/* * Copyright (c) 2010-2011 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 #include #include #include #include #include "spritemanager.h" Creature::Creature() : Thing() { m_healthPercent = 0; m_showSquareColor = false; m_direction = Otc::South; m_walkTimePerPixel = 1000.0/32.0; m_walking = false; m_inverseWalking = 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& p) { // TODO: activate on attack, follow, discover how 'attacked' works if(m_showSquareColor) { g_painter.setColor(Outfit::getColor(m_squareColor)); g_painter.drawBoundingRect(Rect(p + m_walkOffset - 8, Size(32, 32)), 2); } 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"); } // Render creature for(m_yPattern = 0; m_yPattern < m_type->dimensions[ThingType::PatternY]; m_yPattern++) { // continue if we dont have this addon. if(m_yPattern > 0 && !(m_outfit.getAddons() & (1 << (m_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 < m_type->dimensions[ThingType::Height]; h++) { for(int w = 0; w < m_type->dimensions[ThingType::Width]; w++) { int spriteId = m_type->getSpriteId(w, h, 0, m_xPattern, m_yPattern, m_zPattern, m_animation); if(!spriteId) continue; TexturePtr spriteTex = g_sprites.getSpriteTexture(spriteId); if(!spriteTex) continue; if(m_type->dimensions[ThingType::Layers] > 1) { int maskId = m_type->getSpriteId(w, h, 1, m_xPattern, m_yPattern, m_zPattern, m_animation); if(!maskId) continue; TexturePtr maskTex = g_sprites.getSpriteTexture(maskId); outfitProgram->setUniformTexture(MASK_TEXTURE_UNIFORM, maskTex, 1); } Rect drawRect(((p + m_walkOffset).x - w*32) - m_type->parameters[ThingType::DisplacementX], ((p + m_walkOffset).y - h*32) - m_type->parameters[ThingType::DisplacementY], 32, 32); g_painter.drawTexturedRect(drawRect, spriteTex); } } g_painter.releaseCustomProgram(); } } void Creature::drawInformation(int x, int y, bool useGray, const Rect& rect) { Color fillColor = Color(96, 96, 96); if(!useGray) fillColor = m_informationColor; // calculate main rects Rect backgroundRect = Rect(x-(13.5), y, 27, 4); backgroundRect.bound(rect); Rect textRect = Rect(x - m_nameSize.width() / 2.0, y-15, m_nameSize); textRect.bound(rect); // distance them if(textRect.top() == rect.top()) backgroundRect.moveTop(textRect.top() + 15); if(backgroundRect.bottom() == rect.bottom()) textRect.moveTop(backgroundRect.top() - 15); // 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); } void Creature::walk(const Position& position, bool inverse) { // We're walking if(m_position.isInRange(position, 1, 1, 0)) { Otc::Direction direction = m_position.getDirectionFromPosition(position); setDirection(direction); if(inverse) { Position positionDelta = m_position - position; m_walkOffset = Point(positionDelta.x * Map::NUM_TILE_PIXELS, positionDelta.y * Map::NUM_TILE_PIXELS); } else m_walkOffset = Point(0, 0); // Diagonal walking lasts 3 times more. int walkTimeFactor = 1; if(direction == Otc::NorthWest || direction == Otc::NorthEast || direction == Otc::SouthWest || direction == Otc::SouthEast) walkTimeFactor = 3; // Get walking speed int groundSpeed = 100; if(ItemPtr ground = g_map.getTile(position)->getGround()) groundSpeed = ground->getType()->parameters[ThingType::GroundSpeed]; float walkTime = 1000.0 * (float)groundSpeed / m_speed; walkTime = (walkTime == 0) ? 1000 : walkTime; walkTime = std::ceil(walkTime / g_game.getServerBeat()) * g_game.getServerBeat(); bool sameWalk = m_walking && !m_inverseWalking && inverse; m_inverseWalking = inverse; m_walking = true; m_walkTimePerPixel = walkTime / 32.0; m_walkStart = sameWalk ? m_walkStart : g_clock.ticks(); m_walkEnd = m_walkStart + walkTime * walkTimeFactor; m_turnDirection = m_direction; updateWalk(); } // Teleport else { m_walking = false; m_walkOffset = Point(0, 0); m_animation = 0; } } void Creature::turn(Otc::Direction direction) { if(!m_walking) setDirection(direction); else m_turnDirection = direction; } void Creature::updateWalk() { if(!m_walking) return; int elapsedTicks = g_clock.ticksElapsed(m_walkStart); int totalPixelsWalked = std::min((int)round(elapsedTicks / m_walkTimePerPixel), 32); if(m_inverseWalking) { 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; } else { if(m_direction == Otc::North || m_direction == Otc::NorthEast || m_direction == Otc::NorthWest) m_walkOffset.y = -totalPixelsWalked; else if(m_direction == Otc::South || m_direction == Otc::SouthEast || m_direction == Otc::SouthWest) m_walkOffset.y = totalPixelsWalked; if(m_direction == Otc::East || m_direction == Otc::NorthEast || m_direction == Otc::SouthEast) m_walkOffset.x = totalPixelsWalked; else if(m_direction == Otc::West || m_direction == Otc::NorthWest || m_direction == Otc::SouthWest) m_walkOffset.x = -totalPixelsWalked; } if(totalPixelsWalked == 32 || m_type->dimensions[ThingType::AnimationPhases] <= 1) m_animation = 0; else if(m_type->dimensions[ThingType::AnimationPhases] > 1) m_animation = 1 + totalPixelsWalked * 4 / Map::NUM_TILE_PIXELS % (m_type->dimensions[ThingType::AnimationPhases] - 1); if(g_clock.ticks() > m_walkEnd) cancelWalk(m_turnDirection); else g_dispatcher.scheduleEvent(std::bind(&Creature::updateWalk, asCreature()), m_walkTimePerPixel); } void Creature::cancelWalk(Otc::Direction direction) { m_walking = false; m_walkStart = 0; m_animation = 0; m_walkOffset = Point(0, 0); setDirection(direction); } 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) { if(direction == Otc::NorthEast || direction == Otc::SouthEast) m_xPattern = Otc::East; else if(direction == Otc::NorthWest || direction == Otc::SouthWest) m_xPattern = Otc::West; else m_xPattern = direction; m_direction = direction; } void Creature::setOutfit(const Outfit& outfit) { m_outfit = outfit; m_type = getType(); // Do not apply any mask color. if(m_type->dimensions[ThingType::Layers] == 1) { m_outfit.setHead(0); m_outfit.setBody(0); m_outfit.setLegs(0); m_outfit.setFeet(0); } } ThingType *Creature::getType() { return g_thingsType.getThingType(m_outfit.getType(), ThingsType::Creature); }