From d51efb148feef39b5ae38924371e636118f6b361 Mon Sep 17 00:00:00 2001 From: Björn Steinbrink Date: Thu, 28 Jul 2005 15:14:22 +0000 Subject: Added an action enumeration to th Being class and removed the old #define's. --- src/being.cpp | 4 ++-- src/being.h | 11 +++++++++ src/engine.cpp | 20 ++++++++-------- src/game.cpp | 71 ++++++++++++++++++++++++--------------------------------- src/game.h | 11 --------- src/gui/gui.cpp | 2 +- 6 files changed, 54 insertions(+), 65 deletions(-) (limited to 'src') diff --git a/src/being.cpp b/src/being.cpp index 315dbd7e..4d4482b6 100644 --- a/src/being.cpp +++ b/src/being.cpp @@ -103,7 +103,7 @@ Being *findNode(unsigned short x, unsigned short y) for (i = beings.begin(); i != beings.end(); i++) { Being *being = (*i); // Return being if found and it is not a dead monster - if (being->x == x && being->y == y && being->action != MONSTER_DEAD) { + if (being->x == x && being->y == y && being->action != Being::MONSTER_DEAD) { return being; } } @@ -117,7 +117,7 @@ Being* findNode(unsigned short x, unsigned short y, Being::Type type) Being *being = (*i); // Check if is a NPC (only low job ids) if (being->x == x && being->y == y && - being->getType() == type && being->action != MONSTER_DEAD) + being->getType() == type && being->action != Being::MONSTER_DEAD) { return being; } diff --git a/src/being.h b/src/being.h index 3a68e0ac..beeac528 100644 --- a/src/being.h +++ b/src/being.h @@ -53,6 +53,17 @@ class Being MONSTER }; + enum Action { + STAND = 0, + WALK = 1, + ATTACK = 5, + BOW_ATTACK = 9, + MONSTER_DEAD = 9, + SIT = 13, + HIT = 14, + DEAD = 15, + }; + unsigned short job; /**< Job (player job, npc, monster, ) */ unsigned short x, y; /**< Tile coordinates */ unsigned char direction; /**< Facing direction */ diff --git a/src/engine.cpp b/src/engine.cpp index 8be62168..c6a7a6c8 100644 --- a/src/engine.cpp +++ b/src/engine.cpp @@ -106,7 +106,7 @@ int get_x_offset(Being *being) int offset = 0; char direction = being->direction; - if (being->action == WALK) + if (being->action == Being::WALK) { if (direction != NORTH && direction != SOUTH) { @@ -131,7 +131,7 @@ int get_y_offset(Being *being) int offset = 0; char direction = being->direction; - if (being->action == WALK) + if (being->action == Being::WALK) { if (direction != EAST && direction != WEST) { @@ -312,7 +312,7 @@ void Engine::logic() being->logic(); - if (being->action == MONSTER_DEAD && being->frame >= 20) + if (being->action == Being::MONSTER_DEAD && being->frame >= 20) { if (autoTarget == being) { autoTarget = NULL; @@ -399,13 +399,13 @@ void Engine::draw() 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) { + if (being->action == Being::SIT || being->action == Being::DEAD) { being->frame = 0; } frame = being->frame + being->action; - if (being->action == ATTACK) { + if (being->action == Being::ATTACK) { if (being->getWeapon() > 0) frame += 4 * (being->getWeapon() - 1); } @@ -417,7 +417,7 @@ void Engine::draw() //{ // std::cout << being->name << " " << being->getWeapon() << std::endl; //} - if (being->getWeapon() != 0 && being->action == ATTACK) { + if (being->getWeapon() != 0 && being->action == Being::ATTACK) { Image *image = weaponset->spriteset[ 16 * (being->getWeapon() - 1) + 4 * being->frame + dir]; @@ -467,9 +467,9 @@ void Engine::draw() frame = being->frame + being->action; - if (being->action == MONSTER_DEAD) { + if (being->action == Being::MONSTER_DEAD) { guiGraphics->drawImage( - monsterset[being->job - 1002]->spriteset[dir + 4 * MONSTER_DEAD], + monsterset[being->job - 1002]->spriteset[dir + 4 * Being::MONSTER_DEAD], being->text_x + 30, being->text_y + 40); if (autoTarget == being) { @@ -488,11 +488,11 @@ void Engine::draw() } } - if (being->action != STAND) { + if (being->action != Being::STAND) { being->frame = (get_elapsed_time(being->walk_time) * 4) / (being->speed); - if (being->frame >= 4 && being->action != MONSTER_DEAD) { + if (being->frame >= 4 && being->action != Being::MONSTER_DEAD) { being->nextStep(); } } diff --git a/src/game.cpp b/src/game.cpp index f5bd366c..ff1621d6 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -332,10 +332,10 @@ void do_input() switch (player_node->action) { - case STAND: + case Being::STAND: action(2, 0); break; - case SIT: + case Being::SIT: action(3, 0); break; } @@ -563,8 +563,8 @@ void do_input() * TODO: Move player to mouse click position before * attack the monster (maybe using follow mode). */ - if (target->action != MONSTER_DEAD && - player_node->action==STAND) + if (target->action != Being::MONSTER_DEAD && + player_node->action == Being::STAND) { attack(target); // Autotarget by default with mouse @@ -662,7 +662,7 @@ void do_input() } // End while // Moving player around - if ((player_node->action != DEAD) && (current_npc == 0) && + if ((player_node->action != Being::DEAD) && (current_npc == 0) && !chatWindow->isFocused()) { int x = player_node->x; @@ -675,63 +675,63 @@ void do_input() if (keys[SDLK_UP] || keys[SDLK_KP8] || joy[JOY_UP]) { yDirection = -1; - if (player_node->action != WALK) + if (player_node->action != Being::WALK) Direction = NORTH; } if (keys[SDLK_DOWN] || keys[SDLK_KP2] || joy[JOY_DOWN]) { yDirection = 1; - if (player_node->action != WALK) + if (player_node->action != Being::WALK) Direction = SOUTH; } if (keys[SDLK_LEFT] || keys[SDLK_KP4] || joy[JOY_LEFT]) { xDirection = -1; - if (player_node->action != WALK) + if (player_node->action != Being::WALK) Direction = WEST; } if (keys[SDLK_RIGHT] || keys[SDLK_KP6] || joy[JOY_RIGHT]) { xDirection = 1; - if (player_node->action != WALK) + if (player_node->action != Being::WALK) Direction = EAST; } if (keys[SDLK_KP1]) // Bottom Left { xDirection = -1; yDirection = 1; - if (player_node->action != WALK) + if (player_node->action != Being::WALK) Direction = SW; } if (keys[SDLK_KP3]) // Bottom Right { xDirection = 1; yDirection = 1; - if (player_node->action != WALK) + if (player_node->action != Being::WALK) Direction = SE; } if (keys[SDLK_KP7]) // Top Left { xDirection = -1; yDirection = -1; - if (player_node->action != WALK) + if (player_node->action != Being::WALK) Direction = NW; } if (keys[SDLK_KP9]) // Top Right { xDirection = 1; yDirection = -1; - if (player_node->action != WALK) + if (player_node->action != Being::WALK) Direction = NE; } Map *tiledMap = engine->getCurrentMap(); // Allow keyboard control to interrupt an existing path - if ((xDirection != 0 || yDirection != 0) && player_node->action == WALK) + if ((xDirection != 0 || yDirection != 0) && player_node->action == Being::WALK) player_node->setDestination(x, y); - if (player_node->action != WALK) + if (player_node->action != Being::WALK) { // Prevent skipping corners over colliding tiles if ((xDirection != 0) && tiledMap->tileCollides(x + xDirection, y)) @@ -760,7 +760,7 @@ void do_input() } // Attacking monsters - if (player_node->action == STAND) + if (player_node->action == Being::STAND) { if (keys[SDLK_LCTRL] || keys[SDLK_RCTRL] || joy[JOY_BTN0]) { @@ -789,9 +789,9 @@ void do_input() } } else if (joy[JOY_BTN2] && action_time) { - if (player_node->action == STAND) + if (player_node->action == Being::STAND) action(2, 0); - else if (player_node->action == SIT) + else if (player_node->action == Being::SIT) action(3, 0); action_time = false; } @@ -956,7 +956,7 @@ void do_parse() //being->setWeapon(RFIFOW(18)); being->frame = 0; being->walk_time = tick_time; - being->action = STAND; + being->action = Being::STAND; } break; @@ -970,13 +970,13 @@ void do_parse() switch (being->getType()) { case Being::MONSTER: - being->action = MONSTER_DEAD; + being->action = Being::MONSTER_DEAD; being->frame = 0; being->walk_time = tick_time; break; default: - being->action = DEAD; + being->action = Being::DEAD; break; } //remove_node(RFIFOL(2)); @@ -1018,7 +1018,7 @@ void do_parse() if (RFIFOB(51) == 2) { - being->action = SIT; + being->action = Being::SIT; } break; @@ -1035,7 +1035,7 @@ void do_parse() add_node(being); } - being->action = STAND; + being->action = Being::STAND; being->x = get_src_x(RFIFOP(50)); being->y = get_src_y(RFIFOP(50)); being->speed = RFIFOW(6); @@ -1267,7 +1267,7 @@ void do_parse() // Re-add the local player node add_node(player_node); - player_node->action = STAND; + player_node->action = Being::STAND; player_node->frame = 0; player_node->x = RFIFOW(18); player_node->y = RFIFOW(20); @@ -1346,7 +1346,7 @@ void do_parse() "You're now dead, press ok to restart", &deathNoticeListener); deathNotice->releaseModalFocus(); - player_node->action = DEAD; + player_node->action = Being::DEAD; } break; // Stop walking @@ -1382,20 +1382,9 @@ void do_parse() if (RFIFOL(2) != player_node->getId()) { // buggy being = findNode(RFIFOL(2)); if (being) { - switch (being->getType()) - { - case Being::PLAYER: - being->action = ATTACK; - being->frame = 0; - being->walk_time = tick_time; - break; - - default: - being->action = MONSTER_ATTACK; - being->frame = 0; - being->walk_time = tick_time; - break; - } + being->action = Being::ATTACK; + being->frame = 0; + being->walk_time = tick_time; being->frame = 0; } } @@ -1407,10 +1396,10 @@ void do_parse() if (being != NULL) { being->frame = 0; if (RFIFOB(26) == 2) { - being->action = SIT; + being->action = Being::SIT; } else if (RFIFOB(26) == 3) { - being->action = STAND; + being->action = Being::STAND; } } break; diff --git a/src/game.h b/src/game.h index 2ac2e386..70191296 100644 --- a/src/game.h +++ b/src/game.h @@ -27,17 +27,6 @@ #define SPEECH_TIME 80 #define SPEECH_MAX_TIME 100 -// Action defines -#define STAND 0 -#define WALK 1 -#define ATTACK 5 -#define BOW_ATTACK 9 -#define SIT 13 -#define HIT 14 -#define DEAD 15 -#define MONSTER_ATTACK 5 -#define MONSTER_DEAD 9 - #define LOCK 254 #define IDLE 255 diff --git a/src/gui/gui.cpp b/src/gui/gui.cpp index 737b880c..996eb5b1 100644 --- a/src/gui/gui.cpp +++ b/src/gui/gui.cpp @@ -248,7 +248,7 @@ void Gui::mousePress(int mx, int my, int button) // Mouse pressed on window container (basically, the map) // When conditions for walking are met, set new player destination - if (player_node && player_node->action != DEAD && current_npc == 0 && + if (player_node && player_node->action != Being::DEAD && current_npc == 0 && button == gcn::MouseInput::LEFT) { Map *tiledMap = engine->getCurrentMap(); 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