/* * 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 "being.h" #include "game.h" Being *player_node = NULL; std::list beings; PATH_NODE::PATH_NODE(unsigned short x, unsigned short y): next(NULL) { this->x = x; this->y = y; } void empty() { std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { delete (*i); } beings.clear(); } void add_node(Being *being) { beings.push_back(being); } void remove_node(unsigned int id) { std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { if ((*i)->id == id) { delete (*i); beings.erase(i); return; } } } unsigned int find_npc(unsigned short x, unsigned short y) { std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { Being *being = (*i); // Check if is a NPC (only low job ids) if (being->job >= 46 && being->job <= 125 && being->x == x && being->y == y) { return being->id; } } return 0; } unsigned int find_monster(unsigned short x, unsigned short y) { std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { Being *being = (*i); // Check if is a MONSTER if (being->job > 200 && being->x == x && being->y == y) { return being->id; } } return 0; } Being *find_node(unsigned int id) { std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { Being *being = (*i); if (being->id == id) { return being; } } return NULL; } class BeingCompare { public: bool operator() (const Being *a, const Being *b) const { return a->y < b->y; } }; void sort() { beings.sort(BeingCompare()); } Being::Being() { id = 0; job = 0; action = 0; frame = 0; path = NULL; speech = NULL; speech_time = 0; walk_time = 0; speed = 150; emotion = 0; emotion_time = 0; text_x = 0; text_y = 0; hair_style = 1; hair_color = 1; weapon = 0; x = 0; y = 0; direction = 0; speech_color = 0;//makecol(0, 0, 0); } Being::~Being() { clearPath(); if (speech) { free(speech); } } void Being::clearPath() { PATH_NODE *temp = path; PATH_NODE *next; while (temp) { next = temp->next; delete temp; temp = next; } path = NULL; } void Being::setPath(PATH_NODE *path) { clearPath(); this->path = path; if (path != NULL) { direction = 0; if (path->next) { if (path->next->x > path->x && path->next->y > path->y) direction = SE; else if (path->next->x < path->x && path->next->y > path->y) direction = SW; else if (path->next->x > path->x && path->next->y < path->y) direction = NE; else if (path->next->x < path->x && path->next->y < path->y) direction = NW; else if (path->next->x > path->x) direction = EAST; else if (path->next->x < path->x) direction = WEST; else if (path->next->y > path->y) direction = SOUTH; else if (path->next->y < path->y) direction = NORTH; } PATH_NODE *pn = path; this->path = path->next; delete pn; x = this->path->x; y = this->path->y; action = WALK; walk_time = tick_time; frame = 0; } } bool Being::hasPath() { return path != NULL; } void Being::nextStep() { if (path->next) { int old_x, old_y, new_x, new_y; old_x = path->x; old_y = path->y; path = path->next; new_x = path->x; new_y = 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; } x = path->x; y = path->y; } else { action = STAND; } frame = 0; walk_time = tick_time; }