/*
* 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 "../gui/minimap.h"
#include "../gui/equipment.h"
#include "../gui/newskill.h"
#include "../gui/chargedialog.h"
#include "../gui/itemcontainer.h"
#include "../main.h"
#include "../being.h"
#include "../floor_item.h"
#ifdef USE_OPENGL
#include <SDL_opengl.h>
#endif
SDL_Surface *screen;
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;
}
Graphics::Graphics():
mouseCursor(NULL)
{
#ifdef USE_OPENGL
setTargetPlane(800, 600);
#else
setTarget(SDL_GetVideoSurface());
#endif
// Hide the system mouse cursor
SDL_ShowCursor(SDL_DISABLE);
// Load the mouse cursor
ResourceManager *resman = ResourceManager::getInstance();
mouseCursor = resman->getImage("core/graphics/gui/mouse.png", IMG_ALPHA);
if (!mouseCursor) {
error("Unable to load mouse cursor.");
}
// Initialize for drawing
_beginDraw();
}
Graphics::~Graphics()
{
// Deinitialize for drawing
_endDraw();
}
void Graphics::drawImageRect(
int x, int y, int w, int h,
Image *topLeft, Image *topRight,
Image *bottomLeft, Image *bottomRight,
Image *top, Image *right,
Image *bottom, Image *left,
Image *center)
{
// Draw the center area
center->drawPattern(screen,
x + topLeft->getWidth(), y + topLeft->getHeight(),
w - topLeft->getWidth() - topRight->getWidth(),
h - topLeft->getHeight() - bottomLeft->getHeight());
// Draw the sides
top->drawPattern(screen,
x + topLeft->getWidth(), y,
w - topLeft->getWidth() - topRight->getWidth(), top->getHeight());
bottom->drawPattern(screen,
x + bottomLeft->getWidth(), y + h - bottom->getHeight(),
w - bottomLeft->getWidth() - bottomRight->getWidth(),
bottom->getHeight());
left->drawPattern(screen,
x, y + topLeft->getHeight(),
left->getWidth(),
h - topLeft->getHeight() - bottomLeft->getHeight());
right->drawPattern(screen,
x + w - right->getWidth(), y + topRight->getHeight(),
right->getWidth(),
h - topRight->getHeight() - bottomRight->getHeight());
// Draw the corners
topLeft->draw(screen, x, y);
topRight->draw(screen, x + w - topRight->getWidth(), y);
bottomLeft->draw(screen, x, y + h - bottomLeft->getHeight());
bottomRight->draw(screen,
x + w - bottomRight->getWidth(),
y + h - bottomRight->getHeight());
}
void Graphics::drawImageRect(
int x, int y, int w, int h,
const ImageRect &imgRect)
{
drawImageRect(x, y, w, h,
imgRect.grid[0], imgRect.grid[2], imgRect.grid[6], imgRect.grid[8],
imgRect.grid[1], imgRect.grid[5], imgRect.grid[7], imgRect.grid[3],
imgRect.grid[4]);
}
void Graphics::updateScreen()
{
// Draw mouse before flipping
int mouseX, mouseY;
SDL_GetMouseState(&mouseX, &mouseY);
mouseCursor->draw(screen, mouseX - 5, mouseY - 2);
#ifdef USE_OPENGL
glFlush();
glFinish();
SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT);
#else
SDL_Flip(screen);
#endif
}
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 >> 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++) {
Image *tile0 = tiledMap->getTile(i + camera_x, j + camera_y, 0);
Image *tile1 = tiledMap->getTile(i + camera_x, j + camera_y, 1);
if (tile0) {
tile0->draw(screen, i * 32 - offset_x, j * 32 - offset_y);
}
if (tile1) {
tile1->draw(screen, i * 32 - offset_x, j * 32 - offset_y);
}
}
}
// 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 - floorItem->subx - offset_x;
int absy = sy * 32 - floorItem->suby - offset_y;
/**
* subx and suby are serverside randomly generated to be
* either 3, 6, 9 or 12.
* this seems to be a finer differentiation for coordinates.
* TODO: Find a better way to implement subx and suby.
*/
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 above nodes
for (int j = 0; j < 20; j++) {
for (int i = 0; i < 26; i++) {
Image *tile = tiledMap->getTile(i + camera_x, j + camera_y, 2);
if (tile) {
tile->draw(screen, i * 32 - offset_x, j * 32 - offset_y);
#ifdef DEBUG
guiGraphics->setColor(gcn::Color(0, 0, 0));
guiGraphics->drawRectangle(gcn::Rectangle(
i * 32 - offset_x, j * 32 - offset_y, 32, 32));
#endif
}
}
}
// 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();
}