/*
* 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 "graphic.h"
#include "../gui/gui.h"
#include "../gui/textfield.h"
#include "../gui/status.h"
BITMAP *buffer, *chat_background;
char itemCurrenyQ[10] = "0";
int map_x, map_y, camera_x, camera_y;
DIALOG_PLAYER *skill_player, *skill_list_player;
char npc_text[1000] = "";
char statsString2[255] = "n/a";
char skill_points[10] = "";
Chat chatlog("./docs/chatlog.txt", 20);
bool show_skill_dialog = false;
bool show_skill_list_dialog = false;
char npc_button[10] = "Close";
gcn::TextField *chatInput;
StatusWindow *statusWindow;
BuyDialog *buyDialog;
SellDialog *sellDialog;
BuySellDialog *buySellDialog;
InventoryWindow *inventoryWindow;
NpcListDialog *npcListDialog;
NpcTextDialog *npcTextDialog;
void ChatListener::action(const std::string& eventId)
{
if (eventId == "chatinput") {
std::string message = chatInput->getText();
if (message.length() > 0) {
chatlog.chat_send(char_info[0].name, message.c_str());
chatInput->setText("");
}
}
}
void BuySellListener::action(const std::string& eventId)
{
int actionId = -1;
if (eventId == "buy") {
actionId = 0;
}
else if (eventId == "sell") {
actionId = 1;
}
if (actionId > -1) {
WFIFOW(0) = net_w_value(0x00c5);
WFIFOL(2) = net_l_value(current_npc);
WFIFOB(6) = net_b_value(actionId);
WFIFOSET(7);
}
buySellDialog->setVisible(false);
}
DIALOG skill_list_dialog[] = {
/* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */
{ tmw_dialog_proc, 300, 200, 260, 200, 0, 0, 0, 0, 0, 0, (char *)"Stats", NULL, NULL },
{ tmw_button_proc, 450, 376, 50, 20, 255, 0, 'u', D_EXIT, 0, 0, (char *)"&Up", NULL, NULL },
{ tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Close", NULL, NULL },
{ tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)skill_list, NULL, NULL },
{ tmw_text_proc, 304, 326, 40, 20, 0, 0, 0, 0, 0, 0, (char *)skill_points, NULL, NULL },
{ NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }
};
char hairtable[14][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
};
int get_x_offset(NODE *node) {
int offset = 0;
char direction = get_direction(node->coordinates);
if (node->action == WALK) {
if (direction != NORTH && direction != SOUTH) {
offset = node->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(NODE *node) {
int offset = 0;
char direction = get_direction(node->coordinates);
if (node->action == WALK) {
if (direction != EAST && direction != WEST) {
offset = node->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;
}
GraphicEngine::GraphicEngine() {
clear_bitmap(screen);
// Initializes GUI
chat_background = create_bitmap(592, 100);
clear_to_color(chat_background, makecol(0, 0, 0));
chatInput = new TextField();
chatInput->setPosition(chatInput->getBorderSize(),
SCREEN_H - chatInput->getHeight() - chatInput->getBorderSize() -1);
chatInput->setWidth(592 - 2 * chatInput->getBorderSize());
ChatListener *chatListener = new ChatListener();
chatInput->setEventId("chatinput");
chatInput->addActionListener(chatListener);
guiTop->add(chatInput);
// Create dialogs
statusWindow = new StatusWindow(guiTop);
statusWindow->setPosition(SCREEN_W - statusWindow->getWidth() - 10, 10);
buyDialog = new BuyDialog(guiTop);
buyDialog->setVisible(false);
sellDialog = new SellDialog(guiTop);
sellDialog->setVisible(false);
buySellDialog = new BuySellDialog(guiTop, new BuySellListener());
buySellDialog->setVisible(false);
inventoryWindow = new InventoryWindow(guiTop);
inventoryWindow->setVisible(false);
inventoryWindow->setPosition(100, 100);
npcTextDialog = new NpcTextDialog(guiTop);
npcTextDialog->setVisible(false);
npcListDialog = new NpcListDialog(guiTop);
npcListDialog->setVisible(false);
skill_player = init_dialog(skill_dialog, -1);
skill_list_player = init_dialog(skill_list_dialog, -1);
// Give focus to the chat input
chatInput->requestFocus();
// SDL probably doesn't need this buffer, it'll buffer for us.
buffer = create_bitmap(SCREEN_W, SCREEN_H);
if (!buffer) {
error("Not enough memory to create buffer");
}
// Initialize the gui bitmap to the page that will be drawn first
gui_bitmap = this->buffer;
emotionset = new Spriteset("./data/graphic/emotionset.dat");
hairset = new Spriteset("./data/graphic/hairset.dat");
monsterset = new Spriteset("./data/graphic/monsterset.dat");
npcset = new Spriteset("./data/graphic/npcset.dat");
playerset = new Spriteset("./data/graphic/playerset.dat");
tileset = new Spriteset("./data/graphic/tileset.dat");
}
GraphicEngine::~GraphicEngine() {
delete statusWindow;
delete buyDialog;
delete sellDialog;
delete buySellDialog;
delete npcListDialog;
delete npcTextDialog;
//delete tileset;
shutdown_dialog(skill_player);
}
void GraphicEngine::refresh() {
map_x = (get_x(player_node->coordinates) - 13) * 32 +
get_x_offset(player_node);
map_y = (get_y(player_node->coordinates) - 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++) {
unsigned short tile0 = get_tile(i + camera_x, j + camera_y, 0);
unsigned short tile1 = get_tile(i + camera_x, j + camera_y, 1);
if (tile0 < 600) {
tileset->spriteset[tile0]->draw(buffer,
i * 32 - offset_x, j * 32 - offset_y);
}
if (tile1 > 0) { //&& tile1 < 600
tileset->spriteset[tile1]->draw(buffer,
i * 32 - offset_x, j * 32 - offset_y);
}
}
}
// Draw nodes
NODE *node = get_head();
while (node) {
unsigned short x = get_x(node->coordinates);
unsigned short y = get_y(node->coordinates);
unsigned char dir = get_direction(node->coordinates) / 2;
int sx = x - camera_x;
int sy = y - camera_y;
#ifdef DEBUG
textprintf_ex(buffer, font, sx*32, sy*32+40, makecol(255, 255, 255), -1, "%i,%i | %i", x, y, node->frame);
rect(buffer, sx*32, sy*32, sx*32+32, sy*32+32, makecol(0,0,255));
#endif
if ((node->job >= 100) && (node->job <= 110)) { // Draw a NPC
npcset->spriteset[4 * (node->job - 100) + dir]->draw(buffer,
sx * 32 - 8 - offset_x,
sy * 32 - 52 - offset_y);
}
else if (node->job < 10) { // Draw a player
node->text_x = sx * 32 + get_x_offset(node) - offset_x;
node->text_y = sy * 32 + get_y_offset(node) - offset_y;
int hf = node->hair_color - 1 + 10 * (dir + 4 *
(node->hair_style - 1));
if (node->action == SIT) node->frame = 0;
if (node->action == ATTACK) {
int pf = node->frame + node->action + 4 * node->weapon;
playerset->spriteset[4 * pf + dir]->draw(buffer,
node->text_x - 64, node->text_y - 80);
hairset->spriteset[hf]->draw(
buffer, node->text_x - 2 + 2 * hairtable[pf][dir][0],
node->text_y - 50 + 2 * hairtable[pf][dir][1]);
}
else {
int pf = node->frame + node->action;
playerset->spriteset[4 * pf + dir]->draw(buffer,
node->text_x - 64, node->text_y - 80);
hairset->spriteset[hf]->draw(
buffer, node->text_x - 2 + 2 * hairtable[pf][dir][0],
node->text_y - 50 + 2 * hairtable[pf][dir][1]);
}
if (node->emotion != 0) {
emotionset->spriteset[node->emotion - 1]->draw(buffer,
sx * 32 - 5 + get_x_offset(node) - offset_x,
sy * 32 - 45 + get_y_offset(node) - offset_y);
node->emotion_time--;
if (node->emotion_time == 0) {
node->emotion = 0;
}
}
if (node->action != STAND && node->action != SIT) {
node->frame =
(get_elapsed_time(node->tick_time) * 4) / (node->speed);
if (node->frame >= 4) {
node->frame = 0;
node->action = STAND;
if (node->id == player_node->id) {
walk_status = 0;
}
}
}
}
else if (node->job == 45) { // Draw a warp
} else { // Draw a monster
if (node->frame >= 4)
node->frame = 3;
node->text_x = sx * 32 - 42 + get_x_offset(node) - offset_x;
node->text_y = sy * 32 - 65 + get_y_offset(node) - offset_y;
int sprnum = dir + 4 * (node->job - 1002);
int mf = node->frame + node->action;
if (node->action == MONSTER_DEAD) {
monsterset->spriteset[sprnum + 8 * MONSTER_DEAD]->draw(
buffer, node->text_x, node->text_y);
}
else {
monsterset->spriteset[sprnum + 8 * mf]->draw(buffer,
node->text_x, node->text_y);
}
if (node->action != STAND) {
node->frame =
(get_elapsed_time(node->tick_time) * 4) / (node->speed);
if (node->frame >= 4) {
if (node->action != MONSTER_DEAD && node->path) {
if (node->path->next) {
int old_x, old_y, new_x, new_y;
old_x = node->path->x;
old_y = node->path->y;
node->path = node->path->next;
new_x = node->path->x;
new_y = node->path->y;
direction = 0;
if (new_x > old_x) {
if (new_y > old_y) direction = SE;
else if (new_y < old_y) direction = NE;
else direction = EAST;
}
else if (new_x < old_x) {
if (new_y > old_y) direction = SW;
else if (new_y < old_y) direction = NW;
else direction = WEST;
}
else {
if (new_y > old_y) direction = SOUTH;
else if (new_y < old_y) direction = NORTH;
}
set_coordinates(node->coordinates,
node->path->x, node->path->y, direction);
} else {
node->action = STAND;
}
if (node->action != MONSTER_DEAD) {
node->frame = 0;
}
node->tick_time = tick_time;
//node->frame = 0;
}
}
}
}
if (node->action == MONSTER_DEAD && node->frame >= 20) {
NODE *temp = node;
node = node->next;
remove_node(temp->id);
}
else {
node = node->next;
}
// nodes are ordered so if the next node 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++) {
unsigned short tile = get_tile(i + camera_x, j + camera_y, 2);
if (tile > 0 && tile < 600) {
tileset->spriteset[tile]->draw(
buffer, i * 32 - offset_x, j * 32 - offset_y);
}
#ifdef DEBUG
rect(buffer, i * 32 - offset_x, j * 32 - offset_y, i * 32 - offset_x+32, j * 32 - offset_y+32,makecol(0,0,0));
#endif
}
}
// Draw player speech
node = get_head();
while (node) {
if (node->speech != NULL) {
if (node->speech_color == makecol(255, 255, 255)) {
textprintf_centre_ex(buffer, font,
node->text_x,
node->text_y - 60,
node->speech_color, -1,
"%s", node->speech);
}
else {
textprintf_centre_ex(buffer, font,
node->text_x + 60,
node->text_y,
node->speech_color, -1,
"%s", node->speech);
}
node->speech_time--;
if (node->speech_time == 0) {
free(node->speech);
node->speech = NULL;
}
}
node = node->next;
}
set_trans_blender(0, 0, 0, 110);
draw_trans_sprite(buffer, chat_background, 0, SCREEN_H - 125);
chatlog.chat_draw(buffer, 8, font);
if (show_skill_dialog) {
update_skill_dialog();
if (gui_update(skill_player) == 0) {
show_skill_dialog = false;
}
}
if (show_skill_list_dialog) {
if (gui_update(skill_list_player) == 0) {
int ret = shutdown_dialog(skill_list_player);
if (ret == 1) {
if (char_info->skill_point > 0) {
WFIFOW(0) = net_w_value(0x0112);
WFIFOW(2) = net_w_value(
get_skill_id(skill_list_dialog[3].d1));
WFIFOSET(4);
}
} else if(ret == 2) {
show_skill_list_dialog = false;
}
skill_list_player = init_dialog(skill_list_dialog, -1);
}
}
// Update character status display
statusWindow->update();
// Update GUI
guiGraphics->setTarget(buffer);
gui_update(NULL);
textprintf_ex(buffer, font, 0, 0, makecol(255, 255, 255), -1,
"[%i fps] %i,%i", fps,
mouse_x / 32 + camera_x, mouse_y / 32 + camera_y);
blit(buffer, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H);
}