/*
* 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 "game.h"
#include "graphics.h"
#include "graphic/spriteset.h"
#include "gui/gui.h"
extern Spriteset *hairset;
extern Spriteset *playerset;
extern Spriteset *weaponset;
signed char hairtable[16][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
{ { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0} }, // ?? HIT
{ { 0, 16}, {-1, 6}, {-1, 6}, { 0, 6} } // DEAD
};
Player::Player(Uint32 id, Uint16 job, Map *map):
Being(id, job, map)
{
}
void Player::logic()
{
switch (action) {
case WALK:
mFrame = (get_elapsed_time(walk_time) * 4) / mWalkSpeed;
break;
case ATTACK:
mFrame = (get_elapsed_time(walk_time) * 4) / aspd;
break;
}
if (mFrame >= 4) {
nextStep();
}
Being::logic();
}
Being::Type Player::getType() const
{
return PLAYER;
}
void Player::draw(Graphics *graphics, int offsetX, int offsetY)
{
unsigned char dir = direction / 2;
int px = mPx + offsetX;
int py = mPy + offsetY;
int frame = action;
frame = action;
if (action != SIT && action != DEAD)
{
frame += mFrame;
}
if (action == ATTACK && getWeapon() > 0)
{
frame += 4 * (getWeapon() - 1);
}
graphics->drawImage(playerset->spriteset[frame + 16 * dir],
px - 16, py - 32);
if (getWeapon() != 0 && action == ATTACK)
{
Image *image = weaponset->spriteset[
16 * (getWeapon() - 1) + 4 * mFrame + dir];
graphics->drawImage(image, px - 64, py - 80);
}
if (getHairColor() <= NR_HAIR_COLORS)
{
int hf = getHairColor() - 1 + 10 * (dir + 4 *
(getHairStyle() - 1));
graphics->drawImage(hairset->spriteset[hf],
px - 2 + 2 * hairtable[frame][dir][0],
py - 50 + 2 * hairtable[frame][dir][1]);
}
}