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-rw-r--r--src/being.cpp2
-rw-r--r--src/being.h17
-rw-r--r--src/engine.cpp24
-rw-r--r--src/game.cpp22
4 files changed, 27 insertions, 38 deletions
diff --git a/src/being.cpp b/src/being.cpp
index 7ed73b8f..88b2b9a0 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -162,7 +162,7 @@ void sort() {
Being::Being():
id(0), job(0),
x(0), y(0), destX(0), destY(0), direction(0),
- type(0), action(0), frame(0),
+ action(0), frame(0),
speech_color(0),
walk_time(0),
speed(150),
diff --git a/src/being.h b/src/being.h
index a2390f89..990a1e4a 100644
--- a/src/being.h
+++ b/src/being.h
@@ -43,23 +43,22 @@ struct PATH_NODE {
class Being
{
public:
- unsigned int id;
- unsigned short job;
- unsigned short x, y;
- unsigned short destX, destY;
- unsigned char direction;
- unsigned char type;
+ unsigned int id; /**< Unique id */
+ unsigned short job; /**< Job (player job, npc, monster, ) */
+ unsigned short x, y; /**< Tile coordinates */
+ unsigned short destX, destY; /**< Destination tile coordinates */
+ unsigned char direction; /**< Facing direction */
unsigned char action;
unsigned char frame;
int speech_color;
unsigned short walk_time;
unsigned short speed;
- unsigned char emotion;
- unsigned char emotion_time;
+ unsigned char emotion; /**< Currently showing emotion */
+ unsigned char emotion_time; /**< Time until emotion disappears */
unsigned int text_x, text_y; // temp solution to fix speech position
unsigned short weapon;
- char name[24];
+ char name[24]; /**< Name of character */
unsigned short aspd; /**< Attack speed */
/**
diff --git a/src/engine.cpp b/src/engine.cpp
index 69e4c04e..3d18f8ad 100644
--- a/src/engine.cpp
+++ b/src/engine.cpp
@@ -374,30 +374,8 @@ void Engine::draw()
}
// Draw a player
- /**
- * NOTES (by Javila):
- * - I'm not sure if comparing if being->id is less then 110000000
- * will create colateral effects (missing some player), but I think
- * this will avoid drawing ghosts too, since they have IDs greater
- * then value above.
- * - Also this high ID values are used for monsters and not for
- * players!!! Maybe can there be some monsters in server using
- * invalid monsterset's ID... This way server send the unknown
- * monster to client and tmw is guessing that this is a player...
- * Errors like this are (or at least were) found in mob_db when
- * monsters dropped unknown items (invalid items IDs)... Ok, I
- * did check on server scripts files (CVS) and haven't found these
- * errors... Do anybody have an idea about this???
- */
- else if (being->job < 10)
+ else if (being->isPlayer())
{
- // Don't draw ghosts!!!
- if ((std::string(being->name).empty()) && (being != player_node))
- {
- beingIterator++;
- continue;
- }
-
being->text_x = sx * 32 + get_x_offset(being) - offset_x;
being->text_y = sy * 32 + get_y_offset(being) - offset_y;
diff --git a/src/game.cpp b/src/game.cpp
index ce269bfa..dd7eccdb 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -724,17 +724,28 @@ void do_parse()
// Add new being / stop monster
case 0x0078:
- being = findNode(RFIFOL(2));
+ int id = RFIFOL(2);
+ int job = RFIFOW(14);
- if (being == NULL) {
+ // Being with id >= 110000000 and job 0 are better known
+ // as ghosts, so don't create those.
+ if (job == 0 && id >= 110000000)
+ {
+ break;
+ }
+
+ being = findNode(id);
+
+ if (being == NULL)
+ {
being = new Being();
- being->id = RFIFOL(2);
+ being->id = id;
being->speed = RFIFOW(6);
if (being->speed == 0) {
// Else division by 0 when calculating frame
being->speed = 150;
}
- being->job = RFIFOW(14);
+ being->job = job;
being->setHairStyle(RFIFOW(16));
being->setHairColor(RFIFOW(28));
being->x = get_x(RFIFOP(46));
@@ -742,7 +753,8 @@ void do_parse()
being->direction = get_direction(RFIFOP(46));
add_node(being);
}
- else {
+ else
+ {
being->clearPath();
being->x = get_x(RFIFOP(46));
being->y = get_y(RFIFOP(46));