/* * Copyright (c) 2010-2012 OTClient * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include "creature.h" #include "thingstype.h" #include "localplayer.h" #include "map.h" #include "tile.h" #include "item.h" #include "game.h" #include "effect.h" #include #include #include #include #include #include #include "spritemanager.h" Creature::Creature() : Thing() { m_healthPercent = 0; m_showVolatileSquare = false; m_showStaticSquare = false; m_direction = Otc::South; m_walkAnimationPhase = 0; m_walking = false; m_walkInterval = 0; m_walkAnimationInterval = 0; m_walkTurnDirection = Otc::InvalidDirection; m_skull = Otc::SkullNone; m_shield = Otc::ShieldNone; m_emblem = Otc::EmblemNone; m_shieldBlink = false; m_showShieldTexture = true; m_informationFont = g_fonts.getFont("verdana-11px-rounded"); } PainterShaderProgramPtr outfitProgram; int HEAD_COLOR_UNIFORM = 10; int BODY_COLOR_UNIFORM = 11; int LEGS_COLOR_UNIFORM = 12; int FEET_COLOR_UNIFORM = 13; int MASK_TEXTURE_UNIFORM = 14; void Creature::draw(const Point& dest, float scaleFactor, bool animate) { int scaledTileSize = Otc::TILE_PIXELS * scaleFactor; Point animationOffset = animate ? m_walkOffset : Point(0,0); if(m_showVolatileSquare && animate) { g_painter.setColor(m_volatileSquareColor); g_painter.drawBoundingRect(Rect(dest + (animationOffset - getDisplacement() + 3)*scaleFactor, Size(28*scaleFactor, 28*scaleFactor)), std::max((int)(2*scaleFactor), 1)); } if(m_showStaticSquare && animate) { g_painter.setColor(m_staticSquareColor); g_painter.drawBoundingRect(Rect(dest + (animationOffset - getDisplacement() + 1)*scaleFactor, Size(scaledTileSize, scaledTileSize)), std::max((int)(2*scaleFactor), 1)); } g_painter.setColor(Fw::white); if(!outfitProgram) { outfitProgram = PainterShaderProgramPtr(new PainterShaderProgram); outfitProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader); outfitProgram->addShaderFromSourceFile(Shader::Fragment, "/game_shaders/outfit.frag"); assert(outfitProgram->link()); outfitProgram->bindUniformLocation(HEAD_COLOR_UNIFORM, "headColor"); outfitProgram->bindUniformLocation(BODY_COLOR_UNIFORM, "bodyColor"); outfitProgram->bindUniformLocation(LEGS_COLOR_UNIFORM, "legsColor"); outfitProgram->bindUniformLocation(FEET_COLOR_UNIFORM, "feetColor"); outfitProgram->bindUniformLocation(MASK_TEXTURE_UNIFORM, "maskTexture"); } int xPattern = 0, yPattern = 0, zPattern = 0; // outfit is a real creature if(m_outfit.getCategory() == ThingsType::Creature) { int animationPhase = animate ? m_walkAnimationPhase : 0; // xPattern => creature direction if(m_direction == Otc::NorthEast || m_direction == Otc::SouthEast) xPattern = Otc::East; else if(m_direction == Otc::NorthWest || m_direction == Otc::SouthWest) xPattern = Otc::West; else xPattern = m_direction; // yPattern => creature addon for(yPattern = 0; yPattern < getNumPatternsY(); yPattern++) { // continue if we dont have this addon. if(yPattern > 0 && !(m_outfit.getAddons() & (1 << (yPattern-1)))) continue; g_painter.setCustomProgram(outfitProgram); outfitProgram->bind(); outfitProgram->setUniformValue(HEAD_COLOR_UNIFORM, m_outfit.getHeadColor()); outfitProgram->setUniformValue(BODY_COLOR_UNIFORM, m_outfit.getBodyColor()); outfitProgram->setUniformValue(LEGS_COLOR_UNIFORM, m_outfit.getLegsColor()); outfitProgram->setUniformValue(FEET_COLOR_UNIFORM, m_outfit.getFeetColor()); for(int h = 0; h < getDimensionHeight(); h++) { for(int w = 0; w < getDimensionWidth(); w++) { int spriteId = getSpriteId(w, h, 0, xPattern, yPattern, zPattern, m_walkAnimationPhase); if(!spriteId) continue; TexturePtr spriteTex = g_sprites.getSpriteTexture(spriteId); if(!spriteTex) continue; // setup texture outfit mask TexturePtr maskTex; if(getLayers() > 1) { int maskId = getSpriteId(w, h, 1, xPattern, yPattern, zPattern, m_walkAnimationPhase); maskTex = g_sprites.getSpriteTexture(maskId); } outfitProgram->setUniformTexture(MASK_TEXTURE_UNIFORM, maskTex, 1); Rect drawRect(dest.x + (animationOffset.x - w*Otc::TILE_PIXELS - getDisplacementX())*scaleFactor, dest.y + (animationOffset.y - h*Otc::TILE_PIXELS - getDisplacementY())*scaleFactor, scaledTileSize, scaledTileSize); g_painter.drawTexturedRect(drawRect, spriteTex); } } g_painter.releaseCustomProgram(); } // outfit is a creature imitating an item or the invisible effect } else { int animationPhase = 0; int animationPhases = getAnimationPhases(); int animateTicks = Otc::ITEM_TICKS_PER_FRAME; // when creature is an effect we cant render the first and last animation phase, // instead we should loop in the phases between if(m_outfit.getCategory() == ThingsType::Effect) { animationPhases = std::max(1, animationPhases-2); animateTicks = Otc::INVISIBLE_TICKS_PER_FRAME; } if(animationPhases > 1) { if(animate) animationPhase = (g_clock.ticks() % (animateTicks * animationPhases)) / animateTicks; else animationPhase = animationPhases-1; } if(m_outfit.getCategory() == ThingsType::Effect) animationPhase = std::min(animationPhase+1, getAnimationPhases()); for(int layer = 0; layer < getLayers(); layer++) internalDraw(dest + animationOffset*scaleFactor, scaleFactor, 0, 0, 0, layer, animationPhase); } } void Creature::drawInformation(const Point& point, bool useGray, const Rect& parentRect) { Color fillColor = Color(96, 96, 96); if(!useGray) fillColor = m_informationColor; // calculate main rects Rect backgroundRect = Rect(point.x-(13.5), point.y, 27, 4); backgroundRect.bind(parentRect); Rect textRect = Rect(point.x - m_nameSize.width() / 2.0, point.y-12, m_nameSize); textRect.bind(parentRect); // distance them if(textRect.top() == parentRect.top()) backgroundRect.moveTop(textRect.top() + 12); if(backgroundRect.bottom() == parentRect.bottom()) textRect.moveTop(backgroundRect.top() - 12); // health rect is based on background rect, so no worries Rect healthRect = backgroundRect.expanded(-1); healthRect.setWidth((m_healthPercent / 100.0) * 25); // draw g_painter.setColor(Fw::black); g_painter.drawFilledRect(backgroundRect); g_painter.setColor(fillColor); g_painter.drawFilledRect(healthRect); if(m_informationFont) m_informationFont->renderText(m_name, textRect, Fw::AlignTopCenter, fillColor); if(m_skull != Otc::SkullNone && m_skullTexture) { g_painter.setColor(Fw::white); g_painter.drawTexturedRect(Rect(point.x + 12, point.y + 5, m_skullTexture->getSize()), m_skullTexture); } if(m_shield != Otc::ShieldNone && m_shieldTexture && m_showShieldTexture) { g_painter.setColor(Fw::white); g_painter.drawTexturedRect(Rect(point.x, point.y + 5, m_shieldTexture->getSize()), m_shieldTexture); } if(m_emblem != Otc::EmblemNone && m_emblemTexture) { g_painter.setColor(Fw::white); g_painter.drawTexturedRect(Rect(point.x + 12, point.y + 16, m_emblemTexture->getSize()), m_emblemTexture); } } void Creature::turn(Otc::Direction direction) { // if is not walking change the direction right away if(!m_walking) setDirection(direction); // schedules to set the new direction when walk ends else m_walkTurnDirection = direction; } void Creature::walk(const Position& oldPos, const Position& newPos) { // get walk direction Otc::Direction direction = oldPos.getDirectionFromPosition(newPos); // set current walking direction setDirection(direction); // starts counting walk m_walking = true; m_walkTimer.restart(); // calculates walk interval float interval = 1000; int groundSpeed = 0; TilePtr oldTile = g_map.getTile(oldPos); if(oldTile) groundSpeed = oldTile->getGroundSpeed(); if(groundSpeed != 0) interval = (1000.0f * groundSpeed) / m_speed; interval = std::ceil(interval / g_game.getServerBeat()) * g_game.getServerBeat(); m_walkAnimationInterval = interval; m_walkInterval = interval; // diagonal walking lasts 3 times more. if(direction == Otc::NorthWest || direction == Otc::NorthEast || direction == Otc::SouthWest || direction == Otc::SouthEast) m_walkInterval *= 3; // no direction needs to be changed when the walk ends m_walkTurnDirection = Otc::InvalidDirection; // starts updating walk nextWalkUpdate(); } void Creature::stopWalk() { if(!m_walking) return; // reset walk animation states m_walkOffset = Point(0,0); m_walkAnimationPhase = 0; // stops the walk right away terminateWalk(); } void Creature::updateWalkAnimation(int totalPixelsWalked) { // update outfit animation if(m_outfit.getCategory() != ThingsType::Creature) return; if(totalPixelsWalked == 32 || totalPixelsWalked == 0 || getAnimationPhases() <= 1) m_walkAnimationPhase = 0; else if(getAnimationPhases() > 1) m_walkAnimationPhase = 1 + ((totalPixelsWalked * 4) / Otc::TILE_PIXELS) % (getAnimationPhases() - 1); } void Creature::updateWalkOffset(int totalPixelsWalked) { m_walkOffset = Point(0,0); if(m_direction == Otc::North || m_direction == Otc::NorthEast || m_direction == Otc::NorthWest) m_walkOffset.y = 32 - totalPixelsWalked; else if(m_direction == Otc::South || m_direction == Otc::SouthEast || m_direction == Otc::SouthWest) m_walkOffset.y = totalPixelsWalked - 32; if(m_direction == Otc::East || m_direction == Otc::NorthEast || m_direction == Otc::SouthEast) m_walkOffset.x = totalPixelsWalked - 32; else if(m_direction == Otc::West || m_direction == Otc::NorthWest || m_direction == Otc::SouthWest) m_walkOffset.x = 32 - totalPixelsWalked; } void Creature::updateWalkingTile() { // determine new walking tile TilePtr newWalkingTile; Rect virtualCreatureRect(Otc::TILE_PIXELS + (m_walkOffset.x - getDisplacementX()), Otc::TILE_PIXELS + (m_walkOffset.y - getDisplacementY()), Otc::TILE_PIXELS, Otc::TILE_PIXELS); for(int xi = -1; xi <= 1 && !newWalkingTile; ++xi) { for(int yi = -1; yi <= 1 && !newWalkingTile; ++yi) { Rect virtualTileRect((xi+1)*Otc::TILE_PIXELS, (yi+1)*Otc::TILE_PIXELS, Otc::TILE_PIXELS, Otc::TILE_PIXELS); // only render creatures where bottom right is inside tile rect if(virtualTileRect.contains(virtualCreatureRect.bottomRight())) { const TilePtr& tile = g_map.getTile(m_position.translated(xi, yi, 0)); if(!tile) continue; newWalkingTile = tile; } } } if(newWalkingTile != m_walkingTile) { if(m_walkingTile) m_walkingTile->removeWalkingCreature(asCreature()); if(newWalkingTile) newWalkingTile->addWalkingCreature(asCreature()); m_walkingTile = newWalkingTile; } } void Creature::nextWalkUpdate() { // remove any previous scheduled walk updates if(m_walkUpdateEvent) m_walkUpdateEvent->cancel(); // do the update updateWalk(); // schedules next update if(m_walking) { auto self = asCreature(); m_walkUpdateEvent = g_dispatcher.scheduleEvent([self] { self->m_walkUpdateEvent = nullptr; self->nextWalkUpdate(); }, m_walkAnimationInterval / 32); } } void Creature::updateWalk() { float walkTicksPerPixel = m_walkAnimationInterval / 32; int totalPixelsWalked = std::min(m_walkTimer.ticksElapsed() / walkTicksPerPixel, 32.0f); // update walk animation and offsets updateWalkAnimation(totalPixelsWalked); updateWalkOffset(totalPixelsWalked); updateWalkingTile(); // terminate walk if(m_walking && m_walkTimer.ticksElapsed() >= m_walkInterval) terminateWalk(); } void Creature::terminateWalk() { // remove any scheduled walk update if(m_walkUpdateEvent) { m_walkUpdateEvent->cancel(); m_walkUpdateEvent = nullptr; } // now the walk has ended, do any scheduled turn if(m_walkTurnDirection != Otc::InvalidDirection) { setDirection(m_walkTurnDirection); m_walkTurnDirection = Otc::InvalidDirection; } if(m_walkingTile) { m_walkingTile->removeWalkingCreature(asCreature()); m_walkingTile = nullptr; } m_walking = false; } void Creature::setName(const std::string& name) { if(m_informationFont) m_nameSize = m_informationFont->calculateTextRectSize(name); m_name = name; } void Creature::setHealthPercent(uint8 healthPercent) { m_informationColor = Fw::black; if(healthPercent > 92) { m_informationColor.setGreen(188); } else if(healthPercent > 60) { m_informationColor.setRed(80); m_informationColor.setGreen(161); m_informationColor.setBlue(80); } else if(healthPercent > 30) { m_informationColor.setRed(161); m_informationColor.setGreen(161); } else if(healthPercent > 8) { m_informationColor.setRed(160); m_informationColor.setGreen(39); m_informationColor.setBlue(39); } else if(healthPercent > 3) { m_informationColor.setRed(160); } else { m_informationColor.setRed(79); } m_healthPercent = healthPercent; } void Creature::setDirection(Otc::Direction direction) { m_direction = direction; } void Creature::setOutfit(const Outfit& outfit) { m_outfit = outfit; m_type = g_thingsType.getThingType(outfit.getId(), outfit.getCategory()); } void Creature::setSkull(uint8 skull) { m_skull = skull; g_lua.callGlobalField("Creature","onSkullChange", asCreature(), m_skull); } void Creature::setShield(uint8 shield) { m_shield = shield; g_lua.callGlobalField("Creature","onShieldChange", asCreature(), m_shield); } void Creature::setEmblem(uint8 emblem) { m_emblem = emblem; g_lua.callGlobalField("Creature","onEmblemChange", asCreature(), m_emblem); } void Creature::setSkullTexture(const std::string& filename) { m_skullTexture = g_textures.getTexture(filename); } void Creature::setShieldTexture(const std::string& filename, bool blink) { m_shieldTexture = g_textures.getTexture(filename); m_showShieldTexture = true; if(blink && !m_shieldBlink) { auto self = asCreature(); g_dispatcher.scheduleEvent([self]() { self->updateShield(); }, SHIELD_BLINK_TICKS); } m_shieldBlink = blink; } void Creature::setEmblemTexture(const std::string& filename) { m_emblemTexture = g_textures.getTexture(filename); } void Creature::addVolatileSquare(uint8 color) { m_showVolatileSquare = true; m_volatileSquareColor = Color::from8bit(color); // schedule removal auto self = asCreature(); g_dispatcher.scheduleEvent([self]() { self->removeVolatileSquare(); }, VOLATILE_SQUARE_DURATION); } void Creature::updateShield() { m_showShieldTexture = !m_showShieldTexture; if(m_shield != Otc::ShieldNone && m_shieldBlink) { auto self = asCreature(); g_dispatcher.scheduleEvent([self]() { self->updateShield(); }, SHIELD_BLINK_TICKS); } else if(!m_shieldBlink) m_showShieldTexture = true; }