summaryrefslogblamecommitdiff
path: root/src/graphic/graphic.cpp
blob: 401e9bc9c54021ac71278607713bbb6dec862ebd (plain) (tree)





















                                                                             

                    
                  
                         







                              


                                                                                  

                                                 
 
                            
                
                                     
                                                                                                                                                         

                         
                               
                           
                       
                                       

                               
                                    
                              
 

                                                                                      


                                                                                                                                              
                                                                                                                                               



                                                                                                                                     
 

                                                                                                                                         



                                                                                                                                           




                                                                                                                                         


                                                                                                                                            
                                                                                                                                      
                                                                                                                                             
                                                                                                                                                          
                                                                                                                                       




                                                                                                                                         


                                                                                                                                          
                                                                                                                                                          
                                                                                                                                      
                                                                                                                                       

                                                                                                                                     
 









                                                                                                                                                     





                                                                                                                                         








                                                                                                                                          
                            
                                     




                                                          
                                                            
                                                            
                                                            
                                                            




                                                                    

    



                               



                                                          
                                                          


                               
                                                                               











                                                          
                                                        


                               
                                                                                







                                                 


                                             
               
            
                                               

                                       
      

                                           
            
     
      




                                                 
                     



                                                               










                                                     
                                                     


                                                           
                                                               
                                                           
                     
                                 
                             
                                   
        
                
                                                                     

                                                             









                                                              
                
      

                                                       
            



                                                        
      

                                                    
            
   
      
 

                               






                                                                    
  






                                                                                  

                              




                                  

                
            

                                    
      

                                               


                                       




                                                                                                                                   




                                                          
                                                                                                                                                                                                        




                                                                                                              
                                                                                                                                                                                


                                                                                                                                                                                                                                                                                                                                                                       
                                                                                                                                                       


                                                                                                                                                                                                                                                                                                                                         
                                                                                                                                                                                                               














                                                                                                  
                              

 
                                          
                                                






                                                                                                             
                                                      
                                                                                                                                                     
                             
                                                                                                                                                                                           













































                                                                                                                            
                             

                                                                                                      
                                                                                                                             
            

                              
      
        
                             
            
                                          
      

                                                                                 


                                                                           
                

















































































                                                                                                                                                                                                        
                                                                                                                      


























































                                                                                               
                 
         
 


                                   
                       


                                                                     
            


                                             


                                                        


















                                                                                                                                                                                           


                                                          
                                                                                                                                                                                                                                                            
                                                          

                                                                                                             
                                                             








                                                                                                                                                                                                                                                                                                                                                                      
                                                                                                                        











                                                                                                                                                                                                                  
                               
                                                        
                                                                     
                            




                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
                              
 

                                              




                                                            
 
                                                                                                             

                                                                                                             


                                                                  








                                                                                                                                                                                                                        
                        


                                                                          

                                                                                      
                                          


                                                                                      







                                                                                                                            


                                                                                          

                                                                                      
              
              


                                                        

                                                          
                                                                  


                                         
     






                                                                   
                


                                                                         
           
 

                                        
                               
                                       

                                                                                                                                                                                                                                    
                 







                                                                      
 
                           

                                                                           



                                                                        

                             
                      
               




                                                                                                                                                                                                      
 






                                
   




                                                                     
 

                                                
 


                                                 






                                                       
















                                                                                   
                                                               
                                                  
                                                                                                 

                                                                                                                   


                                                                              
                                                     


                                          
                                                    





                                                                 
                               
                       

                                              
                                                               

                                             
                        
                                                                                                                  


                                                                               
                                                      


                                          

                                                                     


                                                    
                                                      
                                                                            



                                                   














                                                                                   



                                      
                                                                         
         
 
                                    
                














                                                                                               
                                   
                              
                                   
 

                                                                                                                                                                                                                    
 
                                                                                                  




                                           
 
                                                            
 
                  






                                      
/*
 *  The Mana World
 *  Copyright 2004 The Mana World Development Team
 *
 *  This file is part of The Mana World.
 *
 *  The Mana World is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2 of the License, or
 *  any later version.
 *
 *  The Mana World is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with The Mana World; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 *  By ElvenProgrammer aka Eugenio Favalli (umperio@users.sourceforge.net)
 */

#include "graphic.h"
#include "2xsai.h"
#include "../gui/setup.h"

#define TILESET_W 480
#define TILESET_H 320

#ifdef WIN32
#pragma warning (disable:4312)
#endif

BITMAP *vbuffer, *vpage[2], *vtileset, *temp, *vnpcset, *vplayerset, *vmonsterset;
int page_num = 0;

BITMAP *buffer, *double_buffer, *chat_background;
DATAFILE *tileset;

char itemCurrenyQ[10] = "0";
//char page_num;
int map_x, map_y, camera_x, camera_y;
DIALOG_PLAYER *chat_player, *npc_player, *skill_player, *buy_sell_player, *buy_player, *sell_player, *stats_player, *skill_list_player, *npc_list_player;
char speech[255] = "";
char npc_text[1000] = "";
char statsString2[255] = "n/a";
char skill_points[10] = "";
TmwInventory inventory;
Chat chatlog("./docs/chatlog.txt", 20);
int show_npc_dialog = 0;
bool show_skill_dialog = false;
bool show_skill_list_dialog = false;
char npc_button[10] = "Close";

SPRITESET *new_tileset, *new_playerset, *new_npcset, *new_emotionset, *new_monsterset;

DIALOG npc_dialog[] = {
   /* (dialog proc)     (x)   (y)   (w)   (h)   (fg)  (bg)  (key) (flags)  (d1)                    (d2)  (dp)              (dp2) (dp3) */
   { tmw_dialog_proc,     300,  200,  260,  150,  0,    0,    0,    0,       0,                0,    (char *)"NPC",             NULL, NULL  },
   { tmw_button_proc,     508,  326,  50,   20,   255,  0,    'c',  D_EXIT,  0,                0,    (char *)npc_button,         NULL, NULL  },
   { tmw_textbox_proc,    304,  224,  252,  100,  0,    0,    0,    0,       0,                0,    npc_text,         NULL, NULL  },
   { NULL,                0,    0,    0,    0,    0,    0,    0,    0,       0,                0,    NULL,             NULL, NULL  }
};


DIALOG buy_sell_dialog[] = {
   /* (dialog proc)     (x)   (y)   (w)   (h)   (fg)  (bg)  (key) (flags)  (d1)                    (d2)  (dp)              (dp2) (dp3) */
   { tmw_dialog_proc,     350,  200,  100,  105,  0,    0,    0,    0,       0,                0,    (char *)"Shop",   NULL, NULL  },
   { tmw_button_proc,     360,  225,  80,   20,   255,  0,    0,    D_EXIT,  0,                0,    (char *)"&Buy",   NULL, NULL  },
	 { tmw_button_proc,     360,  250,  80,   20,   255,  0,    0,    D_EXIT,  0,                0,    (char *)"&Sell",  NULL, NULL  },
	 { tmw_button_proc,     360,  275,  80,   20,   255,  0,    0,    D_EXIT,  0,                0,    (char *)"&Cancel",NULL, NULL  },
   { NULL,                0,    0,    0,    0,    0,    0,    0,    0,       0,                0,    NULL,             NULL, NULL  }
};

DIALOG buy_dialog[] = {
   /* (dialog proc)     (x)   (y)   (w)   (h)   (fg)  (bg)  (key) (flags)  (d1)                    (d2)  (dp)              (dp2) (dp3) */
   { tmw_dialog_proc,     300,  200,  260,  200,  0,    0,    0,    0,       0,                0,    (char *)"Buy",     NULL, NULL  },
   { tmw_button_proc,     450,  376,  50,   20,   255,  0,    'o',  D_EXIT,  0,                0,    (char *)"&Ok",     NULL, NULL  },
	 { tmw_button_proc,     508,  376,  50,   20,   255,  0,    'c',  D_EXIT,  0,                0,    (char *)"&Cancel", NULL, NULL  },
   { tmw_list_proc,       304,  224,  252,  100,  0,    0,    0,    0,       0,                0,    (char *)shop_list, NULL, NULL  },
	 { tmw_text_proc,       304,  326+25,  50,  20,  0,    0,    0,    0,       0,                0,    NULL,              NULL, NULL  },
   { tmw_slider_proc,     304,  326,  200,   20,   255,  0,    0,  0,		10,				   0,	 NULL,   (void *)changeQ, NULL  },
   { tmw_text_proc,       514,  326,  40,  20,  0,    0,    0,    0,       0,                0,    (char *)itemCurrenyQ, NULL, NULL  },
   { NULL,                0,    0,    0,    0,    0,    0,    0,    0,       0,                0,    NULL,              NULL, NULL  }
};

DIALOG sell_dialog[] = {
   /* (dialog proc)     (x)   (y)   (w)   (h)   (fg)  (bg)  (key) (flags)  (d1)                    (d2)  (dp)              (dp2) (dp3) */
   { tmw_dialog_proc,     300,  200,  260,  200,  0,    0,    0,    0,       0,                0,    (char *)"Sell",    NULL, NULL  },
   { tmw_button_proc,     450,  376,  50,   20,   255,  0,    'o',  D_EXIT,  0,             0,    (char *)"&Ok",     NULL, NULL  },
   { tmw_button_proc,     508,  376,  50,   20,   255,  0,    'c',  D_EXIT,  0,			   0,    (char *)"&Cancel", NULL, NULL  },
   { tmw_slider_proc,     304,  326,  200,   20,   255,  0,    0,  0,		10,				   0,	 NULL,   (void *)changeQ, NULL  },
   { tmw_list_proc,       304,  224,  252,  100,  0,    0,    0,    0,       0,                0,    (char *)shop_list, NULL, NULL  },
   { tmw_text_proc,       514,  326,  40,  20,  0,    0,    0,    0,       0,                0,    (char *)itemCurrenyQ, NULL, NULL  },
   { NULL,                0,    0,    0,    0,    0,    0,    0,    0,       0,                0,    NULL,              NULL, NULL  }
};

DIALOG skill_list_dialog[] = {
   /* (dialog proc)     (x)   (y)   (w)   (h)   (fg)  (bg)  (key) (flags)  (d1)                    (d2)  (dp)              (dp2) (dp3) */
   { tmw_dialog_proc,     300,  200,  260,  200,  0,    0,    0,    0,       0,                0,    (char *)"Skills",     NULL, NULL  },
   { tmw_button_proc,     450,  376,  50,   20,   255,  0,    'u',  D_EXIT,  0,                0,    (char *)"&Up",        NULL, NULL  },
   { tmw_button_proc,     508,  376,  50,   20,   255,  0,    'c',  D_EXIT,  0,			           0,    (char *)"&Close",     NULL, NULL  },
   { tmw_list_proc,       304,  224,  252,  100,  0,    0,    0,    0,       0,                0,    (char *)skill_list,   NULL, NULL  },
   { tmw_text_proc,       304,  326,  40,   20,   0,    0,    0,    0,       0,                0,    (char *)skill_points, NULL, NULL  },
   { NULL,                0,    0,    0,    0,    0,    0,    0,    0,       0,                0,    NULL,                 NULL, NULL  }
};

DIALOG chat_dialog[] = {
   /* (dialog proc)         (x)   (y)   (w)  (h) (fg) (bg)  (key) (flags)   (d1)               (d2)           (dp)         (dp2) (dp3) */
   { tmw_edit_proc,          0,  574,  592,  25,  0,    0,    'c',  0,       90,               0,           speech,        NULL, NULL  },
   { NULL,                   0,    0,    0,   0,  0,    0,    0,    0,       0,                0,             NULL,        NULL, NULL  }
};

DIALOG npc_list_dialog[] = {
   /* (dialog proc)     (x)   (y)   (w)   (h)   (fg)  (bg)  (key) (flags)  (d1)                    (d2)  (dp)              (dp2) (dp3) */
   { tmw_dialog_proc,     300,  200,  260,  200,  0,    0,    0,    0,       0,                0,    (char *)"NPC",    NULL, NULL  },
   { tmw_button_proc,     450,  376,  50,   20,   255,  0,    'o',  D_EXIT,  0,             0,    (char *)"&Ok",     NULL, NULL  },
   { tmw_button_proc,     508,  376,  50,   20,   255,  0,    'c',  D_EXIT,  0,			   0,    (char *)"&Cancel", NULL, NULL  },
   { tmw_list_proc,       304,  224,  252,  100,  0,    0,    0,    0,       0,                0,    (char *)item_list, NULL, NULL  },
   { NULL,                0,    0,    0,    0,    0,    0,    0,    0,       0,                0,    NULL,              NULL, NULL  }
};

char hairtable[14][4][2] = {
  // S(x,y)  W(x,y)   N(x,y)   E(x,y)
  { { 0, 0}, {-1, 2}, {-1, 2}, {0, 2} }, // STAND
  { { 0, 2}, {-2, 3}, {-1, 2}, {1, 3} }, // WALK 1st frame
  { { 0, 3}, {-2, 4}, {-1, 3}, {1, 4} }, // WALK 2nd frame
  { { 0, 1}, {-2, 2}, {-1, 2}, {1, 2} }, // WALK 3rd frame
  { { 0, 2}, {-2, 3}, {-1, 2}, {1, 3} }, // WALK 4th frame
  { { 0, 1}, {1, 2}, {-1, 3}, {-2, 2} }, // ATTACK 1st frame
  { { 0, 1}, {-1, 2}, {-1, 3}, {0, 2} }, // ATTACK 2nd frame
  { { 0, 2}, {-4, 3}, {0, 4}, {3, 3}  }, // ATTACK 3rd frame
  { { 0, 2}, {-4, 3}, {0, 4}, {3, 3}  }, // ATTACK 4th frame
  { { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 1st frame
  { { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 2nd frame
  { { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2}  }, // BOW_ATTACK 3rd frame
  { { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2}  }, // BOW_ATTACK 4th frame  
  { { 0, 4}, {-1, 6}, {-1, 6}, {0, 6} } // SIT
};  

void set_npc_dialog(int show) {
	show_npc_dialog = show;
}

int get_x_offset(NODE *node) {
	int offset = 0;
	char direction = get_direction(node->coordinates);
	if(node->action==WALK) {
		if(direction!=NORTH && direction!=SOUTH) {
      offset = node->frame + 1;
      if(offset==5)offset = 0;
      offset *= 4;
			if(direction==WEST || direction==NW || direction==SW) {
				offset = -offset;
				offset += 16;
			} else offset -= 16;
		}
	}
	return offset;
}

int get_y_offset(NODE *node) {
	int offset = 0;
	char direction = get_direction(node->coordinates);
	if(node->action==WALK) {
		if(direction!=EAST && direction!=WEST) {
      offset = node->frame + 1;
      if(offset==5)offset = 0;
      offset *= 4;
			if(direction==NORTH || direction==NW || direction==NE) {
				offset = -offset;
				offset += 16;
			} else offset -= 16;
		}
	}
	return offset;
}

BITMAP *load_graphic_file(char *filename) {
  BITMAP *temp = load_bitmap(filename, NULL);
  if(!temp)error(filename);
  BITMAP *vbmp;
#ifdef WIN32
  vbmp = create_video_bitmap(temp->w, temp->h);
  if(!vbmp) {
    warning("Not enough video memory");
#endif
    vbmp = create_bitmap(temp->w, temp->h);
    if(!vbmp)error("Not enough memory");
#ifdef WIN32
  }  
#endif
  blit(temp, vbmp, 0, 0, 0, 0, temp->w, temp->h);
  destroy_bitmap(temp);
  return vbmp;
}  

void init_graphic() {
	//tileset = load_datafile("./data/graphic/desert.dat");
	//if(!tileset)error("Unable to load tileset datafile");
	//buffer = create_bitmap(SCREEN_W/2, SCREEN_H/2);
	//double_buffer = create_bitmap(SCREEN_W, SCREEN_H);

  alfont_set_font_size(gui_font, 16);
	clear_bitmap(screen);
  chat_background = create_bitmap(592, 100);
  clear_to_color(chat_background, makecol(0,0,0));

	// Initialize gui
  chat_player = init_dialog(chat_dialog, -1);
  npc_player = init_dialog(npc_dialog, -1);
	position_dialog(npc_dialog, 300, 200);
	skill_player = init_dialog(skill_dialog, -1);
	stats_player = init_dialog(stats_dialog, -1);
	buy_sell_player = init_dialog(buy_sell_dialog, -1);
	buy_player = init_dialog(buy_dialog, -1);
	sell_player = init_dialog(sell_dialog, -1);
	skill_list_player = init_dialog(skill_list_dialog, -1);
	npc_list_player = init_dialog(npc_list_dialog, -1);
	init_setup();
  //gui_bitmap = vpage[page_num];
	alfont_text_mode(-1);
	inventory.create(100, 100);
	
#ifdef WIN32	
	if((gfx_capabilities & GFX_HW_VRAM_BLIT)&& stretch_mode==0) {
	  vpage[0] = create_video_bitmap(SCREEN_W, SCREEN_H);
	  vpage[1] = create_video_bitmap(SCREEN_W, SCREEN_H);
	  if(!vpage[0]) {
	    warning("Not enough video memory [VPAGE_0]");
	    vpage[0] = create_bitmap(SCREEN_W, SCREEN_W);
	    if(!vpage[0])error("Not enough memory [VPAGE_0]");
    } 
    if(!vpage[1]) {
	    warning("Not enough video memory [VPAGE_1]");
	    vpage[1] = create_bitmap(SCREEN_W, SCREEN_W);
	    if(!vpage[1])error("Not enough memory [VPAGE_1]");
    } 
	} else {
#endif
	  vpage[0] = create_bitmap(SCREEN_W, SCREEN_H);
	  vpage[1] = create_bitmap(SCREEN_W, SCREEN_H);
#ifdef WIN32
  }  
  vbuffer = create_video_bitmap(SCREEN_W/2, SCREEN_H/2);
  if(!vbuffer) {
    warning("Not enough video memory [BUFFER]");
#endif
    vbuffer = create_bitmap(SCREEN_W/2, SCREEN_W/2);
    if(!vbuffer)error("Not enough memory [BUFFER]");
#ifdef WIN32
  }
#endif
 
  
  gui_bitmap = vpage[page_num];

  new_emotionset = new SPRITESET("./data/graphic/emotionset.dat");  
  new_tileset = new SPRITESET("./data/graphic/desert.dat");
  new_npcset = new SPRITESET("./data/graphic/npcset.dat");
  new_playerset = new SPRITESET("./data/graphic/playerset.dat");
  new_monsterset = new SPRITESET("./data/graphic/monsterset.dat");

  
}

void do_graphic(void) {

	map_x = (get_x(player_node->coordinates)-13)*16+get_x_offset(player_node);
	map_y = (get_y(player_node->coordinates)-9)*16+get_y_offset(player_node);

  camera_x = map_x >> 4;
	camera_y = map_y >> 4;

  int offset_x = map_x & 15;
	int offset_y = map_y & 15;

	sort();
	
	frame++;
#ifdef WIN32
	if(is_video_bitmap(vbuffer))
	  acquire_bitmap(vbuffer);
#endif

new_tileset->spriteset[0]->draw(vbuffer, 0, 0);
    
  for(int j=0;j<20;j++)
		for(int i=0;i<26;i++) {
		  
			if(get_tile(i+camera_x, j+camera_y, 0) < 600)
			  new_tileset->spriteset[get_tile(i+camera_x, j+camera_y, 0)]->draw(vbuffer, i*16-offset_x, j*16-offset_y);
      if(get_tile(i+camera_x, j+camera_y, 1) > 0 /*&& get_tile(i+camera_x, j+camera_y, 1)<600*/)
	      new_tileset->spriteset[get_tile(i+camera_x, j+camera_y, 1)]->draw(vbuffer, i*16-offset_x, j*16-offset_y);
		}
		
	NODE *node = get_head();
	while(node) {
    if((node->job>=100)&&(node->job<=110)) { // Draw a NPC
      new_npcset->spriteset[4*(node->job-100)+get_direction(node->coordinates)/2]->draw(vbuffer, (get_x(node->coordinates)-camera_x)*16-4-offset_x, (get_y(node->coordinates)-camera_y)*16-24-offset_y);
	} else if(node->job<10) { // Draw a player
			node->text_x = (get_x(node->coordinates)-camera_x)*16 -34+get_x_offset(node)-offset_x;
			node->text_y = (get_y(node->coordinates)-camera_y)*16 -36+get_y_offset(node)-offset_y;
			if(node->action==SIT)node->frame = 0;
			if(node->action==ATTACK) {
			  new_playerset->spriteset[(get_direction(node->coordinates)/2)+4*(node->frame+node->action+4*node->weapon)]->draw(vbuffer, node->text_x, node->text_y);
  		  draw_rle_sprite(vbuffer, (RLE_SPRITE *)weaponset[16*node->weapon+4*node->frame+get_direction(node->coordinates)/2].dat, node->text_x, node->text_y);
  		  masked_blit(hairset, vbuffer, 20*(node->hair_color-1), 20*(get_direction(node->coordinates)/2+4*(node->hair_style-1)), node->text_x+31+hairtable[node->action+node->frame+4*node->weapon][get_direction(node->coordinates)/2][0], node->text_y+15+hairtable[node->action+node->frame+4*node->weapon][get_direction(node->coordinates)/2][1], 20, 20);
  		} else {
  		  new_playerset->spriteset[4*(node->frame+node->action)+get_direction(node->coordinates)/2]->draw(vbuffer, node->text_x, node->text_y);
  		  masked_blit(hairset, vbuffer, 20*(node->hair_color-1), 20*(get_direction(node->coordinates)/2+4*(node->hair_style-1)), node->text_x+31+hairtable[node->action+node->frame][get_direction(node->coordinates)/2][0], node->text_y+15+hairtable[node->action+node->frame][get_direction(node->coordinates)/2][1], 20, 20);
  		}  
			if(node->emotion!=0) {
        new_emotionset->spriteset[node->emotion-1]->draw(vbuffer, (get_x(node->coordinates)-camera_x)*16-5+get_x_offset(node)-offset_x, (get_y(node->coordinates)-camera_y)*16-45+get_y_offset(node)-offset_y);
        node->emotion_time--;
        if(node->emotion_time==0)
          node->emotion = 0;
			}
			if(node->action!=STAND && node->action!=SIT) {
				node->frame = (get_elapsed_time(node->tick_time)*4)/(node->speed);
	      if(node->frame>=4) {
          node->frame = 0;
          node->action = STAND;
					if(node->id==player_node->id)
            walk_status = 0;
				}
			}

		}	else if(node->job==45) { // Draw a warp
    } else { // Draw a monster


			if(node->frame>=4)
				node->frame = 3;

			node->text_x = (get_x(node->coordinates)-camera_x)*16-22+get_x_offset(node)-offset_x;
			node->text_y = (get_y(node->coordinates)-camera_y)*16-25+get_y_offset(node)-offset_y;

			int r_x = node->text_x-get_x_offset(node);
			int r_y = node->text_y-get_y_offset(node);

			if(node->action==MONSTER_DEAD)
        new_monsterset->spriteset[(get_direction(node->coordinates)/2)+4*(node->job-1002)+8*MONSTER_DEAD]->draw(vbuffer, node->text_x, node->text_y);
			else 
				new_monsterset->spriteset[(get_direction(node->coordinates)/2)+4*(node->job-1002)+8*(node->frame+node->action)]->draw(vbuffer, node->text_x, node->text_y);
			
      if(node->action!=STAND) {
        node->frame = (get_elapsed_time(node->tick_time)*4)/(node->speed);
        if(node->frame>=4) {
					if(node->action!=MONSTER_DEAD && node->path) {
						if(node->path->next) {
              PATH_NODE *old = node->path;
							node->path = node->path->next;
							direction = 0;
              //if(node->path->next) {
              if(node->path->x>old->x && node->path->y>old->y)direction = SE;
							else if(node->path->x<old->x && node->path->y>old->y)direction = SW;
							else if(node->path->x>old->x && node->path->y<old->y)direction = NE;
							else if(node->path->x<old->x && node->path->y<old->y)direction = NW;
							else if(node->path->x>old->x)direction = EAST;
							else if(node->path->x<old->x)direction = WEST;
							else if(node->path->y>old->y)direction = SOUTH;
							else if(node->path->y<old->y)direction = NORTH;
              //}
			
              set_coordinates(node->coordinates, node->path->x, node->path->y, direction);

							//node->tick_time = tick_time;
              
              
						} else {
              node->action = STAND;
						}
            if(node->action!=MONSTER_DEAD)node->frame = 0;
            node->tick_time = tick_time;
						//node->frame = 0;
					}
        }
      }
    }
    if(node->action==MONSTER_DEAD && node->frame>=20) {
			NODE *temp = node;
			node = node->next;
			remove_node(temp->id);
		} else node = node->next;
		

		// nodes are ordered so if the next node y is > then the 
		// last drawed for fringe layer, draw the missing lines
  }  
	
	for(int j=0;j<20;j++)
		for(int i=0;i<26;i++)
		  if(get_tile(i+camera_x, j+camera_y, 2)>0 && get_tile(i+camera_x, j+camera_y, 2)<600)
		    new_tileset->spriteset[get_tile(i+camera_x, j+camera_y, 2)]->draw(vbuffer, i*16-offset_x, j*16-offset_y);
#ifdef WIN32
  if(is_video_bitmap(vbuffer))
    release_bitmap(vbuffer);
#endif
	
	if(stretch_mode==0) {
#ifdef WIN32
	  acquire_bitmap(vpage[page_num]);
#endif
	  stretch_blit(vbuffer, vpage[page_num], 0, 0, 400, 300, 0, 0, 800, 600);
	} else if(stretch_mode==1)
		Super2xSaI(vbuffer, vpage[page_num], 0, 0, 0, 0, 400, 300);
	else if(stretch_mode==2)
		SuperEagle(vbuffer, vpage[page_num], 0, 0, 0, 0, 400, 300);
		
	textprintf_ex(vpage[page_num], font, 0, 0, makecol(255,255,255), -1, "[%i fps]", fps);
	
	// Draw player speech
  node = get_head();
  while(node) {
		if(node->speech!=NULL) {
			if(node->speech_color==makecol(255,255,255))
        alfont_textprintf_aa(vpage[page_num], gui_font, node->text_x*2+90-alfont_text_length(gui_font, node->speech)/2, node->text_y*2, node->speech_color, "%s", node->speech);
			else
				alfont_textprintf_aa(vpage[page_num], gui_font, node->text_x*2+60-alfont_text_length(gui_font, node->speech)/2, node->text_y*2, node->speech_color, "%s", node->speech);

      node->speech_time--;
      if(node->speech_time==0) {
        free(node->speech);
        node->speech = NULL;
      }
    }
    node = node->next;
  }
	
	inventory.draw(vpage[page_num]);
	
	set_trans_blender(0, 0, 0, 110);
  draw_trans_sprite(vpage[page_num], chat_background, 0, SCREEN_H-125);

  chatlog.chat_draw(vpage[page_num], 8, gui_font);
  gui_update(chat_player);

	switch(show_npc_dialog) {
		case 1:
      dialog_message(npc_dialog, MSG_DRAW, 0, 0);
      if(!(show_npc_dialog = gui_update(npc_player))) {
        strcpy(npc_text, "");
        WFIFOW(0) = net_w_value(0x00b9);
        //alert("","","","","",0,0);
        WFIFOL(2) = net_l_value(current_npc);
        WFIFOSET(6);
      }  
			break;
		case 2:
			dialog_message(buy_sell_dialog, MSG_DRAW, 0, 0);
			if(!gui_update(buy_sell_player)) {
				show_npc_dialog = shutdown_dialog(buy_sell_player);
				if(show_npc_dialog==1 || show_npc_dialog==2) {
          WFIFOW(0) = net_w_value(0x00c5);
          WFIFOL(2) = net_l_value(current_npc);
          WFIFOB(6) = net_b_value(show_npc_dialog-1);
					WFIFOSET(7);
				}
				show_npc_dialog = 0;
				buy_sell_player = init_dialog(buy_sell_dialog, -1);
			}
			break;
		case 3:
			char money[20];
			sprintf(money, "%i gp", char_info->gp);
			buy_dialog[4].dp = &money;
			buy_dialog[5].d1 = (int)(char_info->gp/get_item_price(buy_dialog[3].d1));
			if(buy_dialog[5].d2>buy_dialog[5].d1)
			//alfont_textprintf(double_buffer, gui_font, 0, 10, MAKECOL_WHITE, "%i", buy_dialog[5].d1);
			dialog_message(buy_dialog, MSG_DRAW, 0, 0);
			if(!gui_update(buy_player)) {
				show_npc_dialog = shutdown_dialog(buy_player);
				buy_dialog[5].d1 = 0;
        if(show_npc_dialog==1) {
          WFIFOW(0) = net_w_value(0x00c8);
          WFIFOW(2) = net_w_value(8);
          WFIFOW(4) = net_w_value(buy_dialog[5].d2);
          WFIFOW(6) = net_w_value(get_item_id(buy_dialog[3].d1));
          WFIFOSET(8);
				}
				show_npc_dialog = 0;
        buy_player = init_dialog(buy_dialog, -1);
				close_shop();
			}break;
		case 4:
		  //alert("","","","","",0,0);
		  //char ds[20];
      sell_dialog[3].d1 = get_item_quantity(sell_dialog[4].d1);
      //sprintf(ds, "%i", sell_dialog[3].d1);
      //ok(ds,"");
			
			//alfont_textprintf(vpage[page_num], gui_font, 0, 10, MAKECOL_WHITE, "%i", sell_dialog[3].d1);
			dialog_message(sell_dialog, MSG_DRAW, 0, 0);
			if(!gui_update(sell_player)) {
				show_npc_dialog = shutdown_dialog(sell_player);
				sell_dialog[3].d1 = 0;
        if(show_npc_dialog==1) {
          WFIFOW(0) = net_w_value(0x00c9);
          WFIFOW(2) = net_w_value(8);
          WFIFOW(4) = net_w_value(get_item_index(sell_dialog[4].d1));
          WFIFOW(6) = net_w_value(sell_dialog[3].d2);
          WFIFOSET(8);
				}
				show_npc_dialog = 0;
				sell_dialog[3].d2 = 0;
				sprintf((char *)sell_dialog[5].dp, "%i", 0);
        sell_player = init_dialog(sell_dialog, -1);
				close_shop();
			}
			break;
		case 5:
		  dialog_message(npc_list_dialog, MSG_DRAW, 0, 0);
			if(!gui_update(npc_list_player)) {
				show_npc_dialog = shutdown_dialog(npc_list_player);
				if(show_npc_dialog==1) {
          WFIFOW(0) = net_w_value(0x00b8);
          WFIFOL(2) = net_l_value(current_npc);
          WFIFOB(6) = net_b_value(npc_list_dialog[3].d1+1);
          WFIFOSET(7);
				}
				show_npc_dialog = 0;
        npc_list_player = init_dialog(npc_list_dialog, -1);
				remove_all_items();
			}
		  break;
  }

	if(show_skill_dialog) {
		update_skill_dialog();
		if(gui_update(skill_player)==0)show_skill_dialog = false;
	}
	
		if(show_skill_dialog) {
		update_skill_dialog();
		if(gui_update(skill_player)==0)show_skill_dialog = false;
	}

	if(show_skill_list_dialog) {
		
		if(gui_update(skill_list_player)==0) {
			int ret = shutdown_dialog(skill_list_player);
			if(ret==1) {
				if(char_info->skill_point>0) {
        WFIFOW(0) = net_w_value(0x0112);
				WFIFOW(2) = net_w_value(get_skill_id(skill_list_dialog[3].d1));
				WFIFOSET(4);
				}
			} else if(ret==2) {
				show_skill_list_dialog = false;
			}
			skill_list_player = init_dialog(skill_list_dialog, -1);
		}
	}

	// character status display
	update_stats_dialog();
	gui_update(stats_player);
	update_setup();

	
	draw_sprite(vpage[page_num], mouse_sprite, mouse_x, mouse_y);
#ifdef WIN32
	if(stretch_mode==0) {
	  release_bitmap(vpage[page_num]);
	  show_video_bitmap(vpage[page_num]);
	} else 
#endif
    blit(vpage[page_num], screen, 0, 0, 0, 0, 800, 600);
	page_num = 1-page_num;
	gui_bitmap = vpage[page_num];

	
	
	
	/*acquire_bitmap(vbuffer);

	for(int j=0;j<20;j++)
		for(int i=0;i<26;i++) {
			if( /* get_tile(i+camera_x, j+camera_y, 0) >= 0 && */ // get_tile(i+camera_x, j+camera_y, 0) < 600)
				//draw_rle_sprite(buffer, (RLE_SPRITE *)tileset[get_tile(i+camera_x, j+camera_y, 0)].dat, i*16-offset_x, j*16-offset_y);
		//		blit(vtileset, vbuffer, get_tile_x(i+camera_x, j+camera_y, 0)*16, get_tile_y(i+camera_x, j+camera_y, 0)*16, i*16-offset_x, j*16-offset_y, 16, 16);
			//if(get_tile(i+camera_x, j+camera_y, 1) > 0 && get_tile(i+camera_x, j+camera_y, 1)<600)
				//draw_rle_sprite(buffer, (RLE_SPRITE *)tileset[get_tile(i+camera_x, j+camera_y, 1)].dat, i*16-offset_x, j*16-offset_y);
				//masked_blit(vtileset, vbuffer, get_tile_x(i+camera_x, j+camera_y, 1)*16, get_tile_y(i+camera_x, j+camera_y, 1)*16, i*16-offset_x, j*16-offset_y, 16, 16);
		//}

	/*NODE *node = get_head();
	NODE *old_node = NULL;
	while(node) {
    if((node->job>=100)&&(node->job<=110)) { // Draw a NPC
			masked_blit((BITMAP *)graphic[NPCSET_BMP].dat, buffer, (get_direction(node->coordinates)/2+4*(node->job-100))*25, 0, (get_x(node->coordinates)-camera_x)*16-4-offset_x, (get_y(node->coordinates)-camera_y)*16-24-offset_y, 25, 40);
		} else if(node->job<10) { // Draw a player
			node->text_x = (get_x(node->coordinates)-camera_x)*16-34+get_x_offset(node)-offset_x;
			node->text_y = (get_y(node->coordinates)-camera_y)*16-36+get_y_offset(node)-offset_y;
			if(node->action==SIT)node->frame = 0;
			if(node->action==ATTACK) {
			  masked_blit((BITMAP *)graphic[PLAYERSET_BMP].dat, buffer, 80*(get_direction(node->coordinates)/2), 60*(node->frame+node->action+4*node->weapon), node->text_x, node->text_y, 80, 60);
  		  draw_rle_sprite(buffer, (RLE_SPRITE *)weaponset[16*node->weapon+4*node->frame+get_direction(node->coordinates)/2].dat, node->text_x, node->text_y);
  		  masked_blit(hairset, buffer, 20*(node->hair_color-1), 20*(get_direction(node->coordinates)/2+4*(node->hair_style-1)), node->text_x+31+hairtable[node->action+node->frame+4*node->weapon][get_direction(node->coordinates)/2][0], node->text_y+15+hairtable[node->action+node->frame+4*node->weapon][get_direction(node->coordinates)/2][1], 20, 20);
  		} else {
  		  masked_blit((BITMAP *)graphic[PLAYERSET_BMP].dat, buffer, 80*(get_direction(node->coordinates)/2), 60*(node->frame+node->action), node->text_x, node->text_y, 80, 60);  
  		  masked_blit(hairset, buffer, 20*(node->hair_color-1), 20*(get_direction(node->coordinates)/2+4*(node->hair_style-1)), node->text_x+31+hairtable[node->action+node->frame][get_direction(node->coordinates)/2][0], node->text_y+15+hairtable[node->action+node->frame][get_direction(node->coordinates)/2][1], 20, 20);
  		}  

			//alfont_textprintf(buffer, gui_font, 0, 20, MAKECOL_WHITE, "%i %i", node->text_x,node->text_y);

			if(node->emotion!=0) {
        draw_sprite(buffer, (BITMAP *)emotions[node->emotion-1].dat, (get_x(node->coordinates)-camera_x)*16-5+get_x_offset(node)-offset_x, (get_y(node->coordinates)-camera_y)*16-45+get_y_offset(node)-offset_y);
        node->emotion_time--;
        if(node->emotion_time==0)
          node->emotion = 0;
			}

			if(node->action!=STAND && node->action!=SIT) {
				node->frame = (get_elapsed_time(node->tick_time)*4)/(node->speed);
	      if(node->frame>=4) {
          node->frame = 0;
          node->action = STAND;
//					node->tick_time;
					if(node->id==player_node->id)
            walk_status = 0;
				}
			}

		} else if(node->job==45) { // Draw a warp
      //rectfill(buffer, (get_x(node->coordinates)-map_x)*16-player_x-get_x_offset(node->frame, get_direction(node->coordinates)), (get_y(node->coordinates)-map_y)*16-player_y-get_y_offset(node->frame, get_direction(node->coordinates)), (get_x(node->coordinates)-map_x)*16-player_x-get_x_offset(node->frame, get_direction(node->coordinates))+16, (get_y(node->coordinates)-map_y)*16-player_y-get_y_offset(node->frame, get_direction(node->coordinates))+16, makecol(0,0,255));
    } else { // Draw a monster

			//node->speed = 10000;

			if(node->frame>=4) {
				//alert("","","","","",0,0);
				node->frame = 3;
			}


			node->text_x = (get_x(node->coordinates)-camera_x)*16-22+get_x_offset(node)-offset_x;
			node->text_y = (get_y(node->coordinates)-camera_y)*16-25+get_y_offset(node)-offset_y;

			int r_x = node->text_x-get_x_offset(node);
			int r_y = node->text_y-get_y_offset(node);

			//rectfill(buffer, node->text_x+22, node->text_y+25, node->text_x+16+22, node->text_y+16+25, makecol(0,0,255));

      //if(node->action==MONSTER_DEAD)node->frame = 0;
			if(node->action==MONSTER_DEAD)
        masked_blit((BITMAP *)graphic[MOBSET_BMP].dat, buffer, (get_direction(node->coordinates)/2)*60+240*(node->job-1002), 60*MONSTER_DEAD, node->text_x, node->text_y, 60, 60);
			else 
				masked_blit((BITMAP *)graphic[MOBSET_BMP].dat, buffer, (get_direction(node->coordinates)/2)*60+240*(node->job-1002), 60*(node->frame+node->action), node->text_x, node->text_y, 60, 60);
			
			//alfont_textprintf(buffer, gui_font, node->text_x, node->text_y, MAKECOL_WHITE, "%i", node->id);
			
      if(node->action!=STAND) {
        node->frame = (get_elapsed_time(node->tick_time)*4)/(node->speed);
        if(node->frame>=4) {
					if(node->action!=MONSTER_DEAD && node->path) {
						if(node->path->next) {
              PATH_NODE *old = node->path;
							node->path = node->path->next;
							direction = 0;
              //if(node->path->next) {
              if(node->path->x>old->x && node->path->y>old->y)direction = SE;
							else if(node->path->x<old->x && node->path->y>old->y)direction = SW;
							else if(node->path->x>old->x && node->path->y<old->y)direction = NE;
							else if(node->path->x<old->x && node->path->y<old->y)direction = NW;
							else if(node->path->x>old->x)direction = EAST;
							else if(node->path->x<old->x)direction = WEST;
							else if(node->path->y>old->y)direction = SOUTH;
							else if(node->path->y<old->y)direction = NORTH;
              //}
			
              set_coordinates(node->coordinates, node->path->x, node->path->y, direction);

							//node->tick_time = tick_time;
              
              
						} else {
              node->action = STAND;
						}
            if(node->action!=MONSTER_DEAD)node->frame = 0;
            node->tick_time = tick_time;
						//node->frame = 0;
					}
        }
      }
    }

		//old_node = node;
		if(node->action==MONSTER_DEAD && node->frame>=20) {
			NODE *temp = node;
			node = node->next;
			remove_node(temp->id);
		} else node = node->next;
		

		// nodes are ordered so if the next node y is > then the 
		// last drawed for fringe layer, draw the missing lines
	}*/

	// complete drawing fringe layer

	/*for(int j=0;j<20;j++)
		for(int i=0;i<26;i++) {
			if(get_tile(i+camera_x, j+camera_y, 2)>0 && get_tile(i+camera_x, j+camera_y, 2)<600)//draw_rle_sprite(buffer, (RLE_SPRITE *)tileset[get_tile(i+camera_x, j+camera_y, 2)].dat, i*16-offset_x, j*16-offset_y);
			masked_blit(vtileset, vbuffer, get_tile_x(i+camera_x, j+camera_y, 2)*16, get_tile_y(i+camera_x, j+camera_y, 2)*16, i*16-offset_x, j*16-offset_y, 16, 16);
		}
		
	textprintf(vbuffer, font, 0, 0, MAKECOL_WHITE, "FPS: %i",fps);
		
	release_bitmap(vbuffer);
	
	acquire_bitmap(vpage[page_num]);
	
	

	if(stretch_mode==0)
    //stretch_blit(buffer, double_buffer, 0, 0, 400, 300, 0, 0, 800, 600);
    stretch_blit(vbuffer, vpage[page_num], 0, 0, 400, 300, 0, 0, 800, 600);
	else if(stretch_mode==1)
		Super2xSaI(buffer, double_buffer, 0, 0, 0, 0, 400, 300);
	else if(stretch_mode==2)
		SuperEagle(buffer, double_buffer, 0, 0, 0, 0, 400, 300);

	// Draw player speech
  /*node = get_head();
  while(node) {
		if(node->speech!=NULL) {
			if(node->speech_color==makecol(255,255,255))
        alfont_textprintf_aa(double_buffer, gui_font, node->text_x*2+90-alfont_text_length(gui_font, node->speech)/2, node->text_y*2, node->speech_color, "%s", node->speech);
			else
				alfont_textprintf_aa(double_buffer, gui_font, node->text_x*2+60-alfont_text_length(gui_font, node->speech)/2, node->text_y*2, node->speech_color, "%s", node->speech);

      node->speech_time--;
      if(node->speech_time==0) {
        free(node->speech);
        node->speech = NULL;
      }
    }
    node = node->next;
  }

	inventory.draw(double_buffer);

	set_trans_blender(0, 0, 0, 110);
  draw_trans_sprite(double_buffer, chat_background, 0, SCREEN_H-125);

  chatlog.chat_draw(double_buffer, 8, gui_font);
  gui_update(chat_player);

	switch(show_npc_dialog) {
		case 1:
      dialog_message(npc_dialog, MSG_DRAW, 0, 0);
      if(!(show_npc_dialog = gui_update(npc_player))) {
        strcpy(npc_text, "");
        WFIFOW(0) = net_w_value(0x00b9);
        //alert("","","","","",0,0);
        WFIFOL(2) = net_l_value(current_npc);
        WFIFOSET(6);
      }  
			break;
		case 2:
			dialog_message(buy_sell_dialog, MSG_DRAW, 0, 0);
			if(!gui_update(buy_sell_player)) {
				show_npc_dialog = shutdown_dialog(buy_sell_player);
				if(show_npc_dialog==1 || show_npc_dialog==2) {
          WFIFOW(0) = net_w_value(0x00c5);
          WFIFOL(2) = net_l_value(current_npc);
          WFIFOB(6) = net_b_value(show_npc_dialog-1);
					WFIFOSET(7);
				}
				show_npc_dialog = 0;
				buy_sell_player = init_dialog(buy_sell_dialog, -1);
			}
			break;
		case 3:
			char money[20];
			sprintf(money, "%i gp", char_info->gp);
			buy_dialog[4].dp = &money;
			buy_dialog[5].d1 = (int)(char_info->gp/get_item_price(buy_dialog[3].d1));
			if(buy_dialog[5].d2>buy_dialog[5].d1)
			//alfont_textprintf(double_buffer, gui_font, 0, 10, MAKECOL_WHITE, "%i", buy_dialog[5].d1);
			dialog_message(buy_dialog, MSG_DRAW, 0, 0);
			if(!gui_update(buy_player)) {
				show_npc_dialog = shutdown_dialog(buy_player);
				buy_dialog[5].d1 = 0;
        if(show_npc_dialog==1) {
          WFIFOW(0) = net_w_value(0x00c8);
          WFIFOW(2) = net_w_value(8);
          WFIFOW(4) = net_w_value(buy_dialog[5].d2);
          WFIFOW(6) = net_w_value(get_item_id(buy_dialog[3].d1));
          WFIFOSET(8);
				}
				show_npc_dialog = 0;
        buy_player = init_dialog(buy_dialog, -1);
				close_shop();
			}break;
		case 4:
		  //alert("","","","","",0,0);
		  //char ds[20];
      sell_dialog[3].d1 = get_item_quantity(sell_dialog[4].d1);
      //sprintf(ds, "%i", sell_dialog[3].d1);
      //ok(ds,"");
			
			alfont_textprintf(double_buffer, gui_font, 0, 10, MAKECOL_WHITE, "%i", sell_dialog[3].d1);
			dialog_message(sell_dialog, MSG_DRAW, 0, 0);
			if(!gui_update(sell_player)) {
				show_npc_dialog = shutdown_dialog(sell_player);
				sell_dialog[3].d1 = 0;
        if(show_npc_dialog==1) {
          WFIFOW(0) = net_w_value(0x00c9);
          WFIFOW(2) = net_w_value(8);
          WFIFOW(4) = net_w_value(get_item_index(sell_dialog[4].d1));
          WFIFOW(6) = net_w_value(sell_dialog[3].d2);
          WFIFOSET(8);
				}
				show_npc_dialog = 0;
				sell_dialog[3].d2 = 0;
				sprintf((char *)sell_dialog[5].dp, "%i", 0);
        sell_player = init_dialog(sell_dialog, -1);
				close_shop();
			}
			break;
		case 5:
		  dialog_message(npc_list_dialog, MSG_DRAW, 0, 0);
			if(!gui_update(npc_list_player)) {
				show_npc_dialog = shutdown_dialog(npc_list_player);
				if(show_npc_dialog==1) {
          WFIFOW(0) = net_w_value(0x00b8);
          WFIFOL(2) = net_l_value(current_npc);
          WFIFOB(6) = net_b_value(npc_list_dialog[3].d1+1);
          WFIFOSET(7);
				}
				show_npc_dialog = 0;
        npc_list_player = init_dialog(npc_list_dialog, -1);
				remove_all_items();
			}
		  break;
  }

	if(show_skill_dialog) {
		update_skill_dialog();
		if(gui_update(skill_player)==0)show_skill_dialog = false;
	}

	if(show_skill_list_dialog) {
		
		if(gui_update(skill_list_player)==0) {
			int ret = shutdown_dialog(skill_list_player);
			if(ret==1) {
				if(char_info->skill_point>0) {
        WFIFOW(0) = net_w_value(0x0112);
				WFIFOW(2) = net_w_value(get_skill_id(skill_list_dialog[3].d1));
				WFIFOSET(4);
				}
			} else if(ret==2) {
				show_skill_list_dialog = false;
			}
			skill_list_player = init_dialog(skill_list_dialog, -1);
		}
	}

	// character status display
	update_stats_dialog();
	gui_update(stats_player);*/

	//alfont_textprintf(vpage[0], gui_font, 0, 0, MAKECOL_WHITE, "FPS:%i %i %i %i %i %i %i", fps, get_x(player_node->coordinates), get_y(player_node->coordinates),src_x,src_y,server_tick,player_node->weapon);
	//textprintf(vpage[0], font, 0, 0, MAKECOL_WHITE, "FPS:");

	//alfont_textprintf(double_buffer, gui_font, 0, 20, MAKECOL_WHITE, "%i", show_npc_dialog);
	/*release_bitmap(vpage[page_num]);
	
	show_video_bitmap(vpage[page_num]);
	page_num = 1-page_num;
	//return;

	//blit(double_buffer, screen, 0, 0, 0, 0, 800, 600);

	frame++;*/
}

void exit_graphic() {
	shutdown_dialog(npc_player);
  shutdown_dialog(chat_player);
	shutdown_dialog(skill_player);
}