/* * 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 "graphic.h" #include "../gui/gui.h" #include "../gui/textfield.h" #include "../gui/status.h" #include "../main.h" BITMAP *buffer; 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; StatsWindow *statsWindow; 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(""); } } } 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); } 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; } Graphics::Graphics() { // Create drawing buffer // 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"); } setTarget(buffer); } Graphics::~Graphics() { destroy_bitmap(buffer); } void Graphics::updateScreen() { blit(buffer, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H); } Engine::Engine() { // Initializes GUI 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); 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() - 10, 10); buyDialog = new BuyDialog(); buyDialog->setVisible(false); sellDialog = new SellDialog(); sellDialog->setVisible(false); buySellDialog = new BuySellDialog(new BuySellListener()); buySellDialog->setVisible(false); inventoryWindow = new InventoryWindow(); inventoryWindow->setVisible(false); inventoryWindow->setPosition(100, 100); npcTextDialog = new NpcTextDialog(); npcTextDialog->setVisible(false); npcListDialog = new NpcListDialog(); npcListDialog->setVisible(false); skillDialog = new SkillDialog(); skillDialog->setVisible(false); statsWindow = new StatsWindow(); statsWindow->setVisible(false); // Give focus to the chat input chatInput->requestFocus(); // Load the sprite sets ResourceManager *resman = ResourceManager::getInstance(); Image *npcbmp = resman->getImage("graphic/npcset.bmp"); Image *emotionbmp = resman->getImage("graphic/emotionset.bmp"); Image *tilesetbmp = resman->getImage("graphic/tileset.bmp"); Image *monsterbitmap = resman->getImage("graphic/monsterset.bmp"); if (!npcbmp) error("Unable to load npcset.bmp"); if (!emotionbmp) error("Unable to load emotionset.bmp"); if (!tilesetbmp) error("Unable to load tileset.bmp"); if (!monsterbitmap) error("Unable to load monsterset.bmp"); npcset = new Spriteset(npcbmp, 50, 80); emotionset = new Spriteset(emotionbmp, 19, 19); tileset = new Spriteset(tilesetbmp, 32, 32); monsterset = new Spriteset(monsterbitmap, 60, 60); } Engine::~Engine() { delete chatBox; delete statusWindow; delete buyDialog; delete sellDialog; delete buySellDialog; delete npcListDialog; delete npcTextDialog; delete skillDialog; delete statsWindow; delete tileset; delete monsterset; delete npcset; delete emotionset; } void Engine::draw() { 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 >> 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 < tileset->spriteset.size()) { tileset->spriteset[tile0]->draw(buffer, i * 32 - offset_x, j * 32 - offset_y); } if (tile1 > 0 && tile1 < tileset->spriteset.size()) { tileset->spriteset[tile1]->draw(buffer, i * 32 - offset_x, j * 32 - offset_y); } } } // Draw nodes std::list::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 textprintf_ex(buffer, font, sx*32, sy*32+40, makecol(255, 255, 255), -1, "%i,%i | %i", x, y, being->frame); rect(buffer, sx*32, sy*32, sx*32+32, sy*32+32, makecol(0,0,255)); #endif if ((being->job >= 100) && (being->job <= 110)) { // Draw a NPC npcset->spriteset[4 * (being->job - 100) + dir]->draw(buffer, 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; int hf = being->hair_color - 1 + 10 * (dir + 4 * (being->hair_style - 1)); if (being->action == SIT || being->action == DEAD) being->frame = 0; if (being->action == ATTACK) { int pf = being->frame + being->action + 4 * being->weapon; playerset->spriteset[4 * pf + dir]->draw(buffer, being->text_x - 64, being->text_y - 80); hairset->spriteset[hf]->draw(buffer, being->text_x - 2 + 2 * hairtable[pf][dir][0], being->text_y - 50 + 2 * hairtable[pf][dir][1]); } else { int pf = being->frame + being->action; playerset->spriteset[4 * pf + dir]->draw(buffer, being->text_x - 64, being->text_y - 80); hairset->spriteset[hf]->draw(buffer, 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(buffer, 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->tick_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 + 8 * MONSTER_DEAD]->draw(buffer, being->text_x + 30, being->text_y + 40); } else { monsterset->spriteset[sprnum + 8 * mf]->draw(buffer, being->text_x + 30, being->text_y + 40); } if (being->action != STAND) { being->frame = (get_elapsed_time(being->tick_time) * 4) / (being->speed); if (being->frame >= 4) { if (being->action != MONSTER_DEAD && being->path) { if (being->path->next) { int old_x, old_y, new_x, new_y; old_x = being->path->x; old_y = being->path->y; being->path = being->path->next; new_x = being->path->x; new_y = being->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; } being->x = being->path->x; being->y = being->path->y; being->direction = direction; } else { being->action = STAND; } if (being->action != MONSTER_DEAD) { being->frame = 0; } being->tick_time = tick_time; //being->frame = 0; } } } } 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 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 < tileset->spriteset.size()) { 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 beingIterator = beings.begin(); while (beingIterator != beings.end()) { Being *being = (*beingIterator); if (being->speech != NULL) { if (being->speech_color == makecol(255, 255, 255)) { textprintf_centre_ex(buffer, font, being->text_x, being->text_y - 60, being->speech_color, -1, "%s", being->speech); } else { textprintf_centre_ex(buffer, font, being->text_x + 60, being->text_y, being->speech_color, -1, "%s", being->speech); } 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] " << (mouse_x / 32 + camera_x) << ", " << (mouse_y / 32 + camera_y); debugInfo->setCaption(debugStream.str()); debugInfo->adjustSize(); }