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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 "player.h"
#include "equipment.h"
#include "game.h"
#include "graphics.h"
#include "graphic/spriteset.h"
#include "gui/gui.h"
extern std::vector<Spriteset *> hairset;
extern Spriteset *playerset;
extern std::vector<Spriteset *> weaponset;
extern Spriteset *equipmentset;
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)
{
}
void Player::logic()
{
switch (mAction) {
case WALK:
mFrame = (get_elapsed_time(mWalkTime) * 6) / mWalkSpeed;
if (mFrame >= 6) {
nextStep();
}
break;
case ATTACK:
int frames = 4;
if (getWeapon() == 2)
{
frames = 5;
}
mFrame = (get_elapsed_time(mWalkTime) * frames) / mAttackSpeed;
if (mFrame >= frames) {
nextStep();
}
break;
}
Being::logic();
}
Being::Type Player::getType() const
{
return PLAYER;
}
void Player::draw(Graphics *graphics, int offsetX, int offsetY)
{
int px = mPx + offsetX;
int py = mPy + offsetY;
int frame = mAction;
frame = mAction;
if (mAction != SIT && mAction != DEAD)
{
frame += mFrame;
}
if (mAction == ATTACK && getWeapon() > 0)
{
if (getWeapon() == 2)
{
frame += 4;
}
}
unsigned char dir = 0;
while (!(mDirection & (1 << dir))) dir++;
graphics->drawImage(playerset->get(frame + 18 * dir),
px - 16, py - 32);
Item *item = mEquipment->getEquipment(3);
if (item)
{
graphics->drawImage(equipmentset->get(frame + 18 * dir),
px - 16, py - 32);
}
if (getWeapon() != 0 && mAction == ATTACK)
{
int frames = 4;
if (getWeapon() == 2)
{
frames = 5;
}
Image *image = weaponset[getWeapon() - 1]->get(mFrame + frames * dir);
graphics->drawImage(image, px - 16, py - 32);
}
if (getHairColor() <= NR_HAIR_COLORS)
{
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]);
}
}
void
Player::drawName(Graphics *graphics, Sint32 offsetX, Sint32 offsetY)
{
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);
}
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