/*
* 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 "gui/item_amount.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::Label *debugInfo;
ChatWindow *chatWindow;
StatusWindow *statusWindow;
BuyDialog *buyDialog;
SellDialog *sellDialog;
BuySellDialog *buySellDialog;
InventoryWindow *inventoryWindow;
ItemAmountWindow *itemAmountWindow;
NpcListDialog *npcListDialog;
NpcTextDialog *npcTextDialog;
SkillDialog *skillDialog;
NewSkillDialog *newSkillWindow;
StatsWindow *statsWindow;
Setup* setupWindow;
Minimap *minimap;
EquipmentWindow *equipmentWindow;
ChargeDialog *chargeDialog;
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
debugInfo = new gcn::Label();
guiTop->add(debugInfo);
// Create dialogs
chatWindow = new ChatWindow("./docs/chatlog.txt", 20);
chatWindow->setPosition(0, screen->h - chatWindow->getHeight());
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);
itemAmountWindow = new ItemAmountWindow();
itemAmountWindow->setVisible(false);
itemAmountWindow->setPosition(screen->w - statusWindow->getWidth() -
inventoryWindow->getWidth() - 10, inventoryWindow->getHeight() +
10);
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 chat window
chatWindow->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", IMG_ALPHA);
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 chatWindow;
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 itemAmountWindow;
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) {
if(being->weapon > 0)
pf += 4 * (being->weapon - 1);
}
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->nextStep();
}
}
}
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 + 16 * MONSTER_DEAD]->draw(screen,
being->text_x + 30, being->text_y + 40);
}
else {
monsterset->spriteset[sprnum + 16 * 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 && being->action != MONSTER_DEAD) {
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)
{
std::list<PATH_NODE> debugPath = tiledMap->findPath(
player_node->x, player_node->y,
mouseX / 32 + camera_x, mouseY / 32 + camera_y);
while (!debugPath.empty())
{
PATH_NODE node = debugPath.front();
debugPath.pop_front();
int squareX = (node.x - camera_x) * 32 - offset_x + 12;
int squareY = (node.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(node.x, node.y);
std::stringstream cost;
cost << tile->Gcost;
guiGraphics->drawText(cost.str(), squareX + 4, squareY + 12,
gcn::Graphics::CENTER);
}
}
// Draw player speech
beingIterator = beings.begin();
while (beingIterator != beings.end()) {
Being *being = (*beingIterator);
// Tick the beings (gives them a sense of time)
being->tick();
being->drawSpeech(guiGraphics);
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();
}