/* * 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 * * $Id$ */ #include "graphic.h" #include "../gui/gui.h" #include "../gui/textfield.h" #include "../gui/minimap.h" #include "../gui/chargedialog.h" #include "../gui/itemcontainer.h" #include "../main.h" #include "../being.h" #include "../floor_item.h" #include SDL_Surface *screen; char itemCurrenyQ[10] = "0"; int map_x, map_y, camera_x, camera_y; char npc_text[1000] = ""; char statsString2[255] = "n/a"; char skill_points[10] = ""; bool show_skill_dialog = false; bool show_skill_list_dialog = false; char npc_button[10] = "Close"; gcn::TextField *chatInput; gcn::Label *debugInfo; ChatBox *chatBox; StatusWindow *statusWindow; BuyDialog *buyDialog; SellDialog *sellDialog; BuySellDialog *buySellDialog; InventoryWindow *inventoryWindow; NpcListDialog *npcListDialog; NpcTextDialog *npcTextDialog; SkillDialog *skillDialog; NewSkillDialog *newSkillWindow; StatsWindow *statsWindow; Setup* setupWindow; Minimap *minimap; EquipmentWindow *equipmentWindow; ChargeDialog *chargeDialog; void ChatListener::action(const std::string& eventId) { if (eventId == "chatinput") { std::string message = chatInput->getText(); if (message.length() > 0) { chatBox->chat_send(char_info[0].name, message.c_str()); chatInput->setText(""); } } } char hairtable[16][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 { { 0, 0}, {0, 0}, {0, 0}, {0, 0} }, // ?? HIT { { 0, 16}, {-1, 6}, {-1, 6}, {0, 6} } // DEAD }; int get_x_offset(Being *being) { int offset = 0; char direction = being->direction; if (being->action == WALK) { if (direction != NORTH && direction != SOUTH) { offset = being->frame + 1; if (offset == 5) offset = 0; offset *= 8; if (direction == WEST || direction == NW || direction == SW) { offset = -offset; offset += 32; } else offset -= 32; } } return offset; } int get_y_offset(Being *being) { int offset = 0; char direction = being->direction; if (being->action == WALK) { if (direction != EAST && direction != WEST) { offset = being->frame + 1; if (offset == 5) offset = 0; offset *= 8; if (direction == NORTH || direction == NW || direction == NE) { offset = -offset; offset += 32; } else { offset -= 32; } } } return offset; } Graphics::Graphics(): mouseCursor(NULL) { #ifdef USE_OPENGL setTargetPlane(800, 600); #else setTarget(SDL_GetVideoSurface()); #endif // Hide the system mouse cursor SDL_ShowCursor(SDL_DISABLE); // Load the mouse cursor ResourceManager *resman = ResourceManager::getInstance(); mouseCursor = resman->getImage("core/graphics/gui/mouse.png", IMG_ALPHA); if (!mouseCursor) { error("Unable to load mouse cursor."); } // Initialize for drawing _beginDraw(); } Graphics::~Graphics() { // Deinitialize for drawing _endDraw(); } void Graphics::drawImageRect( int x, int y, int w, int h, Image *topLeft, Image *topRight, Image *bottomLeft, Image *bottomRight, Image *top, Image *right, Image *bottom, Image *left, Image *center) { // Draw the center area center->drawPattern(screen, x + topLeft->getWidth(), y + topLeft->getHeight(), w - topLeft->getWidth() - topRight->getWidth(), h - topLeft->getHeight() - bottomLeft->getHeight()); // Draw the sides top->drawPattern(screen, x + topLeft->getWidth(), y, w - topLeft->getWidth() - topRight->getWidth(), top->getHeight()); bottom->drawPattern(screen, x + bottomLeft->getWidth(), y + h - bottom->getHeight(), w - bottomLeft->getWidth() - bottomRight->getWidth(), bottom->getHeight()); left->drawPattern(screen, x, y + topLeft->getHeight(), left->getWidth(), h - topLeft->getHeight() - bottomLeft->getHeight()); right->drawPattern(screen, x + w - right->getWidth(), y + topRight->getHeight(), right->getWidth(), h - topRight->getHeight() - bottomRight->getHeight()); // Draw the corners topLeft->draw(screen, x, y); topRight->draw(screen, x + w - topRight->getWidth(), y); bottomLeft->draw(screen, x, y + h - bottomLeft->getHeight()); bottomRight->draw(screen, x + w - bottomRight->getWidth(), y + h - bottomRight->getHeight()); } void Graphics::drawImageRect( int x, int y, int w, int h, const ImageRect &imgRect) { drawImageRect(x, y, w, h, imgRect.grid[0], imgRect.grid[2], imgRect.grid[6], imgRect.grid[8], imgRect.grid[1], imgRect.grid[5], imgRect.grid[7], imgRect.grid[3], imgRect.grid[4]); } void Graphics::updateScreen() { // Draw mouse before flipping int mouseX, mouseY; SDL_GetMouseState(&mouseX, &mouseY); mouseCursor->draw(screen, mouseX - 5, mouseY - 2); #ifdef USE_OPENGL glFlush(); glFinish(); SDL_GL_SwapBuffers(); glClear(GL_COLOR_BUFFER_BIT); #else SDL_Flip(screen); #endif } Engine::Engine() { // Initializes GUI chatInput = new TextField(); chatInput->setPosition(chatInput->getBorderSize(), screen->h - chatInput->getHeight() - chatInput->getBorderSize()); chatInput->setWidth(592 - 2 * chatInput->getBorderSize()); ChatListener *chatListener = new ChatListener(); chatInput->setEventId("chatinput"); chatInput->addActionListener(chatListener); debugInfo = new gcn::Label(); chatBox = new ChatBox("./docs/chatlog.txt", 20); chatBox->setSize(592, 100); chatBox->setPosition(0, chatInput->getY() - 1 - chatBox->getHeight()); guiTop->add(chatBox); guiTop->add(debugInfo); guiTop->add(chatInput); // Create dialogs statusWindow = new StatusWindow(); statusWindow->setPosition(screen->w - statusWindow->getWidth() - 5, 5); buyDialog = new BuyDialog(); buyDialog->setVisible(false); sellDialog = new SellDialog(); sellDialog->setVisible(false); buySellDialog = new BuySellDialog(); buySellDialog->setVisible(false); inventoryWindow = new InventoryWindow(); inventoryWindow->setVisible(false); inventoryWindow->setPosition(screen->w - statusWindow->getWidth() - inventoryWindow->getWidth() - 10, 5); npcTextDialog = new NpcTextDialog(); npcTextDialog->setVisible(false); npcListDialog = new NpcListDialog(); npcListDialog->setVisible(false); skillDialog = new SkillDialog(); skillDialog->setVisible(false); newSkillWindow = new NewSkillDialog(); newSkillWindow->setVisible(false); statsWindow = new StatsWindow(); statsWindow->setVisible(false); statsWindow->setPosition( screen->w - 5 - statsWindow->getWidth(), statusWindow->getHeight() + 20); setupWindow = new Setup(); setupWindow->setVisible(false); minimap = new Minimap(); equipmentWindow = new EquipmentWindow(); equipmentWindow->setVisible(false); chargeDialog = new ChargeDialog(); chargeDialog->setVisible(true); chargeDialog->setPosition( screen->w - 5 - chargeDialog->getWidth(), screen->h - chargeDialog->getHeight() - 15); // Give focus to the chat input chatInput->requestFocus(); // Load the sprite sets ResourceManager *resman = ResourceManager::getInstance(); Image *npcbmp = resman->getImage( "core/graphics/sprites/npcs.png"); Image *emotionbmp = resman->getImage( "core/graphics/sprites/emotions.png"); Image *monsterbitmap = resman->getImage( "core/graphics/sprites/monsters.png"); Image *weaponbitmap = resman->getImage( "core/graphics/sprites/weapons.png"); Image *itembitmap = resman->getImage( "core/graphics/sprites/items.png"); if (!npcbmp) error("Unable to load npcs.png"); if (!emotionbmp) error("Unable to load emotions.png"); if (!monsterbitmap) error("Unable to load monsters.png"); if (!weaponbitmap) error("Unable to load weapons.png"); if (!itembitmap) error("Unable to load items.png"); npcset = new Spriteset(npcbmp, 50, 80); emotionset = new Spriteset(emotionbmp, 19, 19); monsterset = new Spriteset(monsterbitmap, 60, 60); weaponset = new Spriteset(weaponbitmap, 160, 120); itemset = new Spriteset(itembitmap, 20, 20); } Engine::~Engine() { delete chatBox; delete statusWindow; delete buyDialog; delete sellDialog; delete buySellDialog; delete npcListDialog; delete npcTextDialog; delete skillDialog; delete statsWindow; delete setupWindow; delete minimap; delete equipmentWindow; delete newSkillWindow; delete monsterset; delete npcset; delete emotionset; delete weaponset; delete itemset; } void Engine::draw() { // Get the current mouse position int mouseX, mouseY; SDL_GetMouseState(&mouseX, &mouseY); map_x = (player_node->x - 13) * 32 + get_x_offset(player_node); map_y = (player_node->y - 9) * 32 + get_y_offset(player_node); camera_x = map_x >> 5; camera_y = map_y >> 5; int offset_x = map_x & 31; int offset_y = map_y & 31; sort(); frame++; // Draw tiles below nodes for (int j = 0; j < 20; j++) { for (int i = 0; i < 26; i++) { Image *tile0 = tiledMap->getTile(i + camera_x, j + camera_y, 0); Image *tile1 = tiledMap->getTile(i + camera_x, j + camera_y, 1); if (tile0) { tile0->draw(screen, i * 32 - offset_x, j * 32 - offset_y); } if (tile1) { tile1->draw(screen, i * 32 - offset_x, j * 32 - offset_y); } } } // Draw items std::list::iterator floorItemIterator = floorItems.begin(); while (floorItemIterator != floorItems.end()) { FloorItem *floorItem = (*floorItemIterator); unsigned short x = floorItem->x; unsigned short y = floorItem->y; int sx = x - camera_x; int sy = y - camera_y; int absx = sx * 32 - floorItem->subx - offset_x; int absy = sy * 32 - floorItem->suby - offset_y; /** * subx and suby are serverside randomly generated to be * either 3, 6, 9 or 12. * this seems to be a finer differentiation for coordinates. * TODO: Find a better way to implement subx and suby. */ if (floorItem->id >= 501 && floorItem->id <= 1202) { itemset->spriteset[floorItem->id - 501]->draw(screen, absx, absy); } floorItemIterator++; } // Draw nodes std::list::iterator beingIterator = beings.begin(); while (beingIterator != beings.end()) { Being *being = (*beingIterator); unsigned short x = being->x; unsigned short y = being->y; unsigned char dir = being->direction / 2; int sx = x - camera_x; int sy = y - camera_y; #ifdef DEBUG guiGraphics->setColor(gcn::Color(0, 0, 255)); guiGraphics->drawRectangle(gcn::Rectangle(sx * 32, sy * 32, 32, 32)); #endif if ((being->job >= 100) && (being->job <= 110)) { // Draw a NPC npcset->spriteset[4 * (being->job - 100) + dir]->draw(screen, sx * 32 - 8 - offset_x, sy * 32 - 52 - offset_y); } else if (being->job < 10) { // Draw a player being->text_x = sx * 32 + get_x_offset(being) - offset_x; being->text_y = sy * 32 + get_y_offset(being) - offset_y; if (being->action == SIT || being->action == DEAD) { being->frame = 0; } int pf = being->frame + being->action; if (being->action == ATTACK) { pf += 4 * being->weapon; } playerset->spriteset[4 * pf + dir]->draw(screen, being->text_x - 64, being->text_y - 80); if (being->weapon != 0 && being->action == ATTACK) { weaponset->spriteset[4 * being->frame + dir]->draw(screen, being->text_x - 64, being->text_y - 80); } if (being->hair_color <= 10) { int hf = being->hair_color - 1 + 10 * (dir + 4 * (being->hair_style - 1)); hairset->spriteset[hf]->draw(screen, being->text_x - 2 + 2 * hairtable[pf][dir][0], being->text_y - 50 + 2 * hairtable[pf][dir][1]); } if (being->emotion != 0) { emotionset->spriteset[being->emotion - 1]->draw(screen, sx * 32 - 5 + get_x_offset(being) - offset_x, sy * 32 - 45 + get_y_offset(being) - offset_y); being->emotion_time--; if (being->emotion_time == 0) { being->emotion = 0; } } if (being->action != STAND && being->action != SIT && being->action != DEAD) { being->frame = (get_elapsed_time(being->walk_time) * 4) / (being->speed); if (being->frame >= 4) { being->frame = 0; being->action = STAND; if (being->id == player_node->id) { walk_status = 0; } } } } else if (being->job == 45) { // Draw a warp } else { // Draw a monster if (being->frame >= 4) being->frame = 3; being->text_x = sx * 32 - 42 + get_x_offset(being) - offset_x; being->text_y = sy * 32 - 65 + get_y_offset(being) - offset_y; int sprnum = dir + 4 * (being->job - 1002); int mf = being->frame + being->action; if (being->action == MONSTER_DEAD) { monsterset->spriteset[sprnum + 12 * MONSTER_DEAD]->draw(screen, being->text_x + 30, being->text_y + 40); } else { monsterset->spriteset[sprnum + 12 * mf]->draw(screen, being->text_x + 30, being->text_y + 40); } if (being->action != STAND) { being->frame = (get_elapsed_time(being->walk_time) * 4) / (being->speed); if (being->frame >= 4) { if (being->action != MONSTER_DEAD && being->hasPath()) { being->nextStep(); } } } } if (being->action == MONSTER_DEAD && being->frame >= 20) { delete being; beingIterator = beings.erase(beingIterator); } else { beingIterator++; } // nodes are ordered so if the next being y is > then the // last drawed for fringe layer, draw the missing lines } // Draw tiles above nodes for (int j = 0; j < 20; j++) { for (int i = 0; i < 26; i++) { Image *tile = tiledMap->getTile(i + camera_x, j + camera_y, 2); if (tile) { tile->draw(screen, i * 32 - offset_x, j * 32 - offset_y); #ifdef DEBUG guiGraphics->setColor(gcn::Color(0, 0, 0)); guiGraphics->drawRectangle(gcn::Rectangle( i * 32 - offset_x, j * 32 - offset_y, 32, 32)); #endif } } } // Find a path from the player to the mouse, and draw it. This is for debug // purposes. if (displayPathToMouse) { PATH_NODE *debugPath = tiledMap->findPath( player_node->x, player_node->y, mouseX / 32 + camera_x, mouseY / 32 + camera_y); while (debugPath) { int squareX = (debugPath->x - camera_x) * 32 - offset_x + 12; int squareY = (debugPath->y - camera_y) * 32 - offset_y + 12; guiGraphics->setColor(gcn::Color(255, 0, 0)); guiGraphics->fillRectangle(gcn::Rectangle(squareX, squareY, 8, 8)); MetaTile *tile = tiledMap->getMetaTile(debugPath->x, debugPath->y); std::stringstream cost; cost << tile->Gcost; guiGraphics->drawText(cost.str(), squareX + 4, squareY + 12, gcn::Graphics::CENTER); // Move to the next node PATH_NODE *temp = debugPath->next; delete debugPath; debugPath = temp; } } // Draw player speech beingIterator = beings.begin(); while (beingIterator != beings.end()) { Being *being = (*beingIterator); if (being->speech != NULL) { //if (being->speech_color == makecol(255, 255, 255)) { // guiGraphics->drawText(being->speech, // being->text_x + 16, being->text_y - 60, // gcn::Graphics::CENTER); //} //else { guiGraphics->drawText(being->speech, being->text_x + 60, being->text_y - 60, gcn::Graphics::CENTER); //} being->speech_time--; if (being->speech_time == 0) { free(being->speech); being->speech = NULL; } } beingIterator++; } if (statsWindow->isVisible()) { statsWindow->update(); } if (statusWindow->isVisible()) { statusWindow->update(); } gui->draw(); std::stringstream debugStream; debugStream << "[" << fps << " fps] " << (mouseX / 32 + camera_x) << ", " << (mouseY / 32 + camera_y) << " " << player_node->weapon; debugInfo->setCaption(debugStream.str()); debugInfo->adjustSize(); }