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authorEugenio Favalli <elvenprogrammer@gmail.com>2006-07-19 15:12:06 +0000
committerEugenio Favalli <elvenprogrammer@gmail.com>2006-07-19 15:12:06 +0000
commit4050f8c0bced625a95d542d30647c3f8bbf2267b (patch)
tree420d65a5ed6a2155762b4e13a4c90ab2df9f888e /src/player.cpp
parentda3a1fd114dd7b8e5e8c880bd987506acc16ac42 (diff)
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Merged new_animation branch until r2415 into trunk.
Diffstat (limited to 'src/player.cpp')
-rw-r--r--src/player.cpp161
1 files changed, 73 insertions, 88 deletions
diff --git a/src/player.cpp b/src/player.cpp
index 43439ab1..9b7536cf 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -23,55 +23,26 @@
#include "player.h"
+#include "animation.h"
#include "equipment.h"
#include "game.h"
#include "graphics.h"
-#include "graphic/spriteset.h"
+#include "utils/tostring.h"
#include "gui/gui.h"
-extern std::vector<Spriteset *> hairset;
-extern Spriteset *playerset[2];
-extern std::vector<Spriteset *> weaponset;
-extern Spriteset *equipmentset[2];
-
-signed char hairtable[19][4][2] = {
- // S(x,y) W(x,y) N(x,y) E(x,y)
- { {-5, -4}, {-6, -4}, {-6, 0}, {-4, -4} }, // STAND
- { {-5, -3}, {-6, -4}, {-6, 0}, {-4, -4} }, // WALK 1st frame
- { {-5, -4}, {-6, -3}, {-6, -1}, {-4, -3} }, // WALK 2nd frame
- { {-5, -4}, {-6, -4}, {-6, -1}, {-4, -4} }, // WALK 3rd frame
- { {-5, -3}, {-6, -4}, {-6, 0}, {-4, -4} }, // WALK 4th frame
- { {-5, -4}, {-6, -3}, {-6, -1}, {-4, -3} }, // WALK 5th frame
- { {-5, -4}, {-6, -4}, {-6, -1}, {-4, -4} }, // WALK 6th frame
- { {-5, 8}, {-1, 5}, {-6, 8}, {-9, 5} }, // SIT
- { {16, 21}, {16, 21}, {16, 21}, {16, 21} }, // DEAD
- { {-5, -2}, {-2, -5}, {-6, 0}, {-7, -5} }, // ATTACK 1st frame
- { {-5, -3}, {-2, -6}, {-6, 0}, {-7, -6} }, // ATTACK 2nd frame
- { {-5, 0}, {-6, -3}, {-6, 0}, {-4, -3} }, // ATTACK 3rd frame
- { {-5, 1}, {-7, -2}, {-6, 2}, {-3, -2} }, // ATTACK 4th frame
- { {-5, -3}, {-3, -4}, {-6, 0}, {-7, -4} }, // BOW_ATTACK 1st frame
- { {-5, -3}, {-3, -4}, {-6, 0}, {-7, -4} }, // BOW_ATTACK 2nd frame
- { {-5, -3}, {-3, -4}, {-7, 0}, {-7, -4} }, // BOW_ATTACK 3rd frame
- { {-5, -2}, {-1, -5}, {-7, 1}, {-9, -5} }, // BOW_ATTACK 4th frame
- { {-5, -3}, {-1, -5}, {-7, 0}, {-9, -5} }, // BOW_ATTACK 5th frame
- { { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0} } // ?? HIT
-};
-
-unsigned char hairframe[4][20] = {
- { 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
- { 3, 3, 3, 3, 3, 3, 3, 3, 8, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 },
- { 4, 4, 4, 4, 4, 4, 4, 4, 8, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 },
- { 5, 5, 5, 5, 5, 5, 5, 5, 8, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5 }
-};
-
Player::Player(Uint32 id, Uint16 job, Map *map):
Being(id, job, map)
{
+ // Load the weapon sprite.
+ // When there are more different weapons this should be moved to the
+ // setWeapon Method.
+ mSprites[WEAPON_SPRITE] = new AnimatedSprite("graphics/sprites/weapons.xml", 0);
}
-void Player::logic()
+void
+Player::logic()
{
switch (mAction) {
case WALK:
@@ -80,7 +51,6 @@ void Player::logic()
nextStep();
}
break;
-
case ATTACK:
int frames = 4;
if (getWeapon() == 2)
@@ -93,80 +63,95 @@ void Player::logic()
}
break;
}
-
-
-
Being::logic();
}
-Being::Type Player::getType() const
+Being::Type
+Player::getType() const
{
return PLAYER;
}
-void Player::draw(Graphics *graphics, int offsetX, int offsetY)
+void
+Player::drawName(Graphics *graphics, Sint32 offsetX, Sint32 offsetY)
{
int px = mPx + offsetX;
int py = mPy + offsetY;
- int frame = mAction;
-
- frame = mAction;
- if (mAction != SIT && mAction != DEAD)
- {
- frame += mFrame;
- }
+ graphics->setFont(speechFont);
+ graphics->setColor(gcn::Color(255, 255, 255));
+ graphics->drawText(mName, px + 15, py + 30, gcn::Graphics::CENTER);
+}
- if (mAction == ATTACK && getWeapon() > 0)
+void
+Player::setSex(Uint8 sex)
+{
+ if (sex != mSex)
{
- if (getWeapon() == 2)
+ delete mSprites[BASE_SPRITE];
+ if (sex == 0)
{
- frame += 4;
+ mSprites[BASE_SPRITE] = new AnimatedSprite("graphics/sprites/player_male_base.xml", 0);
}
- }
-
- unsigned char dir = 0;
- while (!(mDirection & (1 << dir))) dir++;
-
- graphics->drawImage(playerset[mSex]->get(frame + 18 * dir),
- px - 16, py - 32);
-
- if (getWeapon() != 0 && mAction == ATTACK)
- {
- int frames = 4;
- if (getWeapon() == 2)
+ else
{
- frames = 5;
+ mSprites[BASE_SPRITE] = new AnimatedSprite("graphics/sprites/player_female_base.xml", 0);
}
- Image *image = weaponset[getWeapon() - 1]->get(mFrame + frames * dir);
- graphics->drawImage(image, px - 16, py - 32);
}
+ Being::setSex(sex);
+}
- if (getHairColor() <= NR_HAIR_COLORS)
+void
+Player::setHairColor(Uint16 color)
+{
+ if (color != mHairColor && mHairStyle > 0)
{
- int hf = 9 * (getHairColor() - 1) + hairframe[dir][frame];
-
- graphics->drawImage(hairset[getHairStyle() - 1]->get(hf),
- px + 1 + hairtable[frame][dir][0],
- py - 33 + hairtable[frame][dir][1]);
+ delete mSprites[HAIR_SPRITE];
+ mSprites[HAIR_SPRITE] = new AnimatedSprite("graphics/sprites/hairstyle"+toString(mHairStyle)+".xml", color - 1);
}
-
- // Display middle equipment
- if (mVisibleEquipment[5])
+ Being::setHairColor(color);
+};
+
+void
+Player::setHairStyle(Uint16 style)
+{
+ if (style != mHairStyle && mHairColor > 0)
{
- graphics->drawImage(
- equipmentset[mVisibleEquipment[5] - 1]->get(frame + 18 * dir),
- px - 16, py - 32);
+ delete mSprites[HAIR_SPRITE];
+ mSprites[HAIR_SPRITE] = new AnimatedSprite("graphics/sprites/hairstyle"+toString(style)+".xml", mHairColor - 1);
}
-}
+ Being::setHairStyle(style);
+};
void
-Player::drawName(Graphics *graphics, Sint32 offsetX, Sint32 offsetY)
+Player::setVisibleEquipment(Uint8 slot, Uint8 id)
{
- int px = mPx + offsetX;
- int py = mPy + offsetY;
-
- graphics->setFont(speechFont);
- graphics->setColor(gcn::Color(255, 255, 255));
- graphics->drawText(mName, px + 15, py + 30, gcn::Graphics::CENTER);
+ // Translate eAthena specific slot
+ Uint8 position = 0;
+ switch (slot) {
+ case 3:
+ position = BOTTOMCLOTHES_SPRITE;
+ break;
+ case 4:
+ position = HAT_SPRITE;
+ break;
+ case 5:
+ position = TOPCLOTHES_SPRITE;
+ break;
+ }
+ // id = 0 means unequip
+ if (mSprites[position]) {
+ delete mSprites[position];
+ mSprites[position] = 0;
+ }
+ if (id) {
+ char stringId[4];
+ sprintf(stringId, "%03i", id);
+ printf("Id: %i %i %s\n", id, slot, stringId);
+ mSprites[position] = new AnimatedSprite(
+ "graphics/sprites/item" + toString(stringId) + ".xml", 0);
+ }
+ Being::setVisibleEquipment(slot, id);
}
+
+