/*
* 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 "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)
{
std::string filename = getInfo().getSprite();
if (filename.empty())
filename = "error.xml";
mSprites[BASE_SPRITE] =
AnimatedSprite::load("graphics/sprites/" + filename);
}
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)
{
mSprites[BASE_SPRITE]->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);
}