/* * 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 #include #include #include "being.h" #include "configuration.h" #include "floor_item.h" #include "game.h" #include "graphics.h" #include "log.h" #include "main.h" #include "map.h" #include "sound.h" #include "graphic/spriteset.h" //#include "gui/buddywindow.h" #include "gui/buy.h" #include "gui/buysell.h" #include "gui/chargedialog.h" #include "gui/chat.h" #include "gui/equipmentwindow.h" #include "gui/gui.h" #include "gui/help.h" #include "gui/inventorywindow.h" #include "gui/minimap.h" #include "gui/npc.h" #include "gui/npc_text.h" #include "gui/popupmenu.h" #include "gui/sell.h" #include "gui/setup.h" #include "gui/skill.h" #include "gui/stats.h" #include "gui/status.h" #include "gui/trade.h" #include "gui/windowcontainer.h" #include "resources/image.h" #include "resources/iteminfo.h" #include "resources/itemmanager.h" #include "resources/resourcemanager.h" extern Being* autoTarget; extern Graphics* graphics; extern Spriteset *hairset, *playerset; char itemCurrenyQ[10] = "0"; int camera_x, camera_y; gcn::Label *debugInfo; ChatWindow *chatWindow; 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; TradeWindow *tradeWindow; //BuddyWindow *buddyWindow; HelpWindow *helpWindow; PopupMenu *popupMenu; std::map monsterset; ItemManager *itemDb; /**< Item database object */ 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 == Being::WALK) { if (direction != Being::NORTH && direction != Being::SOUTH) { offset = (get_elapsed_time(being->walk_time) * 32) / being->speed; if (offset > 32) offset = 32; if (direction == Being::WEST || direction == Being::NW || direction == Being::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 == Being::WALK) { if (direction != Being::EAST && direction != Being::WEST) { offset = (get_elapsed_time(being->walk_time) * 32) / being->speed; if (offset > 32) offset = 32; if (direction == Being::NORTH || direction == Being::NW || direction == Being::NE) { offset = -offset; offset += 32; } else { offset -= 32; } } } return offset; } Engine::Engine(): mCurrentMap(NULL) { // Initializes GUI debugInfo = new gcn::Label(); // Oh, come on guichan folks, how useful is it to have a single widget gui? // (Well, the BasicContainer interface isn't that much more useful... ;) dynamic_cast(gui->getTop())->add(debugInfo); // Create dialogs chatWindow = new ChatWindow( config.getValue("homeDir", "") + std::string("/chatlog.txt")); statusWindow = new StatusWindow(); buyDialog = new BuyDialog(); sellDialog = new SellDialog(); buySellDialog = new BuySellDialog(); inventoryWindow = new InventoryWindow(); npcTextDialog = new NpcTextDialog(); npcListDialog = new NpcListDialog(); skillDialog = new SkillDialog(); //newSkillWindow = new NewSkillDialog(); statsWindow = new StatsWindow(); setupWindow = new Setup(); minimap = new Minimap(); equipmentWindow = new EquipmentWindow(); chargeDialog = new ChargeDialog(); tradeWindow = new TradeWindow(); //buddyWindow = new BuddyWindow(); helpWindow = new HelpWindow(); popupMenu = new PopupMenu(); // Initialize window posisitons int screenW = graphics->getWidth(); int screenH = graphics->getHeight(); chatWindow->setPosition(0, screenH - chatWindow->getHeight()); statusWindow->setPosition(screenW - statusWindow->getWidth() - 5, 5); inventoryWindow->setPosition(screenW - statusWindow->getWidth() - inventoryWindow->getWidth() - 10, 5); statsWindow->setPosition( screenW - 5 - statsWindow->getWidth(), statusWindow->getHeight() + 20); chargeDialog->setPosition( screenW - 5 - chargeDialog->getWidth(), screenH - chargeDialog->getHeight() - 15); tradeWindow->setPosition(screenW - statusWindow->getWidth() - tradeWindow->getWidth() - 10, inventoryWindow->getY() + inventoryWindow->getHeight()); /*buddyWindow->setPosition(10, minimap->getHeight() + 30);*/ equipmentWindow->setPosition(5,140); // Set initial window visibility chatWindow->setVisible(true); statusWindow->setVisible(true); buyDialog->setVisible(false); sellDialog->setVisible(false); buySellDialog->setVisible(false); inventoryWindow->setVisible(false); npcTextDialog->setVisible(false); npcListDialog->setVisible(false); skillDialog->setVisible(false); //newSkillWindow->setVisible(false); statsWindow->setVisible(false); setupWindow->setVisible(false); equipmentWindow->setVisible(false); chargeDialog->setVisible(false); tradeWindow->setVisible(false); //buddyWindow->setVisible(false); helpWindow->setVisible(false); popupMenu->setVisible(false); // Do not focus any text field gui->focusNone(); // Load the sprite sets ResourceManager *resman = ResourceManager::getInstance(); Image *npcbmp = resman->getImage("graphics/sprites/npcs.png"); Image *emotionbmp = resman->getImage("graphics/sprites/emotions.png"); Image *weaponbitmap = resman->getImage("graphics/sprites/weapons.png"); Image *itembitmap = resman->getImage("graphics/sprites/items.png"); if (!npcbmp) logger->error("Unable to load npcs.png"); if (!emotionbmp) logger->error("Unable to load emotions.png"); if (!weaponbitmap) logger->error("Unable to load weapons.png"); if (!itembitmap) logger->error("Unable to load items.png"); npcset = new Spriteset(npcbmp, 50, 80); emotionset = new Spriteset(emotionbmp, 30, 32); weaponset = new Spriteset(weaponbitmap, 160, 120); itemset = new Spriteset(itembitmap, 32, 32); attackTarget = resman->getImage("graphics/gui/attack_target.png"); if (!attackTarget) logger->error("Unable to load attack_target.png"); // Initialize item manager itemDb = new ItemManager(); } Engine::~Engine() { // Delete windows delete chatWindow; delete statusWindow; delete buyDialog; delete sellDialog; delete buySellDialog; delete inventoryWindow; delete npcListDialog; delete npcTextDialog; delete skillDialog; delete statsWindow; delete setupWindow; delete minimap; delete equipmentWindow; delete chargeDialog; //delete newSkillWindow; delete tradeWindow; //delete buddyWindow; delete helpWindow; delete popupMenu; // Delete sprite sets //delete monsterset; delete npcset; delete emotionset; delete weaponset; delete itemset; attackTarget->decRef(); delete itemDb; } Map *Engine::getCurrentMap() { return mCurrentMap; } void Engine::setCurrentMap(Map *newMap) { std::string oldMusic = ""; if (mCurrentMap) { oldMusic = mCurrentMap->getProperty("music"); } std::string newMusic = newMap->getProperty("music"); if (newMusic != oldMusic) { newMusic = std::string(TMW_DATADIR) + "data/music/" + newMusic; sound.playMusic(newMusic.c_str(), -1); } mCurrentMap = newMap; minimap->setMap(mCurrentMap); } void Engine::logic() { // Update beings std::list::iterator beingIterator = beings.begin(); while (beingIterator != beings.end()) { Being *being = (*beingIterator); being->logic(); if (being->action == Being::MONSTER_DEAD && being->frame >= 20) { delete being; beingIterator = beings.erase(beingIterator); } else { beingIterator++; } } } void Engine::draw() { // Get the current mouse position int mouseX, mouseY; SDL_GetMouseState(&mouseX, &mouseY); int midTileX = graphics->getWidth() / 32 / 2; int midTileY = graphics->getHeight() / 32 / 2; int map_x = (player_node->x - midTileX) * 32 + get_x_offset(player_node); int map_y = (player_node->y - midTileY) * 32 + get_y_offset(player_node); if (map_x < 0) { map_x = 0; } if (map_y < 0) { map_y = 0; } if (mCurrentMap) { if (map_x > (mCurrentMap->getWidth() - midTileX) * 32) { map_x = (mCurrentMap->getWidth() - midTileX) * 32; } if (map_y > (mCurrentMap->getHeight() - midTileY) * 32) { map_y = (mCurrentMap->getHeight() - midTileY) * 32; } } camera_x = map_x / 32; camera_y = map_y / 32; int mouseTileX = mouseX / 32 + camera_x; int mouseTileY = mouseY / 32 + camera_y; sort(); frame++; // Draw tiles below nodes if (mCurrentMap != NULL) { mCurrentMap->draw(graphics, map_x, map_y, 0); mCurrentMap->draw(graphics, map_x, map_y, 1); } // Draw items for (std::list::iterator i = floorItems.begin(); i != floorItems.end(); i++) { FloorItem *floorItem = (*i); if (itemDb->getItemInfo(floorItem->id)->getImage() > 0) { Image *image = itemset->spriteset[itemDb->getItemInfo( floorItem->id)->getImage() - 1]; graphics->drawImage(image, floorItem->x * 32 - map_x, floorItem->y * 32 - map_y); } } // Draw nodes for (std::list::iterator i = beings.begin(); i != beings.end(); i++) { Being *being = (*i); unsigned char dir = being->direction / 2; int x = being->x * 32 - map_x; int y = being->y * 32 - map_y; #ifdef DEBUG graphics->setColor(gcn::Color(0, 0, 255)); graphics->drawRectangle(gcn::Rectangle(x & ~31, y & ~31, 32, 32)); #endif int frame; switch (being->getType()) { // Draw a player case Being::PLAYER: being->text_x = x + get_x_offset(being); being->text_y = y + get_y_offset(being); if (being->action == Being::SIT || being->action == Being::DEAD) { being->frame = 0; } frame = being->frame + being->action; if (being->action == Being::ATTACK) { if (being->getWeapon() > 0) frame += 4 * (being->getWeapon() - 1); } graphics->drawImage(playerset->spriteset[frame + 16 * dir], being->text_x - 16, being->text_y - 32); //if (being->action == ATTACK) //{ // std::cout << being->name << " " << being->getWeapon() << std::endl; //} if (being->getWeapon() != 0 && being->action == Being::ATTACK) { Image *image = weaponset->spriteset[ 16 * (being->getWeapon() - 1) + 4 * being->frame + dir]; graphics->drawImage(image, being->text_x - 64, being->text_y - 80); } if (being->getHairColor() <= NR_HAIR_COLORS) { int hf = being->getHairColor() - 1 + 10 * (dir + 4 * (being->getHairStyle() - 1)); graphics->drawImage(hairset->spriteset[hf], being->text_x - 2 + 2 * hairtable[frame][dir][0], being->text_y - 50 + 2 * hairtable[frame][dir][1]); } if (being->emotion != 0) { graphics->drawImage( emotionset->spriteset[being->emotion - 1], being->text_x + 3, being->text_y - 90); } graphics->setFont(speechFont); graphics->drawText(being->name, being->text_x + 15, being->text_y + 30, gcn::Graphics::CENTER); graphics->setFont(gui->getFont()); break; // Draw a NPC case Being::NPC: graphics->drawImage(npcset->spriteset[being->job - 100], x - 8, y - 52); break; // Draw a monster case Being::MONSTER: if (being->frame >= 4) { being->frame = 3; } being->text_x = x - 42 + get_x_offset(being); being->text_y = y - 65 + get_y_offset(being); frame = being->frame + being->action; if (being->action == Being::MONSTER_DEAD) { graphics->drawImage( monsterset[being->job - 1002]->spriteset[dir + 4 * Being::MONSTER_DEAD], being->text_x + 30, being->text_y + 40); } else { graphics->drawImage( monsterset[being->job-1002]->spriteset[dir + 4 * frame], being->text_x + 30, being->text_y + 40); if (being->x == mouseTileX && being->y == mouseTileY) { graphics->drawImage(attackTarget, being->text_x + 30 + 16, being->text_y + 32); } } if (being->action != Being::STAND) { being->frame = (get_elapsed_time(being->walk_time) * 4) / (being->speed); if (being->frame >= 4 && being->action != Being::MONSTER_DEAD) { being->nextStep(); } } break; /* // Draw a warp (job == 45) case Being::WARP: break; */ // No idea how to draw this ;) default: break; } // 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 (mCurrentMap != NULL) { mCurrentMap->draw(graphics, map_x, map_y, 2); } // Find a path from the player to the mouse, and draw it. This is for debug // purposes. if (displayPathToMouse && mCurrentMap != NULL) { std::list debugPath = mCurrentMap->findPath( player_node->x, player_node->y, mouseTileX, mouseTileY); while (!debugPath.empty()) { PATH_NODE node = debugPath.front(); debugPath.pop_front(); int squareX = node.x * 32 - map_x + 12; int squareY = node.y * 32 - map_y + 12; graphics->setColor(gcn::Color(255, 0, 0)); graphics->fillRectangle(gcn::Rectangle(squareX, squareY, 8, 8)); MetaTile *tile = mCurrentMap->getMetaTile(node.x, node.y); std::stringstream cost; cost << tile->Gcost; graphics->drawText(cost.str(), squareX + 4, squareY + 12, gcn::Graphics::CENTER); } } // Draw player speech for (std::list::iterator i = beings.begin(); i != beings.end(); i++) { Being *being = (*i); being->drawSpeech(graphics); } if (autoTarget) { graphics->drawText("[TARGET]", autoTarget->text_x + 60, autoTarget->text_y, gcn::Graphics::CENTER); } if (statsWindow->isVisible()) { statsWindow->update(); } if (statusWindow->isVisible()) { statusWindow->update(); } std::stringstream debugStream; debugStream << "[" << fps << " fps] " << mouseTileX << ", " << mouseTileY; if (mCurrentMap != NULL) { debugStream << " [music: " << mCurrentMap->getProperty("music") << "]" << " [minimap: " << mCurrentMap->getProperty("minimap") << "]"; } debugInfo->setCaption(debugStream.str()); debugInfo->adjustSize(); gui->draw(); }