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authorPhilipp Sehmisch <tmw@crushnet.org>2007-12-10 02:22:59 +0000
committerPhilipp Sehmisch <tmw@crushnet.org>2007-12-10 02:22:59 +0000
commite961be5bfd29ad3f44f948828981cb3ab07f25a7 (patch)
tree5464d14635191407eb24c7ad76b1b218b33016d2
parent43b986ceffdb436d8850a876bd485c9a3eea8cdd (diff)
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Simplified player subsprite handling by treating equipment, hairstyle and base sprites alike. Implementing female hairstyles is now a purely content-sided task.
-rw-r--r--ChangeLog8
-rw-r--r--src/being.cpp11
-rw-r--r--src/being.h5
-rw-r--r--src/net/beinghandler.cpp24
-rw-r--r--src/net/charserverhandler.cpp8
-rw-r--r--src/net/equipmenthandler.cpp4
-rw-r--r--src/player.cpp49
-rw-r--r--src/player.h9
8 files changed, 58 insertions, 60 deletions
diff --git a/ChangeLog b/ChangeLog
index 9cfba9a9..11591d6c 100644
--- a/ChangeLog
+++ b/ChangeLog
@@ -1,3 +1,11 @@
+2007-12-10 Philipp Sehmisch <tmw@crushnet.org>
+
+ * src/being.cpp, src/being.h, src/net/beinghandler.cpp,
+ src/net/charserverhandler.cpp, src/net/equipmenthandler.cpp,
+ src/player.cpp, src/player.h, data/items.xml: Simplified player
+ subsprite handling by treating equipment, hairstyle and base
+ sprites alike. This also enables gender-specific hairstyles.
+
2007-12-09 Philipp Sehmisch <tmw@crushnet.org>
* data/graphics/sprites/head-funkywinter.png,
diff --git a/src/being.cpp b/src/being.cpp
index a9dfa93c..a562389f 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -57,12 +57,13 @@ Being::Being(int id, int job, Map *map):
mDirection(DOWN),
mMap(NULL),
mEquippedWeapon(NULL),
- mHairStyle(0), mHairColor(0),
+ mHairStyle(1), mHairColor(0),
mGender(2),
mSpeechTime(0),
mPx(0), mPy(0),
mSprites(VECTOREND_SPRITE, NULL),
- mEquipmentSpriteIDs(VECTOREND_SPRITE, 0)
+ mSpriteIDs(VECTOREND_SPRITE, 0),
+ mSpriteColors(VECTOREND_SPRITE, "")
{
setMap(map);
@@ -134,9 +135,11 @@ Being::setHairStyle(int style, int color)
}
void
-Being::setVisibleEquipment(int slot, int id)
+Being::setSprite(int slot, int id, std::string color)
{
- mEquipmentSpriteIDs[slot] = id;
+ assert (slot >= BASE_SPRITE && slot < VECTOREND_SPRITE);
+ mSpriteIDs[slot] = id;
+ mSpriteColors[slot] = color;
}
void
diff --git a/src/being.h b/src/being.h
index 2770dd6b..bdcabbdf 100644
--- a/src/being.h
+++ b/src/being.h
@@ -204,7 +204,7 @@ class Being : public Sprite
* Sets visible equipments for this being.
*/
virtual void
- setVisibleEquipment(int slot, int id);
+ setSprite(int slot, int id, std::string color = "");
/**
* Sets the gender of this being.
@@ -386,7 +386,8 @@ class Being : public Sprite
Sint32 mPx, mPy; /**< Pixel coordinates */
std::vector<AnimatedSprite*> mSprites;
- std::vector<int> mEquipmentSpriteIDs;
+ std::vector<int> mSpriteIDs;
+ std::vector<std::string> mSpriteColors;
std::list<Particle *> mChildParticleEffects;
private:
diff --git a/src/net/beinghandler.cpp b/src/net/beinghandler.cpp
index e54a66ed..6100e76f 100644
--- a/src/net/beinghandler.cpp
+++ b/src/net/beinghandler.cpp
@@ -108,9 +108,9 @@ void BeingHandler::handleMessage(MessageIn *msg)
dstBeing->setWalkSpeed(speed);
dstBeing->mJob = job;
hairStyle = msg->readInt16();
- dstBeing->setVisibleEquipment(
+ dstBeing->setSprite(
Being::WEAPON_SPRITE, msg->readInt16());
- dstBeing->setVisibleEquipment(
+ dstBeing->setSprite(
Being::BOTTOMCLOTHES_SPRITE, msg->readInt16());
if (msg->getId() == SMSG_BEING_MOVE)
@@ -121,8 +121,8 @@ void BeingHandler::handleMessage(MessageIn *msg)
msg->readInt16(); // shield
headTop = msg->readInt16();
headMid = msg->readInt16();
- dstBeing->setVisibleEquipment(Being::HAT_SPRITE, headTop);
- dstBeing->setVisibleEquipment(Being::TOPCLOTHES_SPRITE, headMid);
+ dstBeing->setSprite(Being::HAT_SPRITE, headTop);
+ dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid);
hairColor = msg->readInt16();
msg->readInt16(); // unknown
msg->readInt16(); // head dir
@@ -263,18 +263,18 @@ void BeingHandler::handleMessage(MessageIn *msg)
dstBeing->setHairStyle(id, -1);
break;
case 2:
- dstBeing->setVisibleEquipment(Being::WEAPON_SPRITE, id);
+ dstBeing->setSprite(Being::WEAPON_SPRITE, id);
break;
case 3: // Change lower headgear for eAthena, pants for us
- dstBeing->setVisibleEquipment(
+ dstBeing->setSprite(
Being::BOTTOMCLOTHES_SPRITE, id);
break;
case 4: // Change upper headgear for eAthena, hat for us
- dstBeing->setVisibleEquipment(
+ dstBeing->setSprite(
Being::HAT_SPRITE, id);
break;
case 5: // Change middle headgear for eathena, armor for us
- dstBeing->setVisibleEquipment(
+ dstBeing->setSprite(
Being::TOPCLOTHES_SPRITE, id);
break;
case 6:
@@ -316,7 +316,7 @@ void BeingHandler::handleMessage(MessageIn *msg)
dstBeing->setWalkSpeed(speed);
dstBeing->mJob = job;
hairStyle = msg->readInt16();
- dstBeing->setVisibleEquipment(
+ dstBeing->setSprite(
Being::WEAPON_SPRITE, msg->readInt16());
msg->readInt16(); // item id 2
headBottom = msg->readInt16();
@@ -337,10 +337,10 @@ void BeingHandler::handleMessage(MessageIn *msg)
msg->readInt8(); // karma
dstBeing->setGender(1 - msg->readInt8()); // gender
dstBeing->setHairStyle(hairStyle, hairColor);
- dstBeing->setVisibleEquipment(
+ dstBeing->setSprite(
Being::BOTTOMCLOTHES_SPRITE, headBottom);
- dstBeing->setVisibleEquipment(Being::HAT_SPRITE, headTop);
- dstBeing->setVisibleEquipment(Being::TOPCLOTHES_SPRITE, headMid);
+ dstBeing->setSprite(Being::HAT_SPRITE, headTop);
+ dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid);
if (msg->getId() == SMSG_PLAYER_MOVE)
{
diff --git a/src/net/charserverhandler.cpp b/src/net/charserverhandler.cpp
index 063be212..5c275b94 100644
--- a/src/net/charserverhandler.cpp
+++ b/src/net/charserverhandler.cpp
@@ -204,13 +204,13 @@ LocalPlayer* CharServerHandler::readPlayerData(MessageIn &msg, int &slot)
msg.readInt16(); // class
int hairStyle = msg.readInt16();
Uint16 weapon = msg.readInt16();
- tempPlayer->setVisibleEquipment(Being::WEAPON_SPRITE, weapon);
+ tempPlayer->setSprite(Being::WEAPON_SPRITE, weapon);
tempPlayer->mLevel = msg.readInt16();
msg.readInt16(); // skill point
- tempPlayer->setVisibleEquipment(Being::BOTTOMCLOTHES_SPRITE, msg.readInt16()); // head bottom
+ tempPlayer->setSprite(Being::BOTTOMCLOTHES_SPRITE, msg.readInt16()); // head bottom
msg.readInt16(); // shield
- tempPlayer->setVisibleEquipment(Being::HAT_SPRITE, msg.readInt16()); // head option top
- tempPlayer->setVisibleEquipment(Being::TOPCLOTHES_SPRITE, msg.readInt16()); // head option mid
+ tempPlayer->setSprite(Being::HAT_SPRITE, msg.readInt16()); // head option top
+ tempPlayer->setSprite(Being::TOPCLOTHES_SPRITE, msg.readInt16()); // head option mid
int hairColor = msg.readInt16();
tempPlayer->setHairStyle(hairStyle, hairColor);
msg.readInt16(); // unknown
diff --git a/src/net/equipmenthandler.cpp b/src/net/equipmenthandler.cpp
index 60be5c74..84da9365 100644
--- a/src/net/equipmenthandler.cpp
+++ b/src/net/equipmenthandler.cpp
@@ -141,7 +141,7 @@ void EquipmentHandler::handleMessage(MessageIn *msg)
if (!being)
break;
- being->setVisibleEquipment(Being::WEAPON_SPRITE, itemId);
+ being->setSprite(Being::WEAPON_SPRITE, itemId);
break;
case SMSG_PLAYER_UNEQUIP:
@@ -184,7 +184,7 @@ void EquipmentHandler::handleMessage(MessageIn *msg)
case 536:
case 1200:
case 1201:
- player_node->setVisibleEquipment(Being::WEAPON_SPRITE, 0);
+ player_node->setSprite(Being::WEAPON_SPRITE, 0);
// TODO: Why this break? Shouldn't a weapon be
// unequipped in inventory too?
break;
diff --git a/src/player.cpp b/src/player.cpp
index d1999c89..a1a86587 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -94,39 +94,26 @@ void Player::setGender(int gender)
gender = 0;
}
+
if (gender != mGender)
{
- // Reload base sprite
- AnimatedSprite *newBaseSprite;
- if (gender == 0)
- {
- newBaseSprite = AnimatedSprite::load(
- "graphics/sprites/player_male_base.xml");
- }
- else
- {
- newBaseSprite = AnimatedSprite::load(
- "graphics/sprites/player_female_base.xml");
- }
+ Being::setGender(gender);
- delete mSprites[BASE_SPRITE];
- mSprites[BASE_SPRITE] = newBaseSprite;
+ setSprite(Being::BASE_SPRITE, -100); /* Human base sprite. When implementing
+ * different races remove this line
+ * and set the base sprite when setting
+ * the race of the player character.
+ */
- // Reload equipment
+ // Reload all subsprites
for (int i = 1; i < VECTOREND_SPRITE; i++)
{
- if (i != HAIR_SPRITE && mEquipmentSpriteIDs.at(i) != 0)
+ if (mSpriteIDs.at(i) != 0)
{
- AnimatedSprite *newEqSprite = AnimatedSprite::load(
- "graphics/sprites/" + ItemDB::get(
- mEquipmentSpriteIDs.at(i)).getSprite(gender));
- delete mSprites[i];
- mSprites[i] = newEqSprite;
+ setSprite(i, mSpriteIDs.at(i), mSpriteColors.at(i));
}
}
}
-
- Being::setGender(gender);
}
void Player::setHairStyle(int style, int color)
@@ -151,20 +138,12 @@ void Player::setHairStyle(int style, int color)
"#460850,611967,e7b4ae", // dark purple
};
- AnimatedSprite *newHairSprite = AnimatedSprite::load
- (strprintf("graphics/sprites/hairstyle%d%s.xml|%s",
- style,
- "", //(mGender == 0) ? "-male" : "-female",
- colors[color]));
- if (newHairSprite)
- newHairSprite->setDirection(getSpriteDirection());
- delete mSprites[HAIR_SPRITE];
- mSprites[HAIR_SPRITE] = newHairSprite;
+ setSprite(HAIR_SPRITE, style * -1, colors[color]);
setAction(mAction);
}
-void Player::setVisibleEquipment(int slot, int id)
+void Player::setSprite(int slot, int id, std::string color)
{
// id = 0 means unequip
if (id == 0)
@@ -175,7 +154,7 @@ void Player::setVisibleEquipment(int slot, int id)
else
{
AnimatedSprite *equipmentSprite = AnimatedSprite::load(
- "graphics/sprites/" + ItemDB::get(id).getSprite(mGender));
+ "graphics/sprites/" + ItemDB::get(id).getSprite(mGender) + "|" + color);
if (equipmentSprite)
equipmentSprite->setDirection(getSpriteDirection());
@@ -191,5 +170,5 @@ void Player::setVisibleEquipment(int slot, int id)
setAction(mAction);
}
- Being::setVisibleEquipment(slot, id);
+ Being::setSprite(slot, id, color);
}
diff --git a/src/player.h b/src/player.h
index 1526d2bc..e9a30da0 100644
--- a/src/player.h
+++ b/src/player.h
@@ -53,6 +53,13 @@ class Player : public Being
/**
* Sets the hair style and color for this player.
+ *
+ * Only for convenience in 0.0 client. When porting
+ * this to the trunk remove this function and
+ * call setSprite directly instead. The server should
+ * provide the hair ID and coloring in the same way
+ * it does for other equipment pieces.
+ *
*/
void setHairStyle(int style, int color);
@@ -60,7 +67,7 @@ class Player : public Being
* Sets visible equipments for this player.
*/
virtual void
- setVisibleEquipment(int slot, int id);
+ setSprite(int slot, int id, std::string color = "");
};
#endif