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author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-03-03 12:42:21 +0000 |
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committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-03-03 12:42:21 +0000 |
commit | df5ee2a5c32258e0d993c7d7c917c75299ee9ae4 (patch) | |
tree | 8303eec548a78ae1f8b543aea8658d37321e772b /src/engine.cpp | |
parent | dbda6463fd8a9c3136daf64e79b5515812a2e40f (diff) | |
download | mana-df5ee2a5c32258e0d993c7d7c917c75299ee9ae4.tar.gz mana-df5ee2a5c32258e0d993c7d7c917c75299ee9ae4.tar.bz2 mana-df5ee2a5c32258e0d993c7d7c917c75299ee9ae4.tar.xz mana-df5ee2a5c32258e0d993c7d7c917c75299ee9ae4.zip |
Separated graphic/graphic.cpp into graphics.cpp and engine.cpp.
Diffstat (limited to 'src/engine.cpp')
-rw-r--r-- | src/engine.cpp | 500 |
1 files changed, 500 insertions, 0 deletions
diff --git a/src/engine.cpp b/src/engine.cpp new file mode 100644 index 00000000..9e0d6b62 --- /dev/null +++ b/src/engine.cpp @@ -0,0 +1,500 @@ +/* + * 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 "engine.h" +#include "graphics.h" +#include "gui/gui.h" +#include "gui/textfield.h" +#include "gui/minimap.h" +#include "gui/chargedialog.h" +#include "gui/itemcontainer.h" +#include "main.h" +#include "being.h" +#include "floor_item.h" + +char itemCurrenyQ[10] = "0"; +int map_x, map_y, camera_x, camera_y; +char npc_text[1000] = ""; +char statsString2[255] = "n/a"; +char skill_points[10] = ""; +bool show_skill_dialog = false; +bool show_skill_list_dialog = false; +char npc_button[10] = "Close"; + +gcn::TextField *chatInput; +gcn::Label *debugInfo; + +ChatBox *chatBox; +StatusWindow *statusWindow; +BuyDialog *buyDialog; +SellDialog *sellDialog; +BuySellDialog *buySellDialog; +InventoryWindow *inventoryWindow; +NpcListDialog *npcListDialog; +NpcTextDialog *npcTextDialog; +SkillDialog *skillDialog; +NewSkillDialog *newSkillWindow; +StatsWindow *statsWindow; +Setup* setupWindow; +Minimap *minimap; +EquipmentWindow *equipmentWindow; +ChargeDialog *chargeDialog; + +void ChatListener::action(const std::string& eventId) +{ + if (eventId == "chatinput") { + std::string message = chatInput->getText(); + + if (message.length() > 0) { + chatBox->chat_send(char_info[0].name, message.c_str()); + chatInput->setText(""); + } + } +} + +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 +}; + +int get_x_offset(Being *being) { + int offset = 0; + char direction = being->direction; + if (being->action == WALK) { + if (direction != NORTH && direction != SOUTH) { + offset = being->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(Being *being) { + int offset = 0; + char direction = being->direction; + if (being->action == WALK) { + if (direction != EAST && direction != WEST) { + offset = being->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; +} + +Engine::Engine() +{ + // Initializes GUI + chatInput = new TextField(); + chatInput->setPosition(chatInput->getBorderSize(), + screen->h - chatInput->getHeight() - + chatInput->getBorderSize()); + chatInput->setWidth(592 - 2 * chatInput->getBorderSize()); + + ChatListener *chatListener = new ChatListener(); + chatInput->setEventId("chatinput"); + chatInput->addActionListener(chatListener); + + debugInfo = new gcn::Label(); + + chatBox = new ChatBox("./docs/chatlog.txt", 20); + chatBox->setSize(592, 100); + chatBox->setPosition(0, chatInput->getY() - 1 - chatBox->getHeight()); + + guiTop->add(chatBox); + guiTop->add(debugInfo); + guiTop->add(chatInput); + + + // Create dialogs + + statusWindow = new StatusWindow(); + statusWindow->setPosition(screen->w - statusWindow->getWidth() - 5, 5); + + buyDialog = new BuyDialog(); + buyDialog->setVisible(false); + + sellDialog = new SellDialog(); + sellDialog->setVisible(false); + + buySellDialog = new BuySellDialog(); + buySellDialog->setVisible(false); + + inventoryWindow = new InventoryWindow(); + inventoryWindow->setVisible(false); + inventoryWindow->setPosition(screen->w - statusWindow->getWidth() - + inventoryWindow->getWidth() - 10, 5); + + npcTextDialog = new NpcTextDialog(); + npcTextDialog->setVisible(false); + + npcListDialog = new NpcListDialog(); + npcListDialog->setVisible(false); + + skillDialog = new SkillDialog(); + skillDialog->setVisible(false); + + newSkillWindow = new NewSkillDialog(); + newSkillWindow->setVisible(false); + + + statsWindow = new StatsWindow(); + statsWindow->setVisible(false); + statsWindow->setPosition( + screen->w - 5 - statsWindow->getWidth(), + statusWindow->getHeight() + 20); + + setupWindow = new Setup(); + setupWindow->setVisible(false); + + minimap = new Minimap(); + + equipmentWindow = new EquipmentWindow(); + equipmentWindow->setVisible(false); + + chargeDialog = new ChargeDialog(); + chargeDialog->setVisible(true); + chargeDialog->setPosition( + screen->w - 5 - chargeDialog->getWidth(), + screen->h - chargeDialog->getHeight() - 15); + + // Give focus to the chat input + chatInput->requestFocus(); + + // Load the sprite sets + ResourceManager *resman = ResourceManager::getInstance(); + Image *npcbmp = resman->getImage( + "core/graphics/sprites/npcs.png"); + Image *emotionbmp = resman->getImage( + "core/graphics/sprites/emotions.png"); + Image *monsterbitmap = resman->getImage( + "core/graphics/sprites/monsters.png"); + Image *weaponbitmap = resman->getImage( + "core/graphics/sprites/weapons.png"); + Image *itembitmap = resman->getImage( + "core/graphics/sprites/items.png"); + + if (!npcbmp) error("Unable to load npcs.png"); + if (!emotionbmp) error("Unable to load emotions.png"); + if (!monsterbitmap) error("Unable to load monsters.png"); + if (!weaponbitmap) error("Unable to load weapons.png"); + if (!itembitmap) error("Unable to load items.png"); + + npcset = new Spriteset(npcbmp, 50, 80); + emotionset = new Spriteset(emotionbmp, 19, 19); + monsterset = new Spriteset(monsterbitmap, 60, 60); + weaponset = new Spriteset(weaponbitmap, 160, 120); + itemset = new Spriteset(itembitmap, 20, 20); +} + +Engine::~Engine() +{ + delete chatBox; + delete statusWindow; + delete buyDialog; + delete sellDialog; + delete buySellDialog; + delete npcListDialog; + delete npcTextDialog; + delete skillDialog; + delete statsWindow; + delete setupWindow; + delete minimap; + delete equipmentWindow; + delete newSkillWindow; + + delete monsterset; + delete npcset; + delete emotionset; + delete weaponset; + delete itemset; +} + +void Engine::draw() +{ + // Get the current mouse position + int mouseX, mouseY; + SDL_GetMouseState(&mouseX, &mouseY); + + map_x = (player_node->x - 13) * 32 + get_x_offset(player_node); + map_y = (player_node->y - 9) * 32 + get_y_offset(player_node); + + camera_x = map_x / 32; + camera_y = map_y / 32; + + int offset_x = map_x & 31; + int offset_y = map_y & 31; + + sort(); + + frame++; + + // Draw tiles below nodes + if (tiledMap) { + tiledMap->draw(guiGraphics, map_x, map_y, 0); + tiledMap->draw(guiGraphics, map_x, map_y, 1); + } + + // Draw items + std::list<FloorItem*>::iterator floorItemIterator = floorItems.begin(); + while (floorItemIterator != floorItems.end()) + { + FloorItem *floorItem = (*floorItemIterator); + unsigned short x = floorItem->x; + unsigned short y = floorItem->y; + int sx = x - camera_x; + int sy = y - camera_y; + int absx = sx * 32 - offset_x; + int absy = sy * 32 - offset_y; + if (floorItem->id >= 501 && floorItem->id <= 1202) { + itemset->spriteset[floorItem->id - 501]->draw(screen, + absx, + absy); + } + + floorItemIterator++; + } + + // Draw nodes + std::list<Being*>::iterator beingIterator = beings.begin(); + while (beingIterator != beings.end()) + { + Being *being = (*beingIterator); + + unsigned short x = being->x; + unsigned short y = being->y; + unsigned char dir = being->direction / 2; + int sx = x - camera_x; + int sy = y - camera_y; + +#ifdef DEBUG + guiGraphics->setColor(gcn::Color(0, 0, 255)); + guiGraphics->drawRectangle(gcn::Rectangle(sx * 32, sy * 32, 32, 32)); +#endif + + if ((being->job >= 100) && (being->job <= 110)) { // Draw a NPC + npcset->spriteset[4 * (being->job - 100) + dir]->draw(screen, + sx * 32 - 8 - offset_x, + sy * 32 - 52 - offset_y); + } + else if (being->job < 10) { // Draw a player + being->text_x = sx * 32 + get_x_offset(being) - offset_x; + being->text_y = sy * 32 + get_y_offset(being) - offset_y; + + if (being->action == SIT || being->action == DEAD) { + being->frame = 0; + } + + int pf = being->frame + being->action; + + if (being->action == ATTACK) { + pf += 4 * being->weapon; + } + + playerset->spriteset[4 * pf + dir]->draw(screen, + being->text_x - 64, being->text_y - 80); + if (being->weapon != 0 && being->action == ATTACK) { + weaponset->spriteset[4 * being->frame + dir]->draw(screen, + being->text_x - 64, being->text_y - 80); + } + + if (being->hair_color <= 10) { + int hf = being->hair_color - 1 + 10 * (dir + 4 * + (being->hair_style - 1)); + + hairset->spriteset[hf]->draw(screen, + being->text_x - 2 + 2 * hairtable[pf][dir][0], + being->text_y - 50 + 2 * hairtable[pf][dir][1]); + } + + if (being->emotion != 0) { + emotionset->spriteset[being->emotion - 1]->draw(screen, + sx * 32 - 5 + get_x_offset(being) - offset_x, + sy * 32 - 45 + get_y_offset(being) - offset_y); + being->emotion_time--; + if (being->emotion_time == 0) { + being->emotion = 0; + } + } + if (being->action != STAND && being->action != SIT + && being->action != DEAD) { + being->frame = + (get_elapsed_time(being->walk_time) * 4) / (being->speed); + + if (being->frame >= 4) { + being->frame = 0; + being->action = STAND; + if (being->id == player_node->id) { + walk_status = 0; + } + } + } + } + else if (being->job == 45) { // Draw a warp + } else { // Draw a monster + if (being->frame >= 4) + being->frame = 3; + + being->text_x = sx * 32 - 42 + get_x_offset(being) - offset_x; + being->text_y = sy * 32 - 65 + get_y_offset(being) - offset_y; + + int sprnum = dir + 4 * (being->job - 1002); + int mf = being->frame + being->action; + + if (being->action == MONSTER_DEAD) { + monsterset->spriteset[sprnum + 12 * MONSTER_DEAD]->draw(screen, + being->text_x + 30, being->text_y + 40); + } + else { + monsterset->spriteset[sprnum + 12 * mf]->draw(screen, + being->text_x + 30, being->text_y + 40); + } + + if (being->action != STAND) { + being->frame = + (get_elapsed_time(being->walk_time) * 4) / (being->speed); + + if (being->frame >= 4) { + if (being->action != MONSTER_DEAD && being->hasPath()) { + being->nextStep(); + } + } + } + } + + if (being->action == MONSTER_DEAD && being->frame >= 20) { + delete being; + beingIterator = beings.erase(beingIterator); + } + else { + beingIterator++; + } + + // nodes are ordered so if the next being y is > then the + // last drawed for fringe layer, draw the missing lines + } + + // Draw tiles below nodes + if (tiledMap) { + tiledMap->draw(guiGraphics, map_x, map_y, 2); + } + + // Find a path from the player to the mouse, and draw it. This is for debug + // purposes. + if (displayPathToMouse) + { + PATH_NODE *debugPath = tiledMap->findPath( + player_node->x, player_node->y, + mouseX / 32 + camera_x, mouseY / 32 + camera_y); + + while (debugPath) + { + int squareX = (debugPath->x - camera_x) * 32 - offset_x + 12; + int squareY = (debugPath->y - camera_y) * 32 - offset_y + 12; + guiGraphics->setColor(gcn::Color(255, 0, 0)); + guiGraphics->fillRectangle(gcn::Rectangle(squareX, squareY, 8, 8)); + + MetaTile *tile = tiledMap->getMetaTile(debugPath->x, debugPath->y); + + std::stringstream cost; + cost << tile->Gcost; + guiGraphics->drawText(cost.str(), squareX + 4, squareY + 12, + gcn::Graphics::CENTER); + + // Move to the next node + PATH_NODE *temp = debugPath->next; + delete debugPath; + debugPath = temp; + } + } + + // Draw player speech + beingIterator = beings.begin(); + while (beingIterator != beings.end()) { + Being *being = (*beingIterator); + + if (being->speech != NULL) { + //if (being->speech_color == makecol(255, 255, 255)) { + // guiGraphics->drawText(being->speech, + // being->text_x + 16, being->text_y - 60, + // gcn::Graphics::CENTER); + //} + //else { + guiGraphics->drawText(being->speech, + being->text_x + 60, being->text_y - 60, + gcn::Graphics::CENTER); + //} + + being->speech_time--; + if (being->speech_time == 0) { + free(being->speech); + being->speech = NULL; + } + } + + beingIterator++; + } + + if (statsWindow->isVisible()) { + statsWindow->update(); + } + if (statusWindow->isVisible()) { + statusWindow->update(); + } + + gui->draw(); + + std::stringstream debugStream; + debugStream << "[" << fps << " fps] " << + (mouseX / 32 + camera_x) << ", " << (mouseY / 32 + camera_y) << " " + << player_node->weapon; + debugInfo->setCaption(debugStream.str()); + debugInfo->adjustSize(); +} |