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authorBjørn Lindeijer <bjorn@lindeijer.nl>2004-12-25 10:30:18 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2004-12-25 10:30:18 +0000
commitce4dec28c1432769ee19d84f77cd484c5d143200 (patch)
treea212aaefa78650cb7d8122df158afbfb4321295e /src/graphic/graphic.cpp
parentaa34695e10cf3051a28ab490827b548d4c233d1b (diff)
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* Huge formatting changes and some attempts in simplifying graphics code.
* Use of STL vector in npc.cpp
Diffstat (limited to 'src/graphic/graphic.cpp')
-rw-r--r--src/graphic/graphic.cpp831
1 files changed, 424 insertions, 407 deletions
diff --git a/src/graphic/graphic.cpp b/src/graphic/graphic.cpp
index 7b59f89a..ee9d9cae 100644
--- a/src/graphic/graphic.cpp
+++ b/src/graphic/graphic.cpp
@@ -36,6 +36,7 @@
BITMAP *vbuffer, *vpage[2], *vtileset, *temp, *vnpcset, *vplayerset, *vmonsterset;
int page_num = 0;
+bool page_flipping;
BITMAP *buffer, *double_buffer, *chat_background;
DATAFILE *tileset;
@@ -134,86 +135,65 @@ DIALOG npc_list_dialog[] = {
};
char hairtable[14][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
+ // 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
};
void set_npc_dialog(int show) {
- show_npc_dialog = show;
+ show_npc_dialog = show;
}
int get_x_offset(NODE *node) {
- int offset = 0;
- char direction = get_direction(node->coordinates);
- if(node->action==WALK) {
- if(direction!=NORTH && direction!=SOUTH) {
- offset = node->frame + 1;
- if(offset==5)offset = 0;
- offset *= 4;
- if(direction==WEST || direction==NW || direction==SW) {
- offset = -offset;
- offset += 16;
- } else offset -= 16;
- }
- }
- return offset;
+ int offset = 0;
+ char direction = get_direction(node->coordinates);
+ if (node->action == WALK) {
+ if (direction!=NORTH && direction!=SOUTH) {
+ offset = node->frame + 1;
+ if (offset==5)offset = 0;
+ offset *= 4;
+ if (direction == WEST || direction == NW || direction == SW) {
+ offset = -offset;
+ offset += 16;
+ } else offset -= 16;
+ }
+ }
+ return offset;
}
int get_y_offset(NODE *node) {
- int offset = 0;
- char direction = get_direction(node->coordinates);
- if(node->action==WALK) {
- if(direction!=EAST && direction!=WEST) {
- offset = node->frame + 1;
- if(offset==5)offset = 0;
- offset *= 4;
- if(direction==NORTH || direction==NW || direction==NE) {
- offset = -offset;
- offset += 16;
- } else offset -= 16;
- }
- }
- return offset;
-}
-
-BITMAP *load_graphic_file(char *filename) {
- BITMAP *temp = load_bitmap(filename, NULL);
- if(!temp)error(filename);
- BITMAP *vbmp;
-#ifdef WIN32
- vbmp = create_video_bitmap(temp->w, temp->h);
- if(!vbmp) {
- warning("Not enough video memory");
-#endif
- vbmp = create_bitmap(temp->w, temp->h);
- if(!vbmp)error("Not enough memory");
-#ifdef WIN32
- }
-#endif
- blit(temp, vbmp, 0, 0, 0, 0, temp->w, temp->h);
- destroy_bitmap(temp);
- return vbmp;
+ int offset = 0;
+ char direction = get_direction(node->coordinates);
+ if (node->action == WALK) {
+ if (direction != EAST && direction != WEST) {
+ offset = node->frame + 1;
+ if (offset == 5) offset = 0;
+ offset *= 4;
+ if (direction == NORTH || direction == NW || direction == NE) {
+ offset = -offset;
+ offset += 16;
+ }
+ else {
+ offset -= 16;
+ }
+ }
+ }
+ return offset;
}
void init_graphic() {
- //tileset = load_datafile("./data/graphic/desert.dat");
- //if(!tileset)error("Unable to load tileset datafile");
- //buffer = create_bitmap(SCREEN_W/2, SCREEN_H/2);
- //double_buffer = create_bitmap(SCREEN_W, SCREEN_H);
-
clear_bitmap(screen);
chat_background = create_bitmap(592, 100);
clear_to_color(chat_background, makecol(0, 0, 0));
@@ -240,213 +220,249 @@ void init_graphic() {
statsDialog->setPosition(SCREEN_W - statsDialog->getWidth() - 10, 10);
- npc_player = init_dialog(npc_dialog, -1);
- position_dialog(npc_dialog, 300, 200);
- skill_player = init_dialog(skill_dialog, -1);
- buy_sell_player = init_dialog(buy_sell_dialog, -1);
- buy_player = init_dialog(buy_dialog, -1);
- sell_player = init_dialog(sell_dialog, -1);
- skill_list_player = init_dialog(skill_list_dialog, -1);
- npc_list_player = init_dialog(npc_list_dialog, -1);
- //gui_bitmap = vpage[page_num];
- inventory.create(100, 100);
-
-#ifdef WIN32
- if((gfx_capabilities & GFX_HW_VRAM_BLIT)&& stretch_mode==0) {
- vpage[0] = create_video_bitmap(SCREEN_W, SCREEN_H);
- vpage[1] = create_video_bitmap(SCREEN_W, SCREEN_H);
- if(!vpage[0]) {
- warning("Not enough video memory [VPAGE_0]");
- vpage[0] = create_bitmap(SCREEN_W, SCREEN_W);
- if(!vpage[0])error("Not enough memory [VPAGE_0]");
- }
- if(!vpage[1]) {
- warning("Not enough video memory [VPAGE_1]");
- vpage[1] = create_bitmap(SCREEN_W, SCREEN_W);
- if(!vpage[1])error("Not enough memory [VPAGE_1]");
+ npc_player = init_dialog(npc_dialog, -1);
+ position_dialog(npc_dialog, 300, 200);
+ skill_player = init_dialog(skill_dialog, -1);
+ buy_sell_player = init_dialog(buy_sell_dialog, -1);
+ buy_player = init_dialog(buy_dialog, -1);
+ sell_player = init_dialog(sell_dialog, -1);
+ skill_list_player = init_dialog(skill_list_dialog, -1);
+ npc_list_player = init_dialog(npc_list_dialog, -1);
+ inventory.create(100, 100);
+
+ vpage[0] = NULL;
+ vpage[1] = NULL;
+ page_flipping = false;
+
+ // Try to set up two video bitmaps for high performance drawing when
+ // simple stretching is used and hardware vram blit is possible.
+ if ((gfx_capabilities & GFX_HW_VRAM_BLIT) && stretch_mode == 0)
+ {
+ vpage[0] = create_video_bitmap(SCREEN_W, SCREEN_H);
+ vpage[1] = create_video_bitmap(SCREEN_W, SCREEN_H);
+
+ if (!vpage[0] || !vpage[1])
+ {
+ warning("Not enough video memory for page flipping");
+
+ if (vpage[0]) {
+ destroy_bitmap(vpage[0]);
+ vpage[0] = NULL;
+ }
+ if (vpage[1]) {
+ destroy_bitmap(vpage[1]);
+ vpage[1] = NULL;
+ }
+ }
+ else {
+ page_flipping = true;
+ }
}
- } else {
-#endif
- vpage[0] = create_bitmap(SCREEN_W, SCREEN_H);
- vpage[1] = create_bitmap(SCREEN_W, SCREEN_H);
-#ifdef WIN32
- }
- vbuffer = create_video_bitmap(SCREEN_W/2, SCREEN_H/2);
- if(!vbuffer) {
- warning("Not enough video memory [BUFFER]");
-#endif
- vbuffer = create_bitmap(SCREEN_W/2, SCREEN_W/2);
- if(!vbuffer)error("Not enough memory [BUFFER]");
-#ifdef WIN32
- }
-#endif
-
- gui_bitmap = vpage[page_num];
+ // No videobitmap pages were created, so create a normal bitmap that'll
+ // be used as buffer.
+ if (!page_flipping) {
+ vpage[0] = create_bitmap(SCREEN_W, SCREEN_H);
+ vpage[1] = vpage[0];
+ if (!vpage[0]) error("Not enough memory for screen buffer");
+ }
- new_emotionset = new Spriteset("./data/graphic/emotionset.dat");
- new_tileset = new Spriteset("./data/graphic/desert.dat");
- new_npcset = new Spriteset("./data/graphic/npcset.dat");
- new_playerset = new Spriteset("./data/graphic/playerset.dat");
- new_monsterset = new Spriteset("./data/graphic/monsterset.dat");
+ // Create a buffer to draw the low resolution map on
+ vbuffer = create_bitmap(SCREEN_W / 2, SCREEN_H / 2);
+ if (!vbuffer) error("Not enough memory for map buffer");
+ // Initialize the gui bitmap to the page that will be drawn first
+ gui_bitmap = vpage[page_num];
+ new_emotionset = new Spriteset("./data/graphic/emotionset.dat");
+ new_tileset = new Spriteset("./data/graphic/desert.dat");
+ new_npcset = new Spriteset("./data/graphic/npcset.dat");
+ new_playerset = new Spriteset("./data/graphic/playerset.dat");
+ new_monsterset = new Spriteset("./data/graphic/monsterset.dat");
}
void do_graphic(void) {
+ map_x = (get_x(player_node->coordinates) - 13) * 16 +
+ get_x_offset(player_node);
+ map_y = (get_y(player_node->coordinates) - 9) * 16 +
+ get_y_offset(player_node);
- map_x = (get_x(player_node->coordinates)-13)*16+get_x_offset(player_node);
- map_y = (get_y(player_node->coordinates)-9)*16+get_y_offset(player_node);
+ camera_x = map_x >> 4;
+ camera_y = map_y >> 4;
- camera_x = map_x >> 4;
- camera_y = map_y >> 4;
+ int offset_x = map_x & 15;
+ int offset_y = map_y & 15;
- int offset_x = map_x & 15;
- int offset_y = map_y & 15;
+ sort();
- sort();
+ frame++;
+ acquire_bitmap(vbuffer);
- frame++;
-#ifdef WIN32
- if(is_video_bitmap(vbuffer))
- acquire_bitmap(vbuffer);
-#endif
+ new_tileset->spriteset[0]->draw(vbuffer, 0, 0);
-new_tileset->spriteset[0]->draw(vbuffer, 0, 0);
-
- for(int j=0;j<20;j++)
- for(int i=0;i<26;i++) {
-
- if(get_tile(i+camera_x, j+camera_y, 0) < 600)
- new_tileset->spriteset[get_tile(i+camera_x, j+camera_y, 0)]->draw(vbuffer, i*16-offset_x, j*16-offset_y);
- if(get_tile(i+camera_x, j+camera_y, 1) > 0 /*&& get_tile(i+camera_x, j+camera_y, 1)<600*/)
- new_tileset->spriteset[get_tile(i+camera_x, j+camera_y, 1)]->draw(vbuffer, i*16-offset_x, j*16-offset_y);
- }
-
- NODE *node = get_head();
- while(node) {
- if((node->job>=100)&&(node->job<=110)) { // Draw a NPC
- new_npcset->spriteset[4*(node->job-100)+get_direction(node->coordinates)/2]->draw(vbuffer, (get_x(node->coordinates)-camera_x)*16-4-offset_x, (get_y(node->coordinates)-camera_y)*16-24-offset_y);
- } else if(node->job<10) { // Draw a player
- node->text_x = (get_x(node->coordinates)-camera_x)*16 -34+get_x_offset(node)-offset_x;
- node->text_y = (get_y(node->coordinates)-camera_y)*16 -36+get_y_offset(node)-offset_y;
- if(node->action==SIT)node->frame = 0;
- if(node->action==ATTACK) {
- new_playerset->spriteset[(get_direction(node->coordinates)/2)+4*(node->frame+node->action+4*node->weapon)]->draw(vbuffer, node->text_x, node->text_y);
- draw_rle_sprite(vbuffer, (RLE_SPRITE *)weaponset[16*node->weapon+4*node->frame+get_direction(node->coordinates)/2].dat, node->text_x, node->text_y);
- masked_blit(hairset, vbuffer, 20*(node->hair_color-1), 20*(get_direction(node->coordinates)/2+4*(node->hair_style-1)), node->text_x+31+hairtable[node->action+node->frame+4*node->weapon][get_direction(node->coordinates)/2][0], node->text_y+15+hairtable[node->action+node->frame+4*node->weapon][get_direction(node->coordinates)/2][1], 20, 20);
- } else {
- new_playerset->spriteset[4*(node->frame+node->action)+get_direction(node->coordinates)/2]->draw(vbuffer, node->text_x, node->text_y);
- masked_blit(hairset, vbuffer, 20*(node->hair_color-1), 20*(get_direction(node->coordinates)/2+4*(node->hair_style-1)), node->text_x+31+hairtable[node->action+node->frame][get_direction(node->coordinates)/2][0], node->text_y+15+hairtable[node->action+node->frame][get_direction(node->coordinates)/2][1], 20, 20);
- }
- if(node->emotion!=0) {
- new_emotionset->spriteset[node->emotion-1]->draw(vbuffer, (get_x(node->coordinates)-camera_x)*16-5+get_x_offset(node)-offset_x, (get_y(node->coordinates)-camera_y)*16-45+get_y_offset(node)-offset_y);
- node->emotion_time--;
- if(node->emotion_time==0)
- node->emotion = 0;
- }
- if(node->action!=STAND && node->action!=SIT) {
- node->frame = (get_elapsed_time(node->tick_time)*4)/(node->speed);
- if(node->frame>=4) {
- node->frame = 0;
- node->action = STAND;
- if(node->id==player_node->id)
- walk_status = 0;
- }
- }
-
- } else if(node->job==45) { // Draw a warp
- } else { // Draw a monster
-
-
- if(node->frame>=4)
- node->frame = 3;
-
- node->text_x = (get_x(node->coordinates)-camera_x)*16-22+get_x_offset(node)-offset_x;
- node->text_y = (get_y(node->coordinates)-camera_y)*16-25+get_y_offset(node)-offset_y;
-
- //int r_x = node->text_x-get_x_offset(node);
- //int r_y = node->text_y-get_y_offset(node);
-
- if(node->action==MONSTER_DEAD)
- new_monsterset->spriteset[(get_direction(node->coordinates)/2)+4*(node->job-1002)+8*MONSTER_DEAD]->draw(vbuffer, node->text_x, node->text_y);
- else
- new_monsterset->spriteset[(get_direction(node->coordinates)/2)+4*(node->job-1002)+8*(node->frame+node->action)]->draw(vbuffer, node->text_x, node->text_y);
-
- if(node->action!=STAND) {
- node->frame = (get_elapsed_time(node->tick_time)*4)/(node->speed);
- if(node->frame>=4) {
- if(node->action!=MONSTER_DEAD && node->path) {
- if(node->path->next) {
- PATH_NODE *old = node->path;
- node->path = node->path->next;
- direction = 0;
- //if(node->path->next) {
- if(node->path->x>old->x && node->path->y>old->y)direction = SE;
- else if(node->path->x<old->x && node->path->y>old->y)direction = SW;
- else if(node->path->x>old->x && node->path->y<old->y)direction = NE;
- else if(node->path->x<old->x && node->path->y<old->y)direction = NW;
- else if(node->path->x>old->x)direction = EAST;
- else if(node->path->x<old->x)direction = WEST;
- else if(node->path->y>old->y)direction = SOUTH;
- else if(node->path->y<old->y)direction = NORTH;
- //}
-
- set_coordinates(node->coordinates, node->path->x, node->path->y, direction);
-
- //node->tick_time = tick_time;
-
-
- } else {
- node->action = STAND;
- }
- if(node->action!=MONSTER_DEAD)node->frame = 0;
- node->tick_time = tick_time;
- //node->frame = 0;
- }
+ // 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 < 600) {
+ new_tileset->spriteset[tile0]->draw(
+ vbuffer, i * 16 - offset_x, j * 16 - offset_y);
+ }
+ if (tile1 > 0) { //&& tile1 < 600
+ new_tileset->spriteset[tile1]->draw(
+ vbuffer, i * 16 - offset_x, j * 16 - offset_y);
+ }
}
- }
}
- if(node->action==MONSTER_DEAD && node->frame>=20) {
- NODE *temp = node;
- node = node->next;
- remove_node(temp->id);
- } else node = node->next;
+ // Draw nodes
+ NODE *node = get_head();
+ while (node) {
+ unsigned short x = get_x(node->coordinates);
+ unsigned short y = get_y(node->coordinates);
+ unsigned char dir = get_direction(node->coordinates);
+ int sx = x - camera_x;
+ int sy = y - camera_y;
+
+ if ((node->job >= 100) && (node->job <= 110)) { // Draw a NPC
+ new_npcset->spriteset[4 * (node->job - 100) + dir / 2]->draw(vbuffer, sx * 16 - 4 - offset_x, sy * 16 - 24 - offset_y);
+ }
+ else if (node->job < 10) { // Draw a player
+ node->text_x = sx * 16 - 34 + get_x_offset(node) - offset_x;
+ node->text_y = sy * 16 - 36 + get_y_offset(node) - offset_y;
+ if (node->action == SIT) node->frame = 0;
+ if (node->action == ATTACK) {
+ new_playerset->spriteset[(dir / 2) + 4 * (node->frame + node->action + 4 * node->weapon)]->draw(vbuffer, node->text_x, node->text_y);
+ draw_rle_sprite(vbuffer, (RLE_SPRITE*)weaponset[16 * node->weapon + 4 * node->frame + dir / 2].dat, node->text_x, node->text_y);
+ masked_blit(hairset, vbuffer, 20 * (node->hair_color - 1), 20 * (dir / 2 + 4 * (node->hair_style - 1)), node->text_x + 31 + hairtable[node->action + node->frame + 4 * node->weapon][dir / 2][0], node->text_y + 15 + hairtable[node->action + node->frame + 4 * node->weapon][dir / 2][1], 20, 20);
+ }
+ else {
+ new_playerset->spriteset[4 * (node->frame + node->action) + dir / 2]->draw(vbuffer, node->text_x, node->text_y);
+ masked_blit(hairset, vbuffer, 20 * (node->hair_color - 1), 20 * (dir / 2 + 4 * (node->hair_style - 1)), node->text_x + 31 + hairtable[node->action + node->frame][dir / 2][0], node->text_y + 15 + hairtable[node->action + node->frame][dir / 2][1], 20, 20);
+ }
+ if (node->emotion != 0) {
+ new_emotionset->spriteset[node->emotion - 1]->draw(vbuffer, sx * 16 - 5 + get_x_offset(node) - offset_x, sy * 16 - 45 + get_y_offset(node) - offset_y);
+ node->emotion_time--;
+ if (node->emotion_time == 0) {
+ node->emotion = 0;
+ }
+ }
+ if (node->action != STAND && node->action != SIT) {
+ node->frame = (get_elapsed_time(node->tick_time) * 4) / (node->speed);
+ if (node->frame >= 4) {
+ node->frame = 0;
+ node->action = STAND;
+ if (node->id == player_node->id) {
+ walk_status = 0;
+ }
+ }
+ }
- // nodes are ordered so if the next node y is > then the
- // last drawed for fringe layer, draw the missing lines
- }
+ textprintf_centre_ex(vbuffer, font,
+ node->text_x + 45,
+ node->text_y + 55,
+ node->speech_color, -1,
+ "(%d,%d)", x, y);
+ }
+ else if (node->job == 45) { // Draw a warp
+ } else { // Draw a monster
+ if (node->frame >= 4)
+ node->frame = 3;
- for(int j=0;j<20;j++)
- for(int i=0;i<26;i++)
- if(get_tile(i+camera_x, j+camera_y, 2)>0 && get_tile(i+camera_x, j+camera_y, 2)<600)
- new_tileset->spriteset[get_tile(i+camera_x, j+camera_y, 2)]->draw(vbuffer, i*16-offset_x, j*16-offset_y);
-#ifdef WIN32
- if(is_video_bitmap(vbuffer))
- release_bitmap(vbuffer);
-#endif
+ node->text_x = sx * 16 - 22 + get_x_offset(node) - offset_x;
+ node->text_y = sy * 16 - 25 + get_y_offset(node) - offset_y;
- if(stretch_mode==0) {
-#ifdef WIN32
- acquire_bitmap(vpage[page_num]);
-#endif
- stretch_blit(vbuffer, vpage[page_num], 0, 0, 400, 300, 0, 0, 800, 600);
- } else if(stretch_mode==1)
- Super2xSaI(vbuffer, vpage[page_num], 0, 0, 0, 0, 400, 300);
- else if(stretch_mode==2)
- SuperEagle(vbuffer, vpage[page_num], 0, 0, 0, 0, 400, 300);
+ //int r_x = node->text_x-get_x_offset(node);
+ //int r_y = node->text_y-get_y_offset(node);
- textprintf_ex(vpage[page_num], font, 0, 0, makecol(255,255,255), -1, "[%i fps]", fps);
+ if (node->action == MONSTER_DEAD) {
+ new_monsterset->spriteset[(dir / 2) + 4 * (node->job - 1002) + 8 * MONSTER_DEAD]->draw(vbuffer, node->text_x, node->text_y);
+ }
+ else {
+ new_monsterset->spriteset[(dir / 2) + 4 * (node->job - 1002) + 8 * (node->frame + node->action)]->draw(vbuffer, node->text_x, node->text_y);
+ }
- // Update GUI
- guiGraphics->setTarget(vpage[page_num]);
- gui_update(NULL);
+ if (node->action != STAND) {
+ node->frame = (get_elapsed_time(node->tick_time) * 4) / (node->speed);
+ if (node->frame >= 4) {
+ if (node->action != MONSTER_DEAD && node->path) {
+ if (node->path->next) {
+ PATH_NODE *old = node->path;
+ node->path = node->path->next;
+ direction = 0;
+ //if(node->path->next) {
+ if (node->path->x>old->x && node->path->y>old->y)direction = SE;
+ else if (node->path->x<old->x && node->path->y>old->y)direction = SW;
+ else if (node->path->x>old->x && node->path->y<old->y)direction = NE;
+ else if (node->path->x<old->x && node->path->y<old->y)direction = NW;
+ else if (node->path->x>old->x)direction = EAST;
+ else if (node->path->x<old->x)direction = WEST;
+ else if (node->path->y>old->y)direction = SOUTH;
+ else if (node->path->y<old->y)direction = NORTH;
+ //}
+
+ set_coordinates(node->coordinates, node->path->x, node->path->y, direction);
+
+ //node->tick_time = tick_time;
+ } else {
+ node->action = STAND;
+ }
+ if (node->action != MONSTER_DEAD) {
+ node->frame = 0;
+ }
+ node->tick_time = tick_time;
+ //node->frame = 0;
+ }
+ }
+ }
+ }
+ if (node->action == MONSTER_DEAD && node->frame >= 20) {
+ NODE *temp = node;
+ node = node->next;
+ remove_node(temp->id);
+ }
+ else {
+ node = node->next;
+ }
+
+ // nodes are ordered so if the next node 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 < 600) {
+ new_tileset->spriteset[tile]->draw(
+ vbuffer, i * 16 - offset_x, j * 16 - offset_y);
+ }
+ }
+ }
+
+ release_bitmap(vbuffer);
+ acquire_bitmap(vpage[page_num]);
+
+ if (stretch_mode == 0) {
+ stretch_blit(vbuffer, vpage[page_num], 0, 0, 400, 300, 0, 0, 800, 600);
+ }
+ else if (stretch_mode == 1) {
+ Super2xSaI(vbuffer, vpage[page_num], 0, 0, 0, 0, 400, 300);
+ }
+ else if (stretch_mode == 2) {
+ SuperEagle(vbuffer, vpage[page_num], 0, 0, 0, 0, 400, 300);
+ }
+
+ textprintf_ex(vpage[page_num], font, 0, 0, makecol(255, 255, 255), -1,
+ "[%i fps]", fps);
// Draw player speech
node = get_head();
while (node) {
- if (node->speech!=NULL) {
+ if (node->speech != NULL) {
if (node->speech_color == makecol(255, 255, 255)) {
textprintf_centre_ex(vpage[page_num], font,
node->text_x * 2 + 90,
@@ -471,141 +487,142 @@ new_tileset->spriteset[0]->draw(vbuffer, 0, 0);
node = node->next;
}
- inventory.draw(vpage[page_num]);
-
- set_trans_blender(0, 0, 0, 110);
- draw_trans_sprite(vpage[page_num], chat_background, 0, SCREEN_H-125);
-
- chatlog.chat_draw(vpage[page_num], 8, font);
-
- switch(show_npc_dialog) {
- case 1:
- dialog_message(npc_dialog, MSG_DRAW, 0, 0);
- if(!(show_npc_dialog = gui_update(npc_player))) {
- strcpy(npc_text, "");
- WFIFOW(0) = net_w_value(0x00b9);
- //alert("","","","","",0,0);
- WFIFOL(2) = net_l_value(current_npc);
- WFIFOSET(6);
- }
- break;
- case 2:
- dialog_message(buy_sell_dialog, MSG_DRAW, 0, 0);
- if(!gui_update(buy_sell_player)) {
- show_npc_dialog = shutdown_dialog(buy_sell_player);
- if(show_npc_dialog==1 || show_npc_dialog==2) {
- WFIFOW(0) = net_w_value(0x00c5);
- WFIFOL(2) = net_l_value(current_npc);
- WFIFOB(6) = net_b_value(show_npc_dialog-1);
- WFIFOSET(7);
- }
- show_npc_dialog = 0;
- buy_sell_player = init_dialog(buy_sell_dialog, -1);
- }
- break;
- case 3:
- char money[20];
- sprintf(money, "%i gp", char_info->gp);
- buy_dialog[4].dp = &money;
- buy_dialog[5].d1 = (int)(char_info->gp/get_item_price(buy_dialog[3].d1));
- if(buy_dialog[5].d2>buy_dialog[5].d1)
- dialog_message(buy_dialog, MSG_DRAW, 0, 0);
- if(!gui_update(buy_player)) {
- show_npc_dialog = shutdown_dialog(buy_player);
- buy_dialog[5].d1 = 0;
- if(show_npc_dialog==1) {
- WFIFOW(0) = net_w_value(0x00c8);
- WFIFOW(2) = net_w_value(8);
- WFIFOW(4) = net_w_value(buy_dialog[5].d2);
- WFIFOW(6) = net_w_value(get_item_id(buy_dialog[3].d1));
- WFIFOSET(8);
- }
- show_npc_dialog = 0;
- buy_player = init_dialog(buy_dialog, -1);
- close_shop();
- }break;
- case 4:
- //alert("","","","","",0,0);
- //char ds[20];
- sell_dialog[3].d1 = get_item_quantity(sell_dialog[4].d1);
- //sprintf(ds, "%i", sell_dialog[3].d1);
- //ok(ds,"");
-
- //alfont_textprintf(vpage[page_num], font, 0, 10, MAKECOL_WHITE, "%i", sell_dialog[3].d1);
- dialog_message(sell_dialog, MSG_DRAW, 0, 0);
- if(!gui_update(sell_player)) {
- show_npc_dialog = shutdown_dialog(sell_player);
- sell_dialog[3].d1 = 0;
- if(show_npc_dialog==1) {
- WFIFOW(0) = net_w_value(0x00c9);
- WFIFOW(2) = net_w_value(8);
- WFIFOW(4) = net_w_value(get_item_index(sell_dialog[4].d1));
- WFIFOW(6) = net_w_value(sell_dialog[3].d2);
- WFIFOSET(8);
- }
- show_npc_dialog = 0;
- sell_dialog[3].d2 = 0;
- sprintf((char *)sell_dialog[5].dp, "%i", 0);
- sell_player = init_dialog(sell_dialog, -1);
- close_shop();
- }
- break;
- case 5:
- dialog_message(npc_list_dialog, MSG_DRAW, 0, 0);
- if(!gui_update(npc_list_player)) {
- show_npc_dialog = shutdown_dialog(npc_list_player);
- if(show_npc_dialog==1) {
- WFIFOW(0) = net_w_value(0x00b8);
- WFIFOL(2) = net_l_value(current_npc);
- WFIFOB(6) = net_b_value(npc_list_dialog[3].d1+1);
- WFIFOSET(7);
- }
- show_npc_dialog = 0;
- npc_list_player = init_dialog(npc_list_dialog, -1);
- remove_all_items();
- }
- break;
- }
-
- if(show_skill_dialog) {
- update_skill_dialog();
- if(gui_update(skill_player)==0)show_skill_dialog = false;
- }
-
- if(show_skill_dialog) {
- update_skill_dialog();
- if(gui_update(skill_player)==0)show_skill_dialog = false;
- }
-
- if(show_skill_list_dialog) {
-
- if(gui_update(skill_list_player)==0) {
- int ret = shutdown_dialog(skill_list_player);
- if(ret==1) {
- if(char_info->skill_point>0) {
- WFIFOW(0) = net_w_value(0x0112);
- WFIFOW(2) = net_w_value(get_skill_id(skill_list_dialog[3].d1));
- WFIFOSET(4);
- }
- } else if(ret==2) {
- show_skill_list_dialog = false;
- }
- skill_list_player = init_dialog(skill_list_dialog, -1);
- }
- }
-
- // character status display
+ // Update character status display
statsDialog->update();
+ // Update GUI
+ guiGraphics->setTarget(vpage[page_num]);
+ gui_update(NULL);
+
+ inventory.draw(vpage[page_num]);
+
+ set_trans_blender(0, 0, 0, 110);
+ draw_trans_sprite(vpage[page_num], chat_background, 0, SCREEN_H - 125);
+
+ chatlog.chat_draw(vpage[page_num], 8, font);
+
+ switch (show_npc_dialog) {
+ case 1:
+ dialog_message(npc_dialog, MSG_DRAW, 0, 0);
+ if (!(show_npc_dialog = gui_update(npc_player))) {
+ strcpy(npc_text, "");
+ WFIFOW(0) = net_w_value(0x00b9);
+ //alert("","","","","",0,0);
+ WFIFOL(2) = net_l_value(current_npc);
+ WFIFOSET(6);
+ }
+ break;
+ case 2:
+ dialog_message(buy_sell_dialog, MSG_DRAW, 0, 0);
+ if (!gui_update(buy_sell_player)) {
+ show_npc_dialog = shutdown_dialog(buy_sell_player);
+ if (show_npc_dialog == 1 || show_npc_dialog == 2) {
+ WFIFOW(0) = net_w_value(0x00c5);
+ WFIFOL(2) = net_l_value(current_npc);
+ WFIFOB(6) = net_b_value(show_npc_dialog-1);
+ WFIFOSET(7);
+ }
+ show_npc_dialog = 0;
+ buy_sell_player = init_dialog(buy_sell_dialog, -1);
+ }
+ break;
+ case 3:
+ char money[20];
+ sprintf(money, "%i gp", char_info->gp);
+ buy_dialog[4].dp = &money;
+ buy_dialog[5].d1 = (int)(char_info->gp/get_item_price(buy_dialog[3].d1));
+ if (buy_dialog[5].d2>buy_dialog[5].d1)
+ dialog_message(buy_dialog, MSG_DRAW, 0, 0);
+ if (!gui_update(buy_player)) {
+ show_npc_dialog = shutdown_dialog(buy_player);
+ buy_dialog[5].d1 = 0;
+ if(show_npc_dialog==1) {
+ WFIFOW(0) = net_w_value(0x00c8);
+ WFIFOW(2) = net_w_value(8);
+ WFIFOW(4) = net_w_value(buy_dialog[5].d2);
+ WFIFOW(6) = net_w_value(get_item_id(buy_dialog[3].d1));
+ WFIFOSET(8);
+ }
+ show_npc_dialog = 0;
+ buy_player = init_dialog(buy_dialog, -1);
+ close_shop();
+ }
+ break;
+ case 4:
+ //alert("","","","","",0,0);
+ //char ds[20];
+ sell_dialog[3].d1 = get_item_quantity(sell_dialog[4].d1);
+ //sprintf(ds, "%i", sell_dialog[3].d1);
+ //ok(ds,"");
+
+ //alfont_textprintf(vpage[page_num], font, 0, 10, MAKECOL_WHITE, "%i", sell_dialog[3].d1);
+ dialog_message(sell_dialog, MSG_DRAW, 0, 0);
+ if (!gui_update(sell_player)) {
+ show_npc_dialog = shutdown_dialog(sell_player);
+ sell_dialog[3].d1 = 0;
+ if (show_npc_dialog == 1) {
+ WFIFOW(0) = net_w_value(0x00c9);
+ WFIFOW(2) = net_w_value(8);
+ WFIFOW(4) = net_w_value(get_item_index(sell_dialog[4].d1));
+ WFIFOW(6) = net_w_value(sell_dialog[3].d2);
+ WFIFOSET(8);
+ }
+ show_npc_dialog = 0;
+ sell_dialog[3].d2 = 0;
+ sprintf((char *)sell_dialog[5].dp, "%i", 0);
+ sell_player = init_dialog(sell_dialog, -1);
+ close_shop();
+ }
+ break;
+ case 5:
+ dialog_message(npc_list_dialog, MSG_DRAW, 0, 0);
+ if (!gui_update(npc_list_player)) {
+ show_npc_dialog = shutdown_dialog(npc_list_player);
+ if (show_npc_dialog == 1) {
+ WFIFOW(0) = net_w_value(0x00b8);
+ WFIFOL(2) = net_l_value(current_npc);
+ WFIFOB(6) = net_b_value(npc_list_dialog[3].d1+1);
+ WFIFOSET(7);
+ }
+ show_npc_dialog = 0;
+ npc_list_player = init_dialog(npc_list_dialog, -1);
+ remove_all_items();
+ }
+ break;
+ }
+
+ if (show_skill_dialog) {
+ update_skill_dialog();
+ if (gui_update(skill_player) == 0) {
+ show_skill_dialog = false;
+ }
+ }
+
+ if (show_skill_list_dialog) {
+ if (gui_update(skill_list_player) == 0) {
+ int ret = shutdown_dialog(skill_list_player);
+ if (ret == 1) {
+ if (char_info->skill_point > 0) {
+ WFIFOW(0) = net_w_value(0x0112);
+ WFIFOW(2) = net_w_value(get_skill_id(skill_list_dialog[3].d1));
+ WFIFOSET(4);
+ }
+ } else if(ret == 2) {
+ show_skill_list_dialog = false;
+ }
+ skill_list_player = init_dialog(skill_list_dialog, -1);
+ }
+ }
+
draw_sprite(vpage[page_num], mouse_sprite, mouse_x, mouse_y);
-#ifdef WIN32
- if (stretch_mode == 0) {
- release_bitmap(vpage[page_num]);
+ release_bitmap(vpage[page_num]);
+
+ if (page_flipping) {
show_video_bitmap(vpage[page_num]);
- } else
-#endif
+ } else {
blit(vpage[page_num], screen, 0, 0, 0, 0, 800, 600);
- page_num = 1-page_num;
+ }
+ page_num = 1 - page_num;
gui_bitmap = vpage[page_num];
}
@@ -615,35 +632,35 @@ void exit_graphic() {
}
GraphicEngine::GraphicEngine() {
- tileset = new Spriteset("./data/graphic/tileset.dat");
-
- if(gfx_capabilities & GFX_HW_VRAM_BLIT) {
- BITMAP *page1 = create_video_bitmap(SCREEN_W, SCREEN_H);
- BITMAP *page2 = create_video_bitmap(SCREEN_W, SCREEN_H);
- if(page1 && page2) {
- surface = new VideoSurface(page1, page2);
- } else {
- if(page1)destroy_bitmap(page1);
- if(page2)destroy_bitmap(page2);
- BITMAP *buffer = create_bitmap(SCREEN_W, SCREEN_H);
- if(!buffer) {
- error("Not enough memory to create primary surface");
- }
- else {
- warning("Not enough video memory to create primary surface");
- }
- surface = new MemorySurface(buffer);
- }
- }
- else {
- BITMAP *buffer = create_bitmap(SCREEN_W, SCREEN_H);
- if(!buffer) {
- error("Not enough memory to create primary surface");
- }
- surface = new MemorySurface(buffer);
- }
+ tileset = new Spriteset("./data/graphic/tileset.dat");
+
+ if (gfx_capabilities & GFX_HW_VRAM_BLIT) {
+ BITMAP *page1 = create_video_bitmap(SCREEN_W, SCREEN_H);
+ BITMAP *page2 = create_video_bitmap(SCREEN_W, SCREEN_H);
+ if (page1 && page2) {
+ surface = new VideoSurface(page1, page2);
+ } else {
+ if (page1)destroy_bitmap(page1);
+ if (page2)destroy_bitmap(page2);
+ BITMAP *buffer = create_bitmap(SCREEN_W, SCREEN_H);
+ if (!buffer) {
+ error("Not enough memory to create primary surface");
+ }
+ else {
+ warning("Not enough video memory to create primary surface");
+ }
+ surface = new MemorySurface(buffer);
+ }
+ }
+ else {
+ BITMAP *buffer = create_bitmap(SCREEN_W, SCREEN_H);
+ if (!buffer) {
+ error("Not enough memory to create primary surface");
+ }
+ surface = new MemorySurface(buffer);
+ }
}
GraphicEngine::~GraphicEngine() {
- delete tileset;
+ delete tileset;
}