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authorAndrei Karas <akaras@inbox.ru>2013-07-23 12:59:18 +0300
committerAndrei Karas <akaras@inbox.ru>2013-07-23 12:59:18 +0300
commit66f7df70fb03d487ae0c667adec3d5ad6e11721e (patch)
treeb01a7653aa911dcaf37b836e60275204c3cb028d /src/being.cpp
parente2a97fe7991d05a721be8070f70cbfbd7c169698 (diff)
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Add new sprite actions for water and sky.
New actions: fly, swim, standsky, standwater, sitsky, sitwater, attacksky, attackwater, spawnsky, spawnwater, deadsky, deadwater For now attacksky and attackwater unused.
Diffstat (limited to 'src/being.cpp')
-rw-r--r--src/being.cpp74
1 files changed, 67 insertions, 7 deletions
diff --git a/src/being.cpp b/src/being.cpp
index 1ed1700f4..63ffc0d2f 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -1012,12 +1012,66 @@ std::string Being::getSitAction() const
}
else
{
- if (mMap && !mMap->getWalk(mX, mY, Map::BLOCKMASK_GROUNDTOP))
- return SpriteAction::SITTOP;
+ if (mMap)
+ {
+ const unsigned char mask = mMap->getBlockMask(mX, mY);
+ if (mask & Map::BLOCKMASK_GROUNDTOP)
+ return SpriteAction::SITTOP;
+ else if (mask & Map::BLOCKMASK_AIR)
+ return SpriteAction::SITSKY;
+ else if (mask & Map::BLOCKMASK_WATER)
+ return SpriteAction::SITWATER;
+ }
return SpriteAction::SIT;
}
}
+
+std::string Being::getMoveAction() const
+{
+ if (serverVersion < 0)
+ {
+ return SpriteAction::MOVE;
+ }
+ else
+ {
+ if (mMap)
+ {
+ const unsigned char mask = mMap->getBlockMask(mX, mY);
+ if (mask & Map::BLOCKMASK_AIR)
+ return SpriteAction::FLY;
+ else if (mask & Map::BLOCKMASK_WATER)
+ return SpriteAction::SWIM;
+ }
+ return SpriteAction::MOVE;
+ }
+}
+
+#define getSpriteAction(func, action) \
+ std::string Being::get##func##Action() const \
+{ \
+ if (serverVersion < 0) \
+ { \
+ return SpriteAction::action; \
+ } \
+ else \
+ { \
+ if (mMap) \
+ { \
+ const unsigned char mask = mMap->getBlockMask(mX, mY); \
+ if (mask & Map::BLOCKMASK_AIR) \
+ return SpriteAction::action##SKY; \
+ else if (mask & Map::BLOCKMASK_WATER) \
+ return SpriteAction::action##WATER; \
+ } \
+ return SpriteAction::action; \
+ } \
+}
+
+getSpriteAction(Dead, DEAD)
+getSpriteAction(Stand, STAND)
+getSpriteAction(Spawn, SPAWN)
+
void Being::setAction(const Action &action, const int attackId)
{
std::string currentAction = SpriteAction::INVALID;
@@ -1030,7 +1084,7 @@ void Being::setAction(const Action &action, const int attackId)
playSfx(mInfo->getSound(
SOUND_EVENT_MOVE), nullptr, true, mX, mY);
}
- currentAction = SpriteAction::MOVE;
+ currentAction = getMoveAction();
// Note: When adding a run action,
// Differentiate walk and run with action name,
// while using only the ACTION_MOVE.
@@ -1050,6 +1104,7 @@ void Being::setAction(const Action &action, const int attackId)
case ATTACK:
if (mEquippedWeapon)
{
+ // +++ for attack need 3 actions: normal, water, air
currentAction = mEquippedWeapon->getAttackAction();
reset();
}
@@ -1058,6 +1113,7 @@ void Being::setAction(const Action &action, const int attackId)
if (!mInfo || !mInfo->getAttack(attackId))
break;
+ // +++ for attack need 3 actions: normal, water, air
currentAction = mInfo->getAttack(attackId)->mAction;
reset();
@@ -1096,7 +1152,7 @@ void Being::setAction(const Action &action, const int attackId)
}
break;
case DEAD:
- currentAction = SpriteAction::DEAD;
+ currentAction = getDeadAction();
if (mInfo)
{
playSfx(mInfo->getSound(SOUND_EVENT_DIE), this, true, mX, mY);
@@ -1105,7 +1161,7 @@ void Being::setAction(const Action &action, const int attackId)
}
break;
case STAND:
- currentAction = SpriteAction::STAND;
+ currentAction = getStandAction();
break;
case SPAWN:
if (mInfo)
@@ -1113,7 +1169,7 @@ void Being::setAction(const Action &action, const int attackId)
playSfx(mInfo->getSound(SOUND_EVENT_SPAWN),
nullptr, true, mX, mY);
}
- currentAction = SpriteAction::SPAWN;
+ currentAction = getSpawnAction();
break;
default:
logger->log("Being::setAction unknown action: "
@@ -1132,8 +1188,12 @@ void Being::setAction(const Action &action, const int attackId)
mAction = action;
}
- if (currentAction != SpriteAction::MOVE)
+ if (currentAction != SpriteAction::MOVE
+ && currentAction != SpriteAction::FLY
+ && currentAction != SpriteAction::SWIM)
+ {
mActionTime = tick_time;
+ }
}
void Being::setDirection(const uint8_t direction)