/* * 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 #include "spritemanager.h" Creature::Creature() : Thing() { m_id = 1; m_healthPercent = 100; m_speed = 200; m_direction = Otc::South; m_walkAnimationPhase = 0; m_walkInterval = 0; m_walkAnimationInterval = 0; m_walkTurnDirection = Otc::InvalidDirection; m_skull = Otc::SkullNone; m_shield = Otc::ShieldNone; m_emblem = Otc::EmblemNone; m_nameCache.setFont(g_fonts.getFont("verdana-11px-rounded")); m_nameCache.setAlign(Fw::AlignTopCenter); m_footStep = 0; } /* 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) { Point animationOffset = animate ? m_walkOffset : Point(0,0); if(m_showTimedSquare && animate) { g_painter->setColor(m_timedSquareColor); g_painter->drawBoundingRect(Rect(dest + (animationOffset - getDisplacement() + 2)*scaleFactor, Size(28, 28)*scaleFactor), std::max((int)(2*scaleFactor), 1)); g_painter->setColor(Color::white); } if(m_showStaticSquare && animate) { g_painter->setColor(m_staticSquareColor); g_painter->drawBoundingRect(Rect(dest + (animationOffset - getDisplacement())*scaleFactor, Size(Otc::TILE_PIXELS, Otc::TILE_PIXELS)*scaleFactor), std::max((int)(2*scaleFactor), 1)); g_painter->setColor(Color::white); } internalDrawOutfit(dest + animationOffset * scaleFactor, scaleFactor, animate, animate, m_direction); m_footStepDrawn = true; } void Creature::internalDrawOutfit(const Point& dest, float scaleFactor, bool animateWalk, bool animateIdle, Otc::Direction direction) { // outfit is a real creature if(m_outfit.getCategory() == ThingsType::Creature) { int animationPhase = animateWalk ? m_walkAnimationPhase : 0; if(isAnimateAlways() && animateIdle) { int ticksPerFrame = 1000 / getAnimationPhases(); animationPhase = (g_clock.millis() % (ticksPerFrame * getAnimationPhases())) / ticksPerFrame; } // xPattern => creature direction int xPattern; if(direction == Otc::NorthEast || direction == Otc::SouthEast) xPattern = Otc::East; else if(direction == Otc::NorthWest || direction == Otc::SouthWest) xPattern = Otc::West; else xPattern = direction; // yPattern => creature addon for(int yPattern = 0; yPattern < getNumPatternsY(); yPattern++) { // continue if we dont have this addon if(yPattern > 0 && !(m_outfit.getAddons() & (1 << (yPattern-1)))) continue; m_type->draw(dest, scaleFactor, 0, xPattern, yPattern, 0, animationPhase); if(getLayers() > 1) { Color oldColor = g_painter->getColor(); Painter::CompositionMode oldComposition = g_painter->getCompositionMode(); g_painter->setCompositionMode(Painter::CompositionMode_Multiply); g_painter->setColor(m_outfit.getHeadColor()); m_type->draw(dest, scaleFactor, ThingType::YellowMask, xPattern, yPattern, 0, animationPhase); g_painter->setColor(m_outfit.getBodyColor()); m_type->draw(dest, scaleFactor, ThingType::RedMask, xPattern, yPattern, 0, animationPhase); g_painter->setColor(m_outfit.getLegsColor()); m_type->draw(dest, scaleFactor, ThingType::GreenMask, xPattern, yPattern, 0, animationPhase); g_painter->setColor(m_outfit.getFeetColor()); m_type->draw(dest, scaleFactor, ThingType::BlueMask, xPattern, yPattern, 0, animationPhase); g_painter->setColor(oldColor); g_painter->setCompositionMode(oldComposition); } } // 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(animateIdle) animationPhase = (g_clock.millis() % (animateTicks * animationPhases)) / animateTicks; else animationPhase = animationPhases-1; } if(m_outfit.getCategory() == ThingsType::Effect) animationPhase = std::min(animationPhase+1, getAnimationPhases()); m_type->draw(dest, scaleFactor, 0, 0, 0, 0, animationPhase); } } void Creature::drawOutfit(const Rect& destRect, bool resize) { if(g_graphics.canUseFBO()) { static FrameBufferPtr outfitBuffer; if(!outfitBuffer) outfitBuffer = FrameBufferPtr(new FrameBuffer(Size(2*Otc::TILE_PIXELS, 2*Otc::TILE_PIXELS))); outfitBuffer->bind(); g_painter->setAlphaWriting(true); g_painter->clear(Color::alpha); internalDrawOutfit(Point(Otc::TILE_PIXELS,Otc::TILE_PIXELS) + getDisplacement(), 1, false, true, Otc::South); outfitBuffer->release(); Rect srcRect; if(resize) srcRect.resize(getExactSize(), getExactSize()); else srcRect.resize(2*Otc::TILE_PIXELS*0.75f, 2*Otc::TILE_PIXELS*0.75f); srcRect.moveBottomRight(Point(2*Otc::TILE_PIXELS - 1, 2*Otc::TILE_PIXELS - 1)); outfitBuffer->draw(destRect, srcRect); } else { float scaleFactor; if(resize) scaleFactor = destRect.width() / (float)getExactSize(); else scaleFactor = destRect.width() / (float)(2*Otc::TILE_PIXELS*0.75f); Point dest = destRect.bottomRight() - (Point(Otc::TILE_PIXELS,Otc::TILE_PIXELS) - getDisplacement())*scaleFactor; internalDrawOutfit(dest, scaleFactor, false, true, Otc::South); } } 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); Size nameSize = m_nameCache.getTextSize(); Rect textRect = Rect(point.x - nameSize.width() / 2.0, point.y-12, 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(Color::black); g_painter->drawFilledRect(backgroundRect); g_painter->setColor(fillColor); g_painter->drawFilledRect(healthRect); m_nameCache.draw(textRect); if(m_skull != Otc::SkullNone && m_skullTexture) { g_painter->setColor(Color::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(Color::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(Color::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) { if(oldPos == newPos) return; // 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 int groundSpeed = 0; TilePtr oldTile = g_map.getTile(oldPos); if(oldTile) groundSpeed = oldTile->getGroundSpeed(); float interval = 1000; if(groundSpeed > 0 && m_speed > 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; int footAnimPhases = getAnimationPhases() - 1; if(totalPixelsWalked == 32 || footAnimPhases == 0) m_walkAnimationPhase = 0; else if(m_footStepDrawn && m_footTimer.ticksElapsed() >= m_walkAnimationInterval / 4 ) { m_footStep++; m_walkAnimationPhase = 1 + (m_footStep % footAnimPhases); m_footStepDrawn = false; m_footTimer.restart(); } } 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())) { newWalkingTile = g_map.getOrCreateTile(m_position.translated(xi, yi, 0)); } } } 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_eventDispatcher.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) { m_nameCache.setText(name); m_name = name; } void Creature::setHealthPercent(uint8 healthPercent) { m_informationColor = Color::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) { assert(direction != Otc::InvalidDirection); m_direction = direction; } void Creature::setOutfit(const Outfit& outfit) { m_walkAnimationPhase = 0; // might happen when player is walking and outfit is changed. m_outfit = outfit; m_type = g_thingsType.getThingType(outfit.getId(), outfit.getCategory()); } void Creature::setSkull(uint8 skull) { m_skull = skull; callLuaField("onSkullChange", m_skull); } void Creature::setShield(uint8 shield) { m_shield = shield; callLuaField("onShieldChange", m_shield); } void Creature::setEmblem(uint8 emblem) { m_emblem = emblem; callLuaField("onEmblemChange", 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_eventDispatcher.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::addTimedSquare(uint8 color) { m_showTimedSquare = true; m_timedSquareColor = Color::from8bit(color); // schedule removal auto self = asCreature(); g_eventDispatcher.scheduleEvent([self]() { self->removeTimedSquare(); }, VOLATILE_SQUARE_DURATION); } void Creature::updateShield() { m_showShieldTexture = !m_showShieldTexture; if(m_shield != Otc::ShieldNone && m_shieldBlink) { auto self = asCreature(); g_eventDispatcher.scheduleEvent([self]() { self->updateShield(); }, SHIELD_BLINK_TICKS); } else if(!m_shieldBlink) m_showShieldTexture = true; } Point Creature::getDrawOffset() { Point drawOffset; if(m_walking) { if(m_walkingTile) drawOffset -= Point(1,1) * m_walkingTile->getDrawElevation(); drawOffset += m_walkOffset; } else { const TilePtr& tile = getTile(); if(tile) drawOffset -= Point(1,1) * tile->getDrawElevation(); } return drawOffset; }