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/*
* 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 "monster.h"
#include "animatedsprite.h"
#include "game.h"
#include "sound.h"
#include "resources/monsterdb.h"
#include "utils/tostring.h"
Monster::Monster(Uint16 id, Uint16 job, Map *map):
Being(id, job, map)
{
mSprites[BASE_SPRITE] = new AnimatedSprite(
"graphics/sprites/" + MonsterDB::get(job - 1002).getSprite());
}
Being::Type
Monster::getType() const
{
return MONSTER;
}
void
Monster::setAction(Action action)
{
SpriteAction currentAction = ACTION_INVALID;
switch (action)
{
case WALK:
currentAction = ACTION_WALK;
break;
case DEAD:
currentAction = ACTION_DEAD;
sound.playSfx(MonsterDB::get(mJob - 1002).getSound(EVENT_DIE));
break;
case ATTACK:
currentAction = ACTION_ATTACK;
sound.playSfx(MonsterDB::get(mJob - 1002).getSound(EVENT_HIT));
mSprites[BASE_SPRITE]->reset();
break;
case STAND:
currentAction = ACTION_STAND;
break;
case HURT:
// Not implemented yet
break;
default:
break;
}
if (currentAction != ACTION_INVALID)
{
mSprites[BASE_SPRITE]->play(currentAction);
mAction = action;
}
}
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