/* * 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 */ #include "monster.h" #include "animatedsprite.h" #include "game.h" #include "particle.h" #include "sound.h" #include "resources/monsterdb.h" #include "utils/tostring.h" Monster::Monster(Uint16 id, Uint16 job, Map *map): Being(id, job, map) { const MonsterInfo& info = getInfo(); // Setup Monster sprites int c = BASE_SPRITE; const std::list &sprites = info.getSprites(); for (std::list::const_iterator i = sprites.begin(); i != sprites.end(); i++) { if (c == VECTOREND_SPRITE) break; std::string file = "graphics/sprites/" + *i; mSprites[c] = AnimatedSprite::load(file); c++; } // Ensure that something is shown if (c == BASE_SPRITE) { mSprites[c] = AnimatedSprite::load("graphics/sprites/error.xml"); } const std::list &particleEffects = info.getParticleEffects(); for (std::list::const_iterator i = particleEffects.begin(); i != particleEffects.end(); i++) { controlParticle(particleEngine->addEffect((*i), 0, 0)); } } Monster::~Monster() { } Being::Type Monster::getType() const { return MONSTER; } void Monster::setAction(Action action, int attackType) { SpriteAction currentAction = ACTION_INVALID; int rotation = 0; std::string particleEffect; switch (action) { case WALK: currentAction = ACTION_WALK; break; case DEAD: currentAction = ACTION_DEAD; sound.playSfx(getInfo().getSound(MONSTER_EVENT_DIE)); break; case ATTACK: currentAction = getInfo().getAttackAction(attackType); //attack particle effect particleEffect = getInfo().getAttackParticleEffect(attackType); if (particleEffect != "") { switch (mDirection) { case DOWN: rotation = 0; break; case LEFT: rotation = 90; break; case UP: rotation = 180; break; case RIGHT: rotation = 270; break; default: break; } mSprites[BASE_SPRITE]->reset(); Particle *p; p = particleEngine->addEffect( particleEffect, 0, 0, rotation); controlParticle(p); } break; case STAND: currentAction = ACTION_STAND; break; case HURT: // Not implemented yet break; default: break; } if (currentAction != ACTION_INVALID) { for (int i = 0; i < VECTOREND_SPRITE; i++) { if (mSprites[i]) { mSprites[i]->play(currentAction); } } mAction = action; } } void Monster::handleAttack() { Being::handleAttack(); const MonsterInfo &mi = getInfo(); // TODO: It's not possible to determine hit or miss here, so this stuff // probably needs to be moved somewhere else. We may lose synchronization // between attack animation and the sound, unless we adapt the protocol... sound.playSfx(mi.getSound(MONSTER_EVENT_HIT)); } void Monster::takeDamage(int amount) { if (amount > 0) sound.playSfx(getInfo().getSound(MONSTER_EVENT_HURT)); Being::takeDamage(amount); } Being::TargetCursorSize Monster::getTargetCursorSize() const { return getInfo().getTargetCursorSize(); } const MonsterInfo& Monster::getInfo() const { return MonsterDB::get(mJob); }