setColor(mNameColor);
    }
}

void Being::updateSprite(const unsigned int slot,
                         const int id,
                         const std::string &restrict color) restrict2
{
    if (!charServerHandler || slot >= charServerHandler->maxSprite())
        return;

    if (slot >= CAST_U32(mSlots.size()))
        mSlots.resize(slot + 1, BeingSlot());

    if (slot && mSlots[slot].spriteId == id)
        return;
    setSpriteColor(slot,
        id,
        color);
}

// set sprite id, reset colors, reset cards
void Being::setSpriteId(const unsigned int slot,
                        const int id) restrict2
{
    if (!charServerHandler || slot >= charServerHandler->maxSprite())
        return;

    if (slot >= CAST_U32(mSprites.size()))
        ensureSize(slot + 1);

    if (slot >= CAST_U32(mSlots.size()))
        mSlots.resize(slot + 1, BeingSlot());

    // id = 0 means unequip
    if (id == 0)
    {
        removeSprite(slot);
        mSpriteDraw[slot] = 0;

        const int id1 = mSlots[slot].spriteId;
        if (id1)
            removeItemParticles(id1);
    }
    else
    {
        const ItemInfo &info = ItemDB::get(id);
        const std::string &restrict filename = info.getSprite(
            mGender, mSubType);
        int lastTime = 0;
        int startTime = 0;
        AnimatedSprite *restrict equipmentSprite = nullptr;

        if (!filename.empty())
        {
            equipmentSprite = AnimatedSprite::delayedLoad(
                paths.getStringValue("sprites").append(filename));
        }

        if (equipmentSprite)
        {
            equipmentSprite->setSpriteDirection(getSpriteDirection());
            startTime = getStartTime();
            lastTime = getLastTime();
        }

        CompoundSprite::setSprite(slot, equipmentSprite);
        mSpriteDraw[slot] = id;

        addItemParticles(id, info.getDisplay());

        setAction(mAction, 0);
        if (equipmentSprite)
        {
            if (lastTime > 0)
            {
                equipmentSprite->setLastTime(startTime);
                equipmentSprite->update(lastTime);
            }
        }
    }

    BeingSlot &beingSlot = mSlots[slot];
    beingSlot.spriteId = id;
    beingSlot.color.clear();
    beingSlot.colorId = ItemColor_one;
    beingSlot.cardsId = CardsList(nullptr);
    recalcSpritesOrder();
    if (beingEquipmentWindow)
        beingEquipmentWindow->updateBeing(this);
}

// reset sprite id, reset colors, reset cards
void Being::unSetSprite(const unsigned int slot) restrict2
{
    if (!charServerHandler || slot >= charServerHandler->maxSprite())
        return;

    if (slot >= CAST_U32(mSprites.size()))
        ensureSize(slot + 1);

    if (slot >= CAST_U32(mSlots.size()))
        mSlots.resize(slot + 1, BeingSlot());

    removeSprite(slot);
    mSpriteDraw[slot] = 0;

    BeingSlot &beingSlot = mSlots[slot];
    const int id1 = beingSlot.spriteId;
    if (id1)
        removeItemParticles(id1);

    beingSlot.spriteId = 0;
    beingSlot.color = std::string();
    beingSlot.colorId = ItemColor_one;
    beingSlot.cardsId = CardsList(nullptr);
    recalcSpritesOrder();
    if (beingEquipmentWindow)
        beingEquipmentWindow->updateBeing(this);
}

// set sprite id, use color string, reset cards
void Being::setSpriteColor(const unsigned int slot,
                           const int id,
                           std::string color) restrict2
{
    if (!charServerHandler || slot >= charServerHandler->maxSprite())
        return;

    if (slot >= CAST_U32(mSprites.size()))
        ensureSize(slot + 1);

    if (slot >= CAST_U32(mSlots.size()))
        mSlots.resize(slot + 1, BeingSlot());

    // disabled for now, because it may broke replace/reorder sprites logic
//    if (slot && mSlots[slot].spriteId == id)
//        return;

    // id = 0 means unequip
    if (id == 0)
    {
        removeSprite(slot);
        mSpriteDraw[slot] = 0;

        const int id1 = mSlots[slot].spriteId;
        if (id1)
            removeItemParticles(id1);
    }
    else
    {
        const ItemInfo &info = ItemDB::get(id);
        const std::string &restrict filename = info.getSprite(
            mGender, mSubType);
        int lastTime = 0;
        int startTime = 0;
        AnimatedSprite *restrict equipmentSprite = nullptr;

        if (!filename.empty())
        {
            equipmentSprite = AnimatedSprite::delayedLoad(
                paths.getStringValue("sprites").append(
                combineDye(filename, color)));
        }

        if (equipmentSprite)
        {
            equipmentSprite->setSpriteDirection(getSpriteDirection());
            startTime = getStartTime();
            lastTime = getLastTime();
        }

        CompoundSprite::setSprite(slot, equipmentSprite);
        mSpriteDraw[slot] = id;

        addItemParticles(id, info.getDisplay());

        setAction(mAction, 0);
        if (equipmentSprite)
        {
            if (lastTime > 0)
            {
                equipmentSprite->setLastTime(startTime);
                equipmentSprite->update(lastTime);
            }
        }
    }

    BeingSlot &beingSlot = mSlots[slot];
    beingSlot.spriteId = id;
    beingSlot.color = color;
    beingSlot.colorId = ItemColor_one;
    beingSlot.cardsId = CardsList(nullptr);
    recalcSpritesOrder();
    if (beingEquipmentWindow)
        beingEquipmentWindow->updateBeing(this);
}

// set sprite id, use color id, reset cards
void Being::setSpriteColorId(const unsigned int slot,
                             const int id,
                             ItemColor colorId) restrict2
{
    if (!charServerHandler || slot >= charServerHandler->maxSprite())
        return;

    if (slot >= CAST_U32(mSprites.size()))
        ensureSize(slot + 1);

    if (slot >= CAST_U32(mSlots.size()))
        mSlots.resize(slot + 1, BeingSlot());

    // disabled for now, because it may broke replace/reorder sprites logic
//    if (slot && mSlots[slot].spriteId == id)
//        return;

    std::string color;

    // id = 0 means unequip
    if (id == 0)
    {
        removeSprite(slot);
        mSpriteDraw[slot] = 0;

        const int id1 = mSlots[slot].spriteId;
        if (id1)
            removeItemParticles(id1);
    }
    else
    {
        const ItemInfo &info = ItemDB::get(id);
        const std::string &restrict filename = info.getSprite(
            mGender, mSubType);
        int lastTime = 0;
        int startTime = 0;
        AnimatedSprite *restrict equipmentSprite = nullptr;

        if (!filename.empty())
        {
            color = info.getDyeColorsString(colorId);
            equipmentSprite = AnimatedSprite::delayedLoad(
                paths.getStringValue("sprites").append(
                combineDye(filename, color)));
        }

        if (equipmentSprite)
        {
            equipmentSprite->setSpriteDirection(getSpriteDirection());
            startTime = getStartTime();
            lastTime = getLastTime();
        }

        CompoundSprite::setSprite(slot, equipmentSprite);
        mSpriteDraw[slot] = id;

        addItemParticles(id, info.getDisplay());

        setAction(mAction, 0);
        if (equipmentSprite)
        {
            if (lastTime > 0)
            {
                equipmentSprite->setLastTime(startTime);
                equipmentSprite->update(lastTime);
            }
        }
    }

    BeingSlot &beingSlot = mSlots[slot];
    beingSlot.spriteId = id;
    beingSlot.color = color;
    beingSlot.colorId = colorId;
    beingSlot.cardsId = CardsList(nullptr);
    recalcSpritesOrder();
    if (beingEquipmentWindow)
        beingEquipmentWindow->updateBeing(this);
}

// set sprite id, colors from cards, cards
void Being::setSpriteCards(const unsigned int slot,
                           const int id,
                           CardsList cards) restrict2
{
    if (!charServerHandler || slot >= charServerHandler->maxSprite())
        return;

    if (slot >= CAST_U32(mSprites.size()))
        ensureSize(slot + 1);

    if (slot >= CAST_U32(mSlots.size()))
        mSlots.resize(slot + 1, BeingSlot());

    // disabled for now, because it may broke replace/reorder sprites logic
//    if (slot && mSlots[slot].spriteId == id)
//        return;

    ItemColor colorId = ItemColor_one;
    std::string color;

    // id = 0 means unequip
    if (id == 0)
    {
        removeSprite(slot);
        mSpriteDraw[slot] = 0;

        const int id1 = mSlots[slot].spriteId;
        if (id1)
            removeItemParticles(id1);
    }
    else
    {
        const ItemInfo &info = ItemDB::get(id);
        const std::string &restrict filename = info.getSprite(
            mGender, mSubType);
        int lastTime = 0;
        int startTime = 0;
        AnimatedSprite *restrict equipmentSprite = nullptr;

        if (!cards.isEmpty())
            colorId = ItemColorManager::getColorFromCards(cards);

        if (!filename.empty())
        {
            if (color.empty())
                color = info.getDyeColorsString(colorId);

            equipmentSprite = AnimatedSprite::delayedLoad(
                paths.getStringValue("sprites").append(
                combineDye(filename, color)));
        }

        if (equipmentSprite)
        {
            equipmentSprite->setSpriteDirection(getSpriteDirection());
            startTime = getStartTime();
            lastTime = getLastTime();
        }

        CompoundSprite::setSprite(slot, equipmentSprite);
        mSpriteDraw[slot] = id;

        addItemParticlesCards(id,
            info.getDisplay(),
            cards);

        setAction(mAction, 0);
        if (equipmentSprite)
        {
            if (lastTime > 0)
            {
                equipmentSprite->setLastTime(startTime);
                equipmentSprite->update(lastTime);
            }
        }
    }

    BeingSlot &beingSlot = mSlots[slot];
    beingSlot.spriteId = id;
    beingSlot.color = color;
    beingSlot.colorId = colorId;
    beingSlot.cardsId = CardsList(cards);
    recalcSpritesOrder();
    if (beingEquipmentWindow)
        beingEquipmentWindow->updateBeing(this);
}

void Being::setWeaponId(const int id) restrict2
{
    if (id == 0)
        mEquippedWeapon = nullptr;
    else
        mEquippedWeapon = &ItemDB::get(id);
}

void Being::setTempSprite(const unsigned int slot,
                          const int id) restrict2
{
    if (!charServerHandler || slot >= charServerHandler->maxSprite())
        return;

    if (slot >= CAST_U32(mSprites.size()))
        ensureSize(slot + 1);

    if (slot >= CAST_U32(mSlots.size()))
        mSlots.resize(slot + 1, BeingSlot());

    BeingSlot &beingSlot = mSlots[slot];

    // id = 0 means unequip
    if (id == 0)
    {
        removeSprite(slot);
        mSpriteDraw[slot] = 0;

        const int id1 = beingSlot.spriteId;
        if (id1)
            removeItemParticles(id1);
    }
    else
    {
        const ItemInfo &info = ItemDB::get(id);
        const std::string &restrict filename = info.getSprite(
            mGender, mSubType);
        int lastTime = 0;
        int startTime = 0;

        AnimatedSprite *restrict equipmentSprite = nullptr;

        if (!filename.empty())
        {
            ItemColor colorId = ItemColor_one;
            const CardsList &cards = beingSlot.cardsId;
            if (!cards.isEmpty())
                colorId = ItemColorManager::getColorFromCards(cards);
            std::string color = beingSlot.color;
            if (color.empty())
                color = info.getDyeColorsString(colorId);

            equipmentSprite = AnimatedSprite::delayedLoad(
                paths.getStringValue("sprites").append(
                combineDye(filename, color)));
        }

        if (equipmentSprite)
        {
            equipmentSprite->setSpriteDirection(getSpriteDirection());
            startTime = getStartTime();
            lastTime = getLastTime();
        }

        CompoundSprite::setSprite(slot, equipmentSprite);
        mSpriteDraw[slot] = id;

        // +++ here probably need use existing cards
        addItemParticles(id, info.getDisplay());

        setAction(mAction, 0);
        if (equipmentSprite)
        {
            if (lastTime > 0)
            {
                equipmentSprite->setLastTime(startTime);
                equipmentSprite->update(lastTime);
            }
        }
    }
}

void Being::setHairTempSprite(const unsigned int slot,
                              const int id) restrict2
{
    if (!charServerHandler || slot >= charServerHandler->maxSprite())
        return;

    if (slot >= CAST_U32(mSprites.size()))
        ensureSize(slot + 1);

    if (slot >= CAST_U32(mSlots.size()))
        mSlots.resize(slot + 1, BeingSlot());

    const CardsList &cards = mSlots[slot].cardsId;

    // id = 0 means unequip
    if (id == 0)
    {
        removeSprite(slot);
        mSpriteDraw[slot] = 0;

        const int id1 = mSlots[slot].spriteId;
        if (id1)
            removeItemParticles(id1);
    }
    else
    {
        const ItemInfo &info = ItemDB::get(id);
        const std::string &restrict filename = info.getSprite(
            mGender, mSubType);
        int lastTime = 0;
        int startTime = 0;
        AnimatedSprite *restrict equipmentSprite = nullptr;

        if (!filename.empty())
        {
            ItemColor colorId = ItemColor_one;
            if (!cards.isEmpty())
                colorId = ItemColorManager::getColorFromCards(cards);

            std::string color = info.getDyeColorsString(mHairColor);
            if (color.empty())
                color = info.getDyeColorsString(colorId);

            equipmentSprite = AnimatedSprite::delayedLoad(
                paths.getStringValue("sprites").append(
                combineDye(filename, color)));
        }

        if (equipmentSprite)
        {
            equipmentSprite->setSpriteDirection(getSpriteDirection());
            startTime = getStartTime();
            lastTime = getLastTime();
        }

        CompoundSprite::setSprite(slot, equipmentSprite);
        mSpriteDraw[slot] = id;

        addItemParticles(id, info.getDisplay());

        setAction(mAction, 0);
        if (equipmentSprite)
        {
            if (lastTime > 0)
            {
                equipmentSprite->setLastTime(startTime);
                equipmentSprite->update(lastTime);
            }
        }
    }
}

void Being::setHairColorSpriteID(const unsigned int slot,
                                 const int id) restrict2
{
    BeingSlot &beingSlot = mSlots[slot];
    setSpriteColor(slot,
        id,
        beingSlot.color);
}

void Being::setSpriteColor(const unsigned int slot,
                           const std::string &restrict color) restrict2
{
    if (!charServerHandler || slot >= charServerHandler->maxSprite())
        return;

    if (slot >= CAST_U32(mSprites.size()))
        ensureSize(slot + 1);

    if (slot >= CAST_U32(mSlots.size()))
        mSlots.resize(slot + 1, BeingSlot());

    // disabled for now, because it may broke replace/reorder sprites logic
//    if (slot && mSlots[slot].spriteId == id)
//        return;

    BeingSlot &beingSlot = mSlots[slot];
    const int id = beingSlot.spriteId;

    // id = 0 means unequip
    if (id == 0)
    {
    }
    else
    {
        const ItemInfo &info = ItemDB::get(id);
        const std::string &restrict filename = info.getSprite(
            mGender, mSubType);
        int lastTime = 0;
        int startTime = 0;
        AnimatedSprite *restrict equipmentSprite = nullptr;

        if (!filename.empty())
        {
            equipmentSprite = AnimatedSprite::delayedLoad(
                paths.getStringValue("sprites").append(
                combineDye(filename, color)));
        }

        if (equipmentSprite)
        {
            equipmentSprite->setSpriteDirection(getSpriteDirection());
            startTime = getStartTime();
            lastTime = getLastTime();
        }

        CompoundSprite::setSprite(slot, equipmentSprite);

        setAction(mAction, 0);
        if (equipmentSprite)
        {
            if (lastTime > 0)
            {
                equipmentSprite->setLastTime(startTime);
                equipmentSprite->update(lastTime);
            }
        }
    }

    beingSlot.color = color;
    beingSlot.colorId = ItemColor_one;
    if (beingEquipmentWindow)
        beingEquipmentWindow->updateBeing(this);
}

void Being::setHairStyle(const unsigned int slot,
                         const int id) restrict2
{
//    dumpSprites();
    setSpriteColor(slot,
        id,
        ItemDB::get(id).getDyeColorsString(mHairColor));
//    dumpSprites();
}

void Being::setHairColor(const unsigned int slot,
                         const ItemColor color) restrict2
{
    mHairColor = color;
    BeingSlot &beingSlot = mSlots[slot];
    const int id = beingSlot.spriteId;
    if (id != 0)
    {
        setSpriteColor(slot,
            id,
            ItemDB::get(id).getDyeColorsString(color));
    }
}

void Being::setSpriteSlot(const unsigned int slot,
                          const BeingSlot &beingSlot)
{
    mSlots[slot] = beingSlot;
}

void Being::dumpSprites() const restrict2
{
    std::vector<BeingSlot>::const_iterator it1 = mSlots.begin();
    const std::vector<BeingSlot>::const_iterator it1_end = mSlots.end();

    logger->log("sprites");
    for (; it1 != it1_end;
         ++ it1)
    {
        logger->log("%d,%s,%d",
            (*it1).spriteId,
            (*it1).color.c_str(),
            toInt((*it1).colorId, int));
    }
}

void Being::updateName() restrict2
{
    if (mShowName)
        showName();
}

void Being::reReadConfig()
{
    BLOCK_START("Being::reReadConfig")
    if (mUpdateConfigTime + 1 < cur_time)
    {
        mAwayEffect = paths.getIntValue("afkEffectId");
        mHighlightMapPortals = config.getBoolValue("highlightMapPortals");
        mConfLineLim = config.getIntValue("chatMaxCharLimit");
        mSpeechType = config.getIntValue("speech");
        mHighlightMonsterAttackRange =
            config.getBoolValue("highlightMonsterAttackRange");
        mLowTraffic = config.getBoolValue("lowTraffic");
        mDrawHotKeys = config.getBoolValue("drawHotKeys");
        mShowBattleEvents = config.getBoolValue("showBattleEvents");
        mShowMobHP = config.getBoolValue("showMobHP");
        mShowOwnHP = config.getBoolValue("showOwnHP");
        mShowGender = config.getBoolValue("showgender");
        mShowLevel = config.getBoolValue("showlevel");
        mShowPlayersStatus = config.getBoolValue("showPlayersStatus");
        mEnableReorderSprites = config.getBoolValue("enableReorderSprites");
        mHideErased = config.getBoolValue("hideErased");
        mMoveNames = fromBool(config.getBoolValue("moveNames"), Move);
        mUseDiagonal = config.getBoolValue("useDiagonalSpeed");
        mShowBadges = CAST_U8(config.getIntValue("showBadges"));

        mUpdateConfigTime = cur_time;
    }
    BLOCK_END("Being::reReadConfig")
}

bool Being::updateFromCache() restrict2
{
    const BeingCacheEntry *restrict const entry =
        Being::getCacheEntry(getId());

    if (entry && entry->getTime() + 120 >= cur_time)
    {
        if (!entry->getName().empty())
            setName(entry->getName());
        setPartyName(entry->getPartyName());
        setGuildName(entry->getGuildName());
        setLevel(entry->getLevel());
        setPvpRank(entry->getPvpRank());
        setIp(entry->getIp());
        setTeamId(entry->getTeamId());

        mAdvanced = entry->isAdvanced();
        if (mAdvanced)
        {
            const int flags = entry->getFlags();
            if (serverFeatures && !serverFeatures->haveVending())
                mShop = ((flags & BeingFlag::SHOP) != 0);
            mAway = ((flags & BeingFlag::AWAY) != 0);
            mInactive = ((flags & BeingFlag::INACTIVE) != 0);
            if (mShop || mAway || mInactive)
                updateName();
        }
        else
        {
            if (serverFeatures && !serverFeatures->haveVending())
                mShop = false;
            mAway = false;
            mInactive = false;
        }

        showShopBadge(mShop);
        showInactiveBadge(mInactive);
        showAwayBadge(mAway);
        updateAwayEffect();
        if (mType == ActorType::Player || mTeamId)
            updateColors();
        return true;
    }
    return false;
}

void Being::addToCache() const restrict2
{
    if (localPlayer == this)
        return;

    BeingCacheEntry *entry = Being::getCacheEntry(getId());
    if (!entry)
    {
        entry = new BeingCacheEntry(getId());
        beingInfoCache.push_front(entry);

        if (beingInfoCache.size() >= CACHE_SIZE)
        {
            delete beingInfoCache.back();
            beingInfoCache.pop_back();
        }
    }
    if (!mLowTraffic)
        return;

    entry->setName(mName);
    entry->setLevel(getLevel());
    entry->setPartyName(getPartyName());
    entry->setGuildName(getGuildName());
    entry->setTime(cur_time);
    entry->setPvpRank(getPvpRank());
    entry->setIp(getIp());
    entry->setAdvanced(isAdvanced());
    entry->setTeamId(getTeamId());
    if (isAdvanced())
    {
        int flags = 0;
        if (serverFeatures && !serverFeatures->haveVending() && mShop)
            flags += BeingFlag::SHOP;
        if (mAway)
            flags += BeingFlag::AWAY;
        if (mInactive)
            flags += BeingFlag::INACTIVE;
        entry->setFlags(flags);
    }
    else
    {
        entry->setFlags(0);
    }
}

BeingCacheEntry* Being::getCacheEntry(const BeingId id)
{
    FOR_EACH (std::list<BeingCacheEntry*>::iterator, i, beingInfoCache)
    {
        if (!*i)
            continue;

        if (id == (*i)->getId())
        {
            // Raise priority: move it to front
            if ((*i)->getTime() + 120 < cur_time)
            {
                beingInfoCache.splice(beingInfoCache.begin(),
                                      beingInfoCache, i);
            }
            return *i;
        }
    }
    return nullptr;
}


void Being::setGender(const GenderT gender) restrict2
{
    if (!charServerHandler)
        return;

    if (gender != mGender)
    {
        mGender = gender;

        const unsigned int sz = CAST_U32(mSlots.size());

        if (sz > CAST_U32(mSprites.size()))
            ensureSize(sz);

        // Reload all subsprites
        for (unsigned int i = 0;
             i < sz;
             i++)
        {
            BeingSlot &beingSlot = mSlots[i];
            const int id = beingSlot.spriteId;
            if (id != 0)
            {
                const ItemInfo &info = ItemDB::get(id);
                const std::string &restrict filename = info.getSprite(
                    mGender, mSubType);
                int lastTime = 0;
                int startTime = 0;
                AnimatedSprite *restrict equipmentSprite = nullptr;

                if (!filename.empty())
                {
                    equipmentSprite = AnimatedSprite::delayedLoad(
                        paths.getStringValue("sprites").append(
                        combineDye(filename, beingSlot.color)));
                }

                if (equipmentSprite)
                {
                    equipmentSprite->setSpriteDirection(getSpriteDirection());
                    startTime = getStartTime();
                    lastTime = getLastTime();
                }

                CompoundSprite::setSprite(i, equipmentSprite);
                setAction(mAction, 0);
                if (equipmentSprite)
                {
                    if (lastTime > 0)
                    {
                        equipmentSprite->setLastTime(startTime);
                        equipmentSprite->update(lastTime);
                    }
                }

                if (beingEquipmentWindow)
                    beingEquipmentWindow->updateBeing(this);
            }
        }

        updateName();
    }
}

void Being::showGmBadge(const bool show) restrict2
{
    delete2(mBadges[BadgeIndex::Gm]);
    if (show && mIsGM && mShowBadges)
    {
        const std::string gmBadge = paths.getStringValue("gmbadge");
        if (!gmBadge.empty())
        {
            mBadges[BadgeIndex::Gm] = AnimatedSprite::load(
                paths.getStringValue("badges") + gmBadge);
        }
    }
    updateBadgesCount();
}

void Being::setGM(const bool gm) restrict2
{
    if (mIsGM != gm)
    {
        mIsGM = gm;

        showGmBadge(mIsGM);
        updateColors();
    }
}

void Being::talkTo() const restrict2
{
    if (!npcHandler)
        return;

    if (!PacketLimiter::limitPackets(PacketType::PACKET_NPC_TALK))
    {
        // using workaround...
        if (playerHandler &&
            PacketLimiter::limitPackets(PacketType::PACKET_ATTACK))
        {
            playerHandler->attack(mId, Keep_false);
        }
        return;
    }

    npcHandler->talk(mId);
}

void Being::drawPlayer(Graphics *restrict const graphics,
                       const int offsetX,
                       const int offsetY) const restrict2
{
    if (!mErased)
    {
        // getActorX() + offsetX;
        const int px = mPixelX - mapTileSize / 2 + offsetX;
        // getActorY() + offsetY;
        const int py = mPixelY - mapTileSize + offsetY;
        if (mHorseInfo)
        {
            HorseOffset &offset = mHorseInfo->offsets[mSpriteDirection];
            for_each_horses(mDownHorseSprites)
            {
                (*it)->draw(graphics,
                    px + offset.downOffsetX,
                    py + offset.downOffsetY);
            }

            drawBeingCursor(graphics, px, py);
            drawPlayerSpriteAt(graphics,
                px + offset.riderOffsetX,
                py + offset.riderOffsetY);

            for_each_horses(mUpHorseSprites)
            {
                (*it)->draw(graphics,
                    px + offset.upOffsetX,
                    py + offset.upOffsetY);
            }
        }
        else
        {
            drawBeingCursor(graphics, px, py);
            drawPlayerSpriteAt(graphics, px, py);
        }
    }
}

void Being::drawBeingCursor(Graphics *const graphics,
                            const int offsetX,
                            const int offsetY) const
{
    if (mUsedTargetCursor)
    {
        mUsedTargetCursor->update(tick_time * MILLISECONDS_IN_A_TICK);
        if (!mInfo)
        {
            mUsedTargetCursor->draw(graphics,
                offsetX - mCursorPaddingX,
                offsetY - mCursorPaddingY);
        }
        else
        {
            mUsedTargetCursor->draw(graphics,
                offsetX + mInfo->getTargetOffsetX() - mCursorPaddingX,
                offsetY + mInfo->getTargetOffsetY() - mCursorPaddingY);
        }
    }
}

void Being::drawOther(Graphics *restrict const graphics,
                      const int offsetX,
                      const int offsetY) const restrict2
{
    // getActorX() + offsetX;
    const int px = mPixelX - mapTileSize / 2 + offsetX;
    // getActorY() + offsetY;
    const int py = mPixelY - mapTileSize + offsetY;
    drawBeingCursor(graphics, px, py);
    drawOtherSpriteAt(graphics, px, py);
}

void Being::drawMonster(Graphics *restrict const graphics,
                        const int offsetX,
                        const int offsetY) const restrict2
{
    // getActorX() + offsetX;
    const int px = mPixelX - mapTileSize / 2 + offsetX;
    // getActorY() + offsetY;
    const int py = mPixelY - mapTileSize + offsetY;
    drawBeingCursor(graphics, px, py);
    drawMonsterSpriteAt(graphics, px, py);
}

void Being::drawHomunculus(Graphics *restrict const graphics,
                           const int offsetX,
                           const int offsetY) const restrict2
{
    // getActorX() + offsetX;
    const int px = mPixelX - mapTileSize / 2 + offsetX;
    // getActorY() + offsetY;
    const int py = mPixelY - mapTileSize + offsetY;
    drawBeingCursor(graphics, px, py);
    drawHomunculusSpriteAt(graphics, px, py);
}

void Being::drawMercenary(Graphics *restrict const graphics,
                          const int offsetX,
                          const int offsetY) const restrict2
{
    // getActorX() + offsetX;
    const int px = mPixelX - mapTileSize / 2 + offsetX;
    // getActorY() + offsetY;
    const int py = mPixelY - mapTileSize + offsetY;
    drawBeingCursor(graphics, px, py);
    drawMercenarySpriteAt(graphics, px, py);
}

void Being::drawElemental(Graphics *restrict const graphics,
                          const int offsetX,
                          const int offsetY) const restrict2
{
    // getActorX() + offsetX;
    const int px = mPixelX - mapTileSize / 2 + offsetX;
    // getActorY() + offsetY;
    const int py = mPixelY - mapTileSize + offsetY;
    drawBeingCursor(graphics, px, py);
    drawElementalSpriteAt(graphics, px, py);
}

void Being::drawPortal(Graphics *restrict const graphics,
                       const int offsetX,
                       const int offsetY) const restrict2
{
    // getActorX() + offsetX;
    const int px = mPixelX - mapTileSize / 2 + offsetX;
    // getActorY() + offsetY;
    const int py = mPixelY - mapTileSize + offsetY;
    drawPortalSpriteAt(graphics, px, py);
}

void Being::draw(Graphics *restrict const graphics,
                 const int offsetX,
                 const int offsetY) const restrict2
{
    switch (mType)
    {
        case ActorType::Player:
            drawPlayer(graphics,
                offsetX,
                offsetY);
            break;
        case ActorType::Portal:
            drawPortal(graphics,
                offsetX,
                offsetY);
            break;
        case ActorType::Homunculus:
            drawHomunculus(graphics,
                offsetX,
                offsetY);
            break;
        case ActorType::Mercenary:
            drawMercenary(graphics,
                offsetX,
                offsetY);
            break;
        case ActorType::Elemental:
            drawElemental(graphics,
                offsetX,
                offsetY);
            break;
        case ActorType::Monster:
            drawMonster(graphics,
                offsetX,
                offsetY);
            break;
        case ActorType::Pet:
        case ActorType::SkillUnit:
        case ActorType::Unknown:
        case ActorType::Npc:
        case ActorType::FloorItem:
        case ActorType::Avatar:
        default:
            drawOther(graphics,
                offsetX,
                offsetY);
            break;
    }
}

void Being::drawPlayerSprites(Graphics *restrict const graphics,
                              const int posX,
                              const int posY) const restrict2
{
    const int sz = CompoundSprite::getNumberOfLayers();
    for (int f = 0; f < sz; f ++)
    {
        const int rSprite = mSpriteHide[mSpriteRemap[f]];
        if (rSprite == 1)
            continue;

        Sprite *restrict const sprite = mSprites[mSpriteRemap[f]];
        if (sprite)
        {
            sprite->setAlpha(mAlpha);
            sprite->draw(graphics, posX, posY);
        }
    }
}

void Being::drawSpritesSDL(Graphics *restrict const graphics,
                           const int posX,
                           const int posY) const restrict2
{
    const size_t sz = mSprites.size();
    for (size_t f = 0; f < sz; f ++)
    {
        const int rSprite = mSpriteHide[mSpriteRemap[f]];
        if (rSprite == 1)
            continue;

        const Sprite *restrict const sprite = mSprites[mSpriteRemap[f]];
        if (sprite)
            sprite->draw(graphics, posX, posY);
    }
}

void Being::drawBasic(Graphics *restrict const graphics,
                      const int x,
                      const int y) const restrict2
{
    drawCompound(graphics, x, y);
}

void Being::drawCompound(Graphics *const graphics,
                         const int posX,
                         const int posY) const
{
    FUNC_BLOCK("CompoundSprite::draw", 1)
    if (mNeedsRedraw)
        updateImages();

    if (mSprites.empty())  // Nothing to draw
        return;

    if (mAlpha == 1.0F && mImage)
    {
        graphics->drawImage(mImage,
            posX + mOffsetX,
            posY + mOffsetY);
    }
    else if (mAlpha && mAlphaImage)
    {
        mAlphaImage->setAlpha(mAlpha);
        graphics->drawImage(mAlphaImage,
            posX + mOffsetX,
            posY + mOffsetY);
    }
    else
    {
        Being::drawPlayerSprites(graphics, posX, posY);
    }
}

void Being::drawPlayerSpriteAt(Graphics *restrict const graphics,
                               const int x,
                               const int y) const restrict2
{
    drawCompound(graphics, x, y);

    if (mShowOwnHP &&
        mInfo &&
        localPlayer == this &&
        mAction != BeingAction::DEAD)
    {
        drawHpBar(graphics,
            PlayerInfo::getAttribute(Attributes::PLAYER_MAX_HP),
            PlayerInfo::getAttribute(Attributes::PLAYER_HP),
            0,
            UserColorId::PLAYER_HP,
            UserColorId::PLAYER_HP2,
            x - 50 + mapTileSize / 2 + mInfo->getHpBarOffsetX(),
            y + mapTileSize - 6 + mInfo->getHpBarOffsetY(),
            2 * 50,
            4);
    }
}

void Being::drawOtherSpriteAt(Graphics *restrict const graphics,
                              const int x,
                              const int y) const restrict2
{
    CompoundSprite::drawSimple(graphics, x, y);
}

void Being::drawMonsterSpriteAt(Graphics *restrict const graphics,
                                const int x,
                                const int y) const restrict2
{
    if (mHighlightMonsterAttackRange &&
        mType == ActorType::Monster &&
        mAction != BeingAction::DEAD)
    {
        if (!userPalette)
        {
            CompoundSprite::drawSimple(graphics, x, y);
            return;
        }

        int attackRange;
        if (mAttackRange)
            attackRange = mapTileSize * mAttackRange;
        else
            attackRange = mapTileSize;

        graphics->setColor(userPalette->getColorWithAlpha(
            UserColorId::MONSTER_ATTACK_RANGE));

        graphics->fillRectangle(Rect(
            x - attackRange, y - attackRange,
            2 * attackRange + mapTileSize, 2 * attackRange + mapTileSize));
    }

    CompoundSprite::drawSimple(graphics, x, y);

    if (mShowMobHP &&
        mInfo &&
        localPlayer &&
        localPlayer->getTarget() == this &&
        mType == ActorType::Monster)
    {
        // show hp bar here
        int maxHP = mMaxHP;
        if (!maxHP)
            maxHP = mInfo->getMaxHP();

        drawHpBar(graphics,
                  maxHP,
                  mHP,
                  mDamageTaken,
                  UserColorId::MONSTER_HP,
                  UserColorId::MONSTER_HP2,
                  x - 50 + mapTileSize / 2 + mInfo->getHpBarOffsetX(),
                  y + mapTileSize - 6 + mInfo->getHpBarOffsetY(),
                  2 * 50,
                  4);
    }
}

void Being::drawHomunculusSpriteAt(Graphics *restrict const graphics,
                                   const int x,
                                   const int y) const restrict2
{
    if (mHighlightMonsterAttackRange &&
        mAction != BeingAction::DEAD)
    {
        if (!userPalette)
        {
            CompoundSprite::drawSimple(graphics, x, y);
            return;
        }

        int attackRange;
        if (mAttackRange)
            attackRange = mapTileSize * mAttackRange;
        else
            attackRange = mapTileSize;

        graphics->setColor(userPalette->getColorWithAlpha(
            UserColorId::MONSTER_ATTACK_RANGE));

        graphics->fillRectangle(Rect(
            x - attackRange, y - attackRange,
            2 * attackRange + mapTileSize, 2 * attackRange + mapTileSize));
    }

    CompoundSprite::drawSimple(graphics, x, y);

    if (mShowMobHP &&
        mInfo)
    {
        const HomunculusInfo *const info = PlayerInfo::getHomunculus();
        if (info &&
            mId == info->id)
        {
            // show hp bar here
            int maxHP = PlayerInfo::getStatBase(Attributes::HOMUN_MAX_HP);
            if (!maxHP)
                maxHP = mInfo->getMaxHP();

            drawHpBar(graphics,
                maxHP,
                PlayerInfo::getStatBase(Attributes::HOMUN_HP),
                mDamageTaken,
                UserColorId::HOMUN_HP,
                UserColorId::HOMUN_HP2,
                x - 50 + mapTileSize / 2 + mInfo->getHpBarOffsetX(),
                y + mapTileSize - 6 + mInfo->getHpBarOffsetY(),
                2 * 50,
                4);
        }
    }
}

void Being::drawMercenarySpriteAt(Graphics *restrict const graphics,
                                  const int x,
                                  const int y) const restrict2
{
    if (mHighlightMonsterAttackRange &&
        mAction != BeingAction::DEAD)
    {
        if (!userPalette)
        {
            CompoundSprite::drawSimple(graphics, x, y);
            return;
        }

        int attackRange;
        if (mAttackRange)
            attackRange = mapTileSize * mAttackRange;
        else
            attackRange = mapTileSize;

        graphics->setColor(userPalette->getColorWithAlpha(
            UserColorId::MONSTER_ATTACK_RANGE));

        graphics->fillRectangle(Rect(
            x - attackRange, y - attackRange,
            2 * attackRange + mapTileSize, 2 * attackRange + mapTileSize));
    }

    CompoundSprite::drawSimple(graphics, x, y);

    if (mShowMobHP &&
        mInfo)
    {
        const MercenaryInfo *const info = PlayerInfo::getMercenary();
        if (info &&
            mId == info->id)
        {
            // show hp bar here
            int maxHP = PlayerInfo::getStatBase(Attributes::MERC_MAX_HP);
            if (!maxHP)
                maxHP = mInfo->getMaxHP();

            drawHpBar(graphics,
                maxHP,
                PlayerInfo::getStatBase(Attributes::MERC_HP),
                mDamageTaken,
                UserColorId::MERC_HP,
                UserColorId::MERC_HP2,
                x - 50 + mapTileSize / 2 + mInfo->getHpBarOffsetX(),
                y + mapTileSize - 6 + mInfo->getHpBarOffsetY(),
                2 * 50,
                4);
        }
    }
}

void Being::drawElementalSpriteAt(Graphics *restrict const graphics,
                                  const int x,
                                  const int y) const restrict2
{
    if (mHighlightMonsterAttackRange &&
        mAction != BeingAction::DEAD)
    {
        if (!userPalette)
        {
            CompoundSprite::drawSimple(graphics, x, y);
            return;
        }

        int attackRange;
        if (mAttackRange)
            attackRange = mapTileSize * mAttackRange;
        else
            attackRange = mapTileSize;

        graphics->setColor(userPalette->getColorWithAlpha(
            UserColorId::MONSTER_ATTACK_RANGE));

        graphics->fillRectangle(Rect(
            x - attackRange, y - attackRange,
            2 * attackRange + mapTileSize, 2 * attackRange + mapTileSize));
    }

    CompoundSprite::drawSimple(graphics, x, y);

    if (mShowMobHP &&
        mInfo)
    {
        if (mId == PlayerInfo::getElementalId())
        {
            // show hp bar here
            int maxHP = PlayerInfo::getStatBase(Attributes::ELEMENTAL_MAX_HP);
            if (!maxHP)
                maxHP = mInfo->getMaxHP();

            drawHpBar(graphics,
                maxHP,
                PlayerInfo::getStatBase(Attributes::ELEMENTAL_HP),
                mDamageTaken,
                UserColorId::ELEMENTAL_HP,
                UserColorId::ELEMENTAL_HP2,
                x - 50 + mapTileSize / 2 + mInfo->getHpBarOffsetX(),
                y + mapTileSize - 6 + mInfo->getHpBarOffsetY(),
                2 * 50,
                4);
        }
    }
}

void Being::drawPortalSpriteAt(Graphics *restrict const graphics,
                               const int x,
                               const int y) const restrict2
{
    if (mHighlightMapPortals &&
        mMap &&
        !mMap->getHasWarps())
    {
        if (!userPalette)
        {
            CompoundSprite::drawSimple(graphics, x, y);
            return;
        }

        graphics->setColor(userPalette->
            getColorWithAlpha(UserColorId::PORTAL_HIGHLIGHT));

        graphics->fillRectangle(Rect(x, y,
            mapTileSize, mapTileSize));

        if (mDrawHotKeys && !mName.empty())
        {
            const Color &color = userPalette->getColor(UserColorId::BEING);
            gui->getFont()->drawString(graphics, color, color, mName, x, y);
        }
    }

    CompoundSprite::drawSimple(graphics, x, y);
}

void Being::drawHpBar(Graphics *restrict const graphics,
                      const int maxHP,
                      const int hp,
                      const int damage,
                      const UserColorIdT color1,
                      const UserColorIdT color2,
                      const int x,
                      const int y,
                      const int width,
                      const int height) const restrict2
{
    if (maxHP <= 0 || !userPalette)
        return;

    float p;

    if (hp)
    {
        p = static_cast<float>(maxHP) / static_cast<float>(hp);
    }
    else if (maxHP != damage)
    {
        p = static_cast<float>(maxHP)
            / static_cast<float>(maxHP - damage);
    }
    else
    {
        p = 1;
    }

    if (p <= 0 || p > width)
        return;

    const int dx = static_cast<const int>(static_cast<float>(width) / p);

    if (!serverFeatures->haveServerHp())
    {   // old servers
        if ((!damage && (this != localPlayer || hp == maxHP))
            || (!hp && maxHP == damage))
        {
            graphics->setColor(userPalette->getColorWithAlpha(color1));
            graphics->fillRectangle(Rect(
                x, y, dx, height));
            return;
        }
        else if (width - dx <= 0)
        {
            graphics->setColor(userPalette->getColorWithAlpha(color2));
            graphics->fillRectangle(Rect(
                x, y, width, height));
            return;
        }
    }
    else
    {
        if (hp == maxHP)
        {
            graphics->setColor(userPalette->getColorWithAlpha(color1));
            graphics->fillRectangle(Rect(
                x, y, dx, height));
            return;
        }
        else if (width - dx <= 0)
        {
            graphics->setColor(userPalette->getColorWithAlpha(color2));
            graphics->fillRectangle(Rect(
                x, y, width, height));
            return;
        }
    }

    graphics->setColor(userPalette->getColorWithAlpha(color1));
    graphics->fillRectangle(Rect(
        x, y, dx, height));

    graphics->setColor(userPalette->getColorWithAlpha(color2));
    graphics->fillRectangle(Rect(x + dx, y, width - dx, height));
}

void Being::setHP(const int hp) restrict2
{
    mHP = hp;
    if (mMaxHP < mHP)
        mMaxHP = mHP;
    if (mType == ActorType::Monster)
        updatePercentHP();
}

void Being::setMaxHP(const int hp) restrict2
{
    mMaxHP = hp;
    if (mMaxHP < mHP)
        mMaxHP = mHP;
}

void Being::resetCounters() restrict2
{
    mMoveTime = 0;
    mAttackTime = 0;
    mTalkTime = 0;
    mOtherTime = 0;
    mTestTime = cur_time;
}

void Being::recalcSpritesOrder() restrict2
{
    if (!mEnableReorderSprites)
        return;

//    logger->log("recalcSpritesOrder");
    const size_t sz = mSprites.size();
    if (sz < 1)
        return;

    std::vector<int> slotRemap;
    IntMap itemSlotRemap;

    std::vector<int>::iterator it;
    int oldHide[20];
    bool updatedSprite[20];
    int dir = mSpriteDirection;
    if (dir < 0 || dir >= 9)
        dir = 0;
    // hack for allow different logic in dead player
    if (mAction == BeingAction::DEAD)
        dir = 9;

    const unsigned int hairSlot = charServerHandler->hairSprite();

    for (size_t slot = 0; slot < sz; slot ++)
    {
        oldHide[slot] = mSpriteHide[slot];
        mSpriteHide[slot] = 0;
        updatedSprite[slot] = false;
    }

    size_t spriteIdSize = mSlots.size();
    if (reportTrue(spriteIdSize > 20))
        spriteIdSize = 20;

    for (size_t slot = 0; slot < sz; slot ++)
    {
        slotRemap.push_back(CAST_S32(slot));

        if (spriteIdSize <= slot)
            continue;

        const int id = mSlots[slot].spriteId;
        if (!id)
            continue;

        const ItemInfo &info = ItemDB::get(id);

        if (info.isRemoveSprites())
        {
            const SpriteToItemMap *restrict const spriteToItems
                = info.getSpriteToItemReplaceMap(dir);

            if (spriteToItems)
            {
                FOR_EACHP (SpriteToItemMapCIter, itr, spriteToItems)
                {
                    const int remSprite = itr->first;
                    const IntMap &restrict itemReplacer = itr->second;
                    if (remSprite >= 0)
                    {   // slot known
                        if (itemReplacer.empty())
                        {
                            mSpriteHide[remSprite] = 1;
                        }
                        else if (mSpriteHide[remSprite] != 1)
                        {
                            IntMapCIter repIt = itemReplacer.find(
                                mSlots[remSprite].spriteId);
                            if (repIt == itemReplacer.end())
                            {
                                repIt = itemReplacer.find(0);
                                if (repIt->second == 0)
                                    repIt = itemReplacer.end();
                            }
                            if (repIt != itemReplacer.end())
                            {
                                mSpriteHide[remSprite] = repIt->second;
                                if (repIt->second != 1)
                                {
                                    if (CAST_U32(remSprite)
                                        != hairSlot)
                                    {
                                        setTempSprite(remSprite,
                                            repIt->second);
                                    }
                                    else
                                    {
                                        setHairTempSprite(remSprite,
                                            repIt->second);
                                    }
                                    updatedSprite[remSprite] = true;
                                }
                            }
                        }
                    }
                    else
                    {   // slot unknown. Search for real slot, this can be slow
                        FOR_EACH (IntMapCIter, repIt, itemReplacer)
                        {
                            for (unsigned int slot2 = 0; slot2 < sz; slot2 ++)
                            {
                                if (mSlots[slot2].spriteId == repIt->first)
                                {
                                    mSpriteHide[slot2] = repIt->second;
                                    if (repIt->second != 1)
                                    {
                                        if (slot2 != hairSlot)
                                        {
                                            setTempSprite(slot2,
                                                repIt->second);
                                        }
                                        else
                                        {
                                            setHairTempSprite(slot2,
                                                repIt->second);
                                        }
                                        updatedSprite[slot2] = true;
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }

        if (info.mDrawBefore[dir] > 0)
        {
            const int id2 = mSlots[info.mDrawBefore[dir]].spriteId;
            if (itemSlotRemap.find(id2) != itemSlotRemap.end())
            {
//                logger->log("found duplicate (before)");
                const ItemInfo &info2 = ItemDB::get(id2);
                if (info.mDrawPriority[dir] < info2.mDrawPriority[dir])
                {
//                    logger->log("old more priority");
                    continue;
                }
                else
                {
//                    logger->log("new more priority");
                    itemSlotRemap.erase(id2);
                }
            }

            itemSlotRemap[id] = -info.mDrawBefore[dir];
        }
        else if (info.mDrawAfter[dir] > 0)
        {
            const int id2 = mSlots[info.mDrawAfter[dir]].spriteId;
            if (itemSlotRemap.find(id2) != itemSlotRemap.end())
            {
                const ItemInfo &info2 = ItemDB::get(id2);
                if (info.mDrawPriority[dir] < info2.mDrawPriority[dir])
                {
//                    logger->log("old more priority");
                    continue;
                }
                else
                {
//                    logger->log("new more priority");
                    itemSlotRemap.erase(id2);
                }
            }

            itemSlotRemap[id] = info.mDrawAfter[dir];
//       logger->log("item slot->slot %d %d->%d", id, slot, itemSlotRemap[id]);
        }
    }
//    logger->log("preparation end");

    int lastRemap = 0;
    unsigned cnt = 0;

    while (cnt < 15 && lastRemap >= 0)
    {
        lastRemap = -1;
        cnt ++;
//        logger->log("iteration");

        for (unsigned int slot0 = 0; slot0 < sz; slot0 ++)
        {
            const int slot = searchSlotValue(slotRemap, slot0);
            const int val = slotRemap.at(slot);
            int id = 0;

            if (CAST_S32(spriteIdSize) > val)
                id = mSlots[val].spriteId;

            int idx = -1;
            int idx1 = -1;
//            logger->log("item %d, id=%d", slot, id);
            int reorder = 0;
            const IntMapCIter orderIt = itemSlotRemap.find(id);
            if (orderIt != itemSlotRemap.end())
                reorder = orderIt->second;

            if (reorder < 0)
            {
//                logger->log("move item %d before %d", slot, -reorder);
                searchSlotValueItr(it, idx, slotRemap, -reorder);
                if (it == slotRemap.end())
                    return;
                searchSlotValueItr(it, idx1, slotRemap, val);
                if (it == slotRemap.end())
                    return;
                lastRemap = idx1;
                if (idx1 + 1 != idx)
                {
                    slotRemap.erase(it);
                    searchSlotValueItr(it, idx, slotRemap, -reorder);
                    slotRemap.insert(it, val);
                }
            }
            else if (reorder > 0)
            {
//                logger->log("move item %d after %d", slot, reorder);
                searchSlotValueItr(it, idx, slotRemap, reorder);
                searchSlotValueItr(it, idx1, slotRemap, val);
                if (it == slotRemap.end())
                    return;
                lastRemap = idx1;
                if (idx1 != idx + 1)
                {
                    slotRemap.erase(it);
                    searchSlotValueItr(it, idx, slotRemap, reorder);
                    if (it != slotRemap.end())
                    {
                        ++ it;
                        if (it != slotRemap.end())
                            slotRemap.insert(it, val);
                        else
                            slotRemap.push_back(val);
                    }
                    else
                    {
                        slotRemap.push_back(val);
                    }
                }
            }
        }
    }

//    logger->log("after remap");
    for (unsigned int slot = 0; slot < sz; slot ++)
    {
        mSpriteRemap[slot] = slotRemap[slot];
        if (mSpriteHide[slot] == 0)
        {
            if (oldHide[slot] != 0 && oldHide[slot] != 1)
            {
                const BeingSlot &beingSlot = mSlots[slot];
                const int id = beingSlot.spriteId;
                if (!id)
                    continue;

                updatedSprite[slot] = true;
                setTempSprite(slot,
                    id);
            }
        }
    }
    for (size_t slot = 0; slot < spriteIdSize; slot ++)
    {
        if (mSpriteHide[slot] == 0)
        {
            const BeingSlot &beingSlot = mSlots[slot];
            const int id = beingSlot.spriteId;
            if (updatedSprite[slot] == false &&
                mSpriteDraw[slot] != id)
            {
                setTempSprite(static_cast<unsigned int>(slot),
                    id);
            }
        }
    }
}

int Being::searchSlotValue(const std::vector<int> &restrict slotRemap,
                           const int val) const restrict2
{
    const size_t sz = mSprites.size();
    for (size_t slot = 0; slot < sz; slot ++)
    {
        if (slotRemap[slot] == val)
            return CAST_S32(slot);
    }
    return CompoundSprite::getNumberOfLayers() - 1;
}

void Being::searchSlotValueItr(std::vector<int>::iterator &restrict it,
                               int &restrict idx,
                               std::vector<int> &restrict slotRemap,
                               const int val)
{
//    logger->log("searching %d", val);
    it = slotRemap.begin();
    const std::vector<int>::iterator it_end = slotRemap.end();
    idx = 0;
    while (it != it_end)
    {
//        logger->log("testing %d", *it);
        if (*it == val)
        {
//            logger->log("found at %d", idx);
            return;
        }
        ++ it;
        idx ++;
    }
//    logger->log("not found");
    idx = -1;
    return;
}

void Being::updateHit(const int amount) restrict2
{
    if (amount > 0)
    {
        if (!mMinHit || amount < mMinHit)
            mMinHit = amount;
        if (amount != mCriticalHit && (!mMaxHit || amount > mMaxHit))
            mMaxHit = amount;
    }
}

Equipment *Being::getEquipment() restrict2
{
    Equipment *restrict const eq = new Equipment();
    Equipment::Backend *restrict const bk = new BeingEquipBackend(this);
    eq->setBackend(bk);
    return eq;
}

void Being::undressItemById(const int id) restrict2
{
    const size_t sz = mSlots.size();

    for (size_t f = 0; f < sz; f ++)
    {
        if (id == mSlots[f].spriteId)
        {
            unSetSprite(CAST_U32(f));
            break;
        }
    }
}

void Being::clearCache()
{
    delete_all(beingInfoCache);
    beingInfoCache.clear();
}

void Being::updateComment() restrict2
{
    if (mGotComment || mName.empty())
        return;

    mGotComment = true;
    mComment = loadComment(mName, mType);
}

std::string Being::loadComment(const std::string &restrict name,
                               const ActorTypeT &restrict type)
{
    std::string str;
    switch (type)
    {
        case ActorType::Player:
            str = settings.usersDir;
            break;
        case ActorType::Npc:
            str = settings.npcsDir;
            break;
        case ActorType::Unknown:
        case ActorType::Monster:
        case ActorType::FloorItem:
        case ActorType::Portal:
        case ActorType::Avatar:
        case ActorType::Mercenary:
        case ActorType::Homunculus:
        case ActorType::Pet:
        case ActorType::SkillUnit:
        case ActorType::Elemental:
        default:
            return "";
    }

    str.append(stringToHexPath(name)).append("/comment.txt");
    if (Files::existsLocal(str))
    {
        StringVect lines;
        Files::loadTextFileLocal(str, lines);
        if (lines.size() >= 2)
            return lines[1];
    }
    return std::string();
}

void Being::saveComment(const std::string &restrict name,
                        const std::string &restrict comment,
                        const ActorTypeT &restrict type)
{
    std::string dir;
    switch (type)
    {
        case ActorType::Player:
            dir = settings.usersDir;
            break;
        case ActorType::Npc:
            dir = settings.npcsDir;
            break;
        case ActorType::Monster:
        case ActorType::FloorItem:
        case ActorType::Portal:
        case ActorType::Avatar:
        case ActorType::Unknown:
        case ActorType::Pet:
        case ActorType::Mercenary:
        case ActorType::Homunculus:
        case ActorType::SkillUnit:
        case ActorType::Elemental:
        default:
            return;
    }
    dir.append(stringToHexPath(name));
    Files::saveTextFile(dir,
        "comment.txt",
        (name + "\n").append(comment));
}

void Being::setState(const uint8_t state) restrict2
{
    const bool shop = ((state & BeingFlag::SHOP) != 0);
    const bool away = ((state & BeingFlag::AWAY) != 0);
    const bool inactive = ((state & BeingFlag::INACTIVE) != 0);
    const bool needUpdate = (shop != mShop || away != mAway
        || inactive != mInactive);

    if (!serverFeatures->haveVending())
        mShop = shop;
    mAway = away;
    mInactive = inactive;
    updateAwayEffect();
    showShopBadge(mShop);
    showInactiveBadge(mInactive);
    showAwayBadge(mAway);

    if (needUpdate)
    {
        if (shop || away || inactive)
            mAdvanced = true;
        updateName();
        addToCache();
    }
}

void Being::setEmote(const uint8_t emotion,
                     const int emote_time) restrict2
{
    if ((emotion & BeingFlag::SPECIAL) == BeingFlag::SPECIAL)
    {
        setState(emotion);
        mAdvanced = true;
    }
    else
    {
        const int emotionIndex = emotion - 1;
        if (emotionIndex >= 0 && emotionIndex <= EmoteDB::getLast())
        {
            delete2(mEmotionSprite)
            const EmoteInfo *const info = EmoteDB::get2(emotionIndex, true);
            if (info)
            {
                const EmoteSprite *restrict const sprite =
                    info->sprites.front();
                if (sprite)
                {
                    mEmotionSprite = AnimatedSprite::clone(sprite->sprite);
                    if (mEmotionSprite)
                        mEmotionTime = info->time;
                    else
                        mEmotionTime = emote_time;
                }
                const int effectId = info->effectId;
                if (effectId >= 0)
                {
                    effectManager->trigger(effectId, this);
                }
            }
        }

        if (mEmotionSprite)
        {
            mEmotionSprite->play(mSpriteAction);
            mEmotionSprite->setSpriteDirection(mSpriteDirection);
        }
        else
        {
            mEmotionTime = 0;
        }
    }
}

void Being::updatePercentHP() restrict2
{
    if (!mMaxHP)
        return;
    BLOCK_START("Being::updatePercentHP")
    if (mHP)
    {
        const unsigned num = mHP * 100 / mMaxHP;
        if (num != mNumber)
        {
            mNumber = num;
            if (updateNumber(mNumber))
                setAction(mAction, 0);
        }
    }
    BLOCK_END("Being::updatePercentHP")
}

uint8_t Being::genderToInt(const GenderT sex)
{
    switch (sex)
    {
        case Gender::FEMALE:
        case Gender::UNSPECIFIED:
        default:
            return 0;
        case Gender::MALE:
            return 1;
        case Gender::OTHER:
            return 3;
    }
}

GenderT Being::intToGender(const uint8_t sex)
{
    switch (sex)
    {
        case 0:
        default:
            return Gender::FEMALE;
        case 1:
            return Gender::MALE;
        case 3:
            return Gender::OTHER;
    }
}

int Being::getSpriteID(const int slot) const restrict2
{
    if (slot < 0 || CAST_SIZE(slot) >= mSlots.size())
        return -1;

    return mSlots[slot].spriteId;
}

const BeingSlot &Being::getSpriteSlot(const int slot) const restrict2
{
    if (slot < 0 || CAST_SIZE(slot) >= mSlots.size())
        return *emptyBeingSlot;

    return mSlots[slot];
}

ItemColor Being::getSpriteColor(const int slot) const restrict2
{
    if (slot < 0 || CAST_SIZE(slot) >= mSlots.size())
        return ItemColor_one;

    return mSlots[slot].colorId;
}

void Being::addAfkEffect() restrict2
{
    addSpecialEffect(mAwayEffect);
}

void Being::removeAfkEffect() restrict2
{
    removeSpecialEffect();
}

void Being::addSpecialEffect(const int effect) restrict2
{
    if (effectManager &&
        ParticleEngine::enabled &&
        !mSpecialParticle &&
        effect != -1)
    {
        mSpecialParticle = effectManager->triggerReturn(effect, this);
    }
}

void Being::removeSpecialEffect() restrict2
{
    if (effectManager && mSpecialParticle)
    {
        mChildParticleEffects.removeLocally(mSpecialParticle);
        mSpecialParticle = nullptr;
    }
    delete2(mAnimationEffect);
}

void Being::updateAwayEffect() restrict2
{
    if (mAway)
        addAfkEffect();
    else
        removeAfkEffect();
}

void Being::addEffect(const std::string &restrict name) restrict2
{
    delete mAnimationEffect;
    mAnimationEffect = AnimatedSprite::load(
        paths.getStringValue("sprites") + name);
}

Being *Being::findChildPet(const BeingId id) restrict2
{
    FOR_EACH (std::vector<Being*>::iterator, it, mPets)
    {
        Being *restrict const pet = *it;
        if (pet && pet->mId == id)
            return pet;
    }
    return nullptr;
}

void Being::fixPetSpawnPos(int &restrict dstX,
                           int &restrict dstY) const
{
    if (!mInfo || !mOwner)
        return;

    int offsetX1;
    int offsetY1;
    switch (mOwner->getCurrentAction())
    {
        case BeingAction::SIT:
            offsetX1 = mInfo->getSitOffsetX();
            offsetY1 = mInfo->getSitOffsetY();
            break;

        case BeingAction::MOVE:
            offsetX1 = mInfo->getMoveOffsetX();
            offsetY1 = mInfo->getMoveOffsetY();
            break;

        case BeingAction::DEAD:
            offsetX1 = mInfo->getDeadOffsetX();
            offsetY1 = mInfo->getDeadOffsetY();
            break;

        case BeingAction::ATTACK:
            offsetX1 = mInfo->getAttackOffsetX();
            offsetY1 = mInfo->getAttackOffsetY();
            break;

        case BeingAction::SPAWN:
        case BeingAction::HURT:
        case BeingAction::STAND:
        case BeingAction::PRESTAND:
        case BeingAction::CAST:
        default:
            offsetX1 = mInfo->getTargetOffsetX();
            offsetY1 = mInfo->getTargetOffsetY();
            break;
    }

    int offsetX = offsetX1;
    int offsetY = offsetY1;
    switch (mOwner->mDirection)
    {
        case BeingDirection::LEFT:
            offsetX = -offsetY1;
            offsetY = offsetX1;
            break;
        case BeingDirection::RIGHT:
            offsetX = offsetY1;
            offsetY = -offsetX1;
            break;
        case BeingDirection::UP:
            offsetY = -offsetY;
            offsetX = -offsetX;
            break;
        default:
        case BeingDirection::DOWN:
            break;
    }
    dstX += offsetX;
    dstY += offsetY;
    if (mMap)
    {
        if (!mMap->getWalk(dstX, dstY, getBlockWalkMask()))
        {
            dstX = mOwner->mX;
            dstY = mOwner->mY;
        }
    }
}

void Being::playSfx(const SoundInfo &sound,
                    Being *restrict const being,
                    const bool main,
                    const int x, const int y) const restrict2
{
    BLOCK_START("Being::playSfx")

    if (being)
    {
        // here need add timer and delay sound
        const int time = tick_time;
        if (main)
        {
            being->mNextSound.sound = nullptr;
            being->mNextSound.time = time + sound.delay;
            soundManager.playSfx(sound.sound, x, y);
        }
        else if (mNextSound.time <= time)
        {   // old event sound time is gone. we can play new sound
            being->mNextSound.sound = nullptr;
            being->mNextSound.time = time + sound.delay;
            soundManager.playSfx(sound.sound, x, y);
        }
        else
        {   // old event sound in progress. need save sound and wait
            being->mNextSound.sound = &sound;
            being->mNextSound.x = x;
            being->mNextSound.y = y;
        }
    }
    else
    {
        soundManager.playSfx(sound.sound, x, y);
    }
    BLOCK_END("Being::playSfx")
}

void Being::setLook(const uint16_t look) restrict2
{
    if (mType == ActorType::Player)
        setSubtype(mSubType, look);
}

void Being::setTileCoords(const int x, const int y) restrict2
{
    mX = x;
    mY = y;
    if (mMap)
    {
        mPixelOffsetY = 0;
        mFixedOffsetY = mPixelOffsetY;
        mOldHeight = mMap->getHeightOffset(mX, mY);
        mNeedPosUpdate = true;
    }
}

void Being::setMap(Map *restrict const map) restrict2
{
    ActorSprite::setMap(map);
    if (mMap)
    {
        mPixelOffsetY = mMap->getHeightOffset(mX, mY);
        mFixedOffsetY = mPixelOffsetY;
        mOldHeight = 0;
        mNeedPosUpdate = true;
    }
}

void Being::removeAllItemsParticles() restrict2
{
    FOR_EACH (SpriteParticleInfoIter, it, mSpriteParticles)
        delete (*it).second;
    mSpriteParticles.clear();
}

void Being::addItemParticles(const int id,
                             const SpriteDisplay &restrict display) restrict2
{
    const SpriteParticleInfoIter it = mSpriteParticles.find(id);
    ParticleInfo *restrict pi = nullptr;
    if (it == mSpriteParticles.end())
    {
        pi = new ParticleInfo();
        mSpriteParticles[id] = pi;
    }
    else
    {
        pi = (*it).second;
    }

    if (!pi || !pi->particles.empty())
        return;

    // setup particle effects
    if (ParticleEngine::enabled &&
        particleEngine)
    {
        FOR_EACH (StringVectCIter, itr, display.particles)
        {
            Particle *const p = particleEngine->addEffect(*itr, 0, 0);
            controlCustomParticle(p);
            pi->files.push_back(*itr);
            pi->particles.push_back(p);
        }
    }
    else
    {
        FOR_EACH (StringVectCIter, itr, display.particles)
            pi->files.push_back(*itr);
    }
}

void Being::addItemParticlesCards(const int id,
                                  const SpriteDisplay &restrict display,
                                  CardsList cards) restrict2
{
    const SpriteParticleInfoIter it = mSpriteParticles.find(id);
    ParticleInfo *restrict pi = nullptr;
    if (it == mSpriteParticles.end())
    {
        pi = new ParticleInfo();
        mSpriteParticles[id] = pi;
    }
    else
    {
        pi = (*it).second;
    }

    if (!pi || !pi->particles.empty())
        return;

    // setup particle effects
    if (ParticleEngine::enabled &&
        particleEngine)
    {
        FOR_EACH (StringVectCIter, itr, display.particles)
        {
            Particle *const p = particleEngine->addEffect(*itr, 0, 0);
            controlCustomParticle(p);
            pi->files.push_back(*itr);
            pi->particles.push_back(p);
        }
        for (int f = 0; f < maxCards; f ++)
        {
            const int cardId = cards.cards[f];
            if (!Item::isItem(cardId))
                continue;
            const ItemInfo &info = ItemDB::get(cardId);
            const SpriteDisplay &restrict display2 = info.getDisplay();
            FOR_EACH (StringVectCIter, itr, display2.particles)
            {
                Particle *const p = particleEngine->addEffect(*itr, 0, 0);
                controlCustomParticle(p);
                pi->files.push_back(*itr);
                pi->particles.push_back(p);
            }
        }
    }
    else
    {
        FOR_EACH (StringVectCIter, itr, display.particles)
        {
            pi->files.push_back(*itr);
        }
        for (int f = 0; f < maxCards; f ++)
        {
            const int cardId = cards.cards[f];
            if (!Item::isItem(cardId))
                continue;
            const ItemInfo &info = ItemDB::get(cardId);
            const SpriteDisplay &restrict display2 = info.getDisplay();
            FOR_EACH (StringVectCIter, itr, display2.particles)
            {
                pi->files.push_back(*itr);
            }
        }
    }
}

void Being::removeItemParticles(const int id) restrict2
{
    const SpriteParticleInfoIter it = mSpriteParticles.find(id);
    if (it == mSpriteParticles.end())
        return;
    ParticleInfo *restrict const pi = (*it).second;
    if (pi)
    {
        FOR_EACH (std::vector<Particle*>::const_iterator, itp, pi->particles)
            mChildParticleEffects.removeLocally(*itp);
        delete pi;
    }
    mSpriteParticles.erase(it);
}

void Being::recreateItemParticles() restrict2
{
    FOR_EACH (SpriteParticleInfoIter, it, mSpriteParticles)
    {
        ParticleInfo *restrict const pi = (*it).second;
        if (pi && !pi->files.empty())
        {
            FOR_EACH (std::vector<Particle*>::const_iterator,
                      itp, pi->particles)
            {
                mChildParticleEffects.removeLocally(*itp);
            }

            FOR_EACH (std::vector<std::string>::const_iterator, str, pi->files)
            {
                Particle *const p = particleEngine->addEffect(
                    *str, 0, 0);
                controlCustomParticle(p);
                pi->particles.push_back(p);
            }
        }
    }
}

void Being::setTeamId(const uint16_t teamId) restrict2
{
    if (mTeamId != teamId)
    {
        mTeamId = teamId;
        showTeamBadge(mTeamId != 0);
        updateColors();
    }
}

void Being::showTeamBadge(const bool show) restrict2
{
    delete2(mBadges[BadgeIndex::Team]);
    if (show && mTeamId && mShowBadges)
    {
        const std::string name = paths.getStringValue("badges") +
            paths.getStringValue(strprintf("team%dbadge",
            mTeamId));
        if (!name.empty())
            mBadges[BadgeIndex::Team] = AnimatedSprite::load(name);
    }
    updateBadgesCount();
}

void Being::showBadges(const bool show) restrict2
{
    showTeamBadge(show);
    showGuildBadge(show);
    showGmBadge(show);
    showPartyBadge(show);
    showNameBadge(show);
    showShopBadge(show);
    showInactiveBadge(show);
    showAwayBadge(show);
}

void Being::showPartyBadge(const bool show) restrict2
{
    delete2(mBadges[BadgeIndex::Party]);
    if (show && !mPartyName.empty() && mShowBadges)
    {
        const std::string badge = BadgesDB::getPartyBadge(mPartyName);
        if (!badge.empty())
        {
            mBadges[BadgeIndex::Party] = AnimatedSprite::load(
                paths.getStringValue("badges") + badge);
        }
    }
    updateBadgesCount();
}


void Being::setPartyName(const std::string &restrict name) restrict2
{
    if (mPartyName != name)
    {
        mPartyName = name;
        showPartyBadge(!mPartyName.empty());
    }
}

void Being::showShopBadge(const bool show) restrict2
{
    delete2(mBadges[BadgeIndex::Shop]);
    if (show && mShop && mShowBadges)
    {
        const std::string badge = paths.getStringValue("shopbadge");
        if (!badge.empty())
        {
            mBadges[BadgeIndex::Shop] = AnimatedSprite::load(
                paths.getStringValue("badges") + badge);
        }
    }
    updateBadgesCount();
}

void Being::showInactiveBadge(const bool show) restrict2
{
    delete2(mBadges[BadgeIndex::Inactive]);
    if (show && mInactive && mShowBadges)
    {
        const std::string badge = paths.getStringValue("inactivebadge");
        if (!badge.empty())
        {
            mBadges[BadgeIndex::Inactive] = AnimatedSprite::load(
                paths.getStringValue("badges") + badge);
        }
    }
    updateBadgesCount();
}

void Being::showAwayBadge(const bool show) restrict2
{
    delete2(mBadges[BadgeIndex::Away]);
    if (show && mAway && mShowBadges)
    {
        const std::string badge = paths.getStringValue("awaybadge");
        if (!badge.empty())
        {
            mBadges[BadgeIndex::Away] = AnimatedSprite::load(
                paths.getStringValue("badges") + badge);
        }
    }
    updateBadgesCount();
}

void Being::updateBadgesCount() restrict2
{
    mBadgesCount = 0;
    for_each_badges()
    {
        if (mBadges[f])
            mBadgesCount ++;
    }
}

void Being::setChat(ChatObject *restrict const obj) restrict2
{
    delete mChat;
    mChat = obj;
}

void Being::setSellBoard(const std::string &restrict text) restrict2
{
    mShop = !text.empty() || !mBuyBoard.empty();
    mSellBoard = text;
    updateName();
    showShopBadge(mShop);
}

void Being::setBuyBoard(const std::string &restrict text) restrict2
{
    mShop = !text.empty() || !mSellBoard.empty();
    mBuyBoard = text;
    updateName();
    showShopBadge(mShop);
}

void Being::enableShop(const bool b) restrict2
{
    mShop = b;
    updateName();
    showShopBadge(mShop);
}

bool Being::isBuyShopEnabled() const restrict2
{
    return mShop && (!serverFeatures->haveVending() || !mBuyBoard.empty());
}

bool Being::isSellShopEnabled() const restrict2
{
    return mShop && (!serverFeatures->haveVending() || !mSellBoard.empty());
}

void Being::serverRemove() restrict2 noexcept2
{
    // remove some flags what can survive player remove and next visible
    mTrickDead = false;
}

void Being::addCast(const int dstX,
                    const int dstY,
                    const int skillId,
                    const int skillLevel,
                    const int range,
                    const int waitTimeTicks)
{
    if (waitTimeTicks <= 0)
    {
        mCastEndTime = 0;
        return;
    }
    mCastEndTime = tick_time + waitTimeTicks;
    SkillData *const data = skillDialog->getSkillDataByLevel(
        skillId,
        skillLevel);
    delete2(mCastingEffect);
    if (data)
    {
        const std::string castingAnimation = data->castingAnimation;
        mCastingEffect = new CastingEffect(skillId,
            skillLevel,
            castingAnimation,
            dstX,
            dstY,
            range);
        mCastingEffect->setMap(mMap);
    }
    else
    {
        reportAlways("Want to draw casting for unknown skill %d",
            skillId);
    }
}

void Being::removeHorse() restrict2
{
    delete_all(mUpHorseSprites);
    mUpHorseSprites.clear();
    delete_all(mDownHorseSprites);
    mDownHorseSprites.clear();
}

void Being::setRiding(const bool b) restrict2
{
    if (serverFeatures->haveExtendedRiding())
        return;

    if (b == (mHorseId != 0))
        return;
    if (b)
        setHorse(1);
    else
        setHorse(0);
}

void Being::setHorse(const int horseId) restrict2
{
    if (mHorseId == horseId)
        return;
    mHorseId = horseId;
    setAction(mAction, 0);
    removeHorse();
    if (mHorseId != 0)
    {
        mHorseInfo = HorseDB::get(horseId);
        if (mHorseInfo)
        {
            FOR_EACH (SpriteRefs, it, mHorseInfo->downSprites)
            {
                const SpriteReference *restrict const ref = *it;
                AnimatedSprite *const sprite = AnimatedSprite::load(
                    ref->sprite,
                    ref->variant);
                mDownHorseSprites.push_back(sprite);
                sprite->play(mSpriteAction);
                sprite->setSpriteDirection(mSpriteDirection);
            }
            FOR_EACH (SpriteRefs, it, mHorseInfo->upSprites)
            {
                const SpriteReference *restrict const ref = *it;
                AnimatedSprite *const sprite = AnimatedSprite::load(
                    ref->sprite,
                    ref->variant);
                mUpHorseSprites.push_back(sprite);
                sprite->play(mSpriteAction);
                sprite->setSpriteDirection(mSpriteDirection);
            }
        }
    }
    else
    {
        mHorseInfo = nullptr;
    }
}

void Being::setTrickDead(const bool b) restrict2
{
    if (b != mTrickDead)
    {
        mTrickDead = b;
        setAction(mAction, 0);
    }
}

void Being::setSpiritBalls(const unsigned int balls) restrict2
{
    if (!ParticleEngine::enabled)
    {
        mSpiritBalls = balls;
        return;
    }

    if (balls > mSpiritBalls)
    {
        const int effectId = paths.getIntValue("spiritEffectId");
        if (effectId != -1)
            addSpiritBalls(balls - mSpiritBalls, effectId);
    }
    else if (balls < mSpiritBalls)
    {
        removeSpiritBalls(mSpiritBalls - balls);
    }
    mSpiritBalls = balls;
}

void Being::addSpiritBalls(const unsigned int balls,
                           const int effectId) restrict2
{
    if (!effectManager)
        return;
    for (unsigned int f = 0; f < balls; f ++)
    {
        Particle *const particle = effectManager->triggerReturn(
            effectId,
            this);
        mSpiritParticles.push_back(particle);
    }
}

void Being::removeSpiritBalls(const unsigned int balls) restrict2
{
    if (!particleEngine)
        return;
    for (unsigned int f = 0; f < balls && !mSpiritParticles.empty(); f ++)
    {
        const Particle *restrict const particle = mSpiritParticles.back();
        mChildParticleEffects.removeLocally(particle);
        mSpiritParticles.pop_back();
    }
}

void Being::stopCast(const bool b)
{
    if (b && mAction == BeingAction::CAST)
        setAction(BeingAction::STAND, 0);
}

void Being::fixDirectionOffsets(int &offsetX,
                                int &offsetY) const
{
    const uint8_t dir = mDirection;
    if (dir & BeingDirection::DOWN)
    {
        // do nothing
    }
    else if (dir & BeingDirection::UP)
    {
        offsetX = -offsetX;
        offsetY = -offsetY;
    }
    else if (dir & BeingDirection::LEFT)
    {
        const int tmp = offsetY;
        offsetY = offsetX;
        offsetX = -tmp;
    }
    else if (dir & BeingDirection::RIGHT)
    {
        const int tmp = offsetY;
        offsetY = -offsetX;
        offsetX = tmp;
    }
}