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author | Eugenio Favalli <elvenprogrammer@gmail.com> | 2006-07-19 15:12:06 +0000 |
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committer | Eugenio Favalli <elvenprogrammer@gmail.com> | 2006-07-19 15:12:06 +0000 |
commit | 4050f8c0bced625a95d542d30647c3f8bbf2267b (patch) | |
tree | 420d65a5ed6a2155762b4e13a4c90ab2df9f888e /src/player.cpp | |
parent | da3a1fd114dd7b8e5e8c880bd987506acc16ac42 (diff) | |
download | mana-4050f8c0bced625a95d542d30647c3f8bbf2267b.tar.gz mana-4050f8c0bced625a95d542d30647c3f8bbf2267b.tar.bz2 mana-4050f8c0bced625a95d542d30647c3f8bbf2267b.tar.xz mana-4050f8c0bced625a95d542d30647c3f8bbf2267b.zip |
Merged new_animation branch until r2415 into trunk.
Diffstat (limited to 'src/player.cpp')
-rw-r--r-- | src/player.cpp | 161 |
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); } + + |