/* * 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 */ #include "graphic.h" #include "../gui/gui.h" #include "../gui/textfield.h" #include "../gui/status.h" BITMAP *buffer, *chat_background; char itemCurrenyQ[10] = "0"; int map_x, map_y, camera_x, camera_y; DIALOG_PLAYER *skill_player, *skill_list_player; char npc_text[1000] = ""; char statsString2[255] = "n/a"; char skill_points[10] = ""; Chat chatlog("./docs/chatlog.txt", 20); bool show_skill_dialog = false; bool show_skill_list_dialog = false; char npc_button[10] = "Close"; gcn::TextField *chatInput; StatusWindow *statusWindow; BuyDialog *buyDialog; SellDialog *sellDialog; BuySellDialog *buySellDialog; InventoryWindow *inventoryWindow; NpcListDialog *npcListDialog; NpcTextDialog *npcTextDialog; void ChatListener::action(const std::string& eventId) { if (eventId == "chatinput") { std::string message = chatInput->getText(); if (message.length() > 0) { chatlog.chat_send(char_info[0].name, message.c_str()); chatInput->setText(""); } } } void BuySellListener::action(const std::string& eventId) { int actionId = -1; if (eventId == "buy") { actionId = 0; } else if (eventId == "sell") { actionId = 1; } if (actionId > -1) { WFIFOW(0) = net_w_value(0x00c5); WFIFOL(2) = net_l_value(current_npc); WFIFOB(6) = net_b_value(actionId); WFIFOSET(7); } buySellDialog->setVisible(false); } DIALOG skill_list_dialog[] = { /* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */ { tmw_dialog_proc, 300, 200, 260, 200, 0, 0, 0, 0, 0, 0, (char *)"Stats", NULL, NULL }, { tmw_button_proc, 450, 376, 50, 20, 255, 0, 'u', D_EXIT, 0, 0, (char *)"&Up", NULL, NULL }, { tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Close", NULL, NULL }, { tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)skill_list, NULL, NULL }, { tmw_text_proc, 304, 326, 40, 20, 0, 0, 0, 0, 0, 0, (char *)skill_points, NULL, NULL }, { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL } }; 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 }; 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 *= 8; if (direction == WEST || direction == NW || direction == SW) { offset = -offset; offset += 32; } else offset -= 32; } } 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 *= 8; if (direction == NORTH || direction == NW || direction == NE) { offset = -offset; offset += 32; } else { offset -= 32; } } } return offset; } GraphicEngine::GraphicEngine() { clear_bitmap(screen); // Initializes GUI chat_background = create_bitmap(592, 100); clear_to_color(chat_background, makecol(0, 0, 0)); chatInput = new TextField(); chatInput->setPosition(chatInput->getBorderSize(), SCREEN_H - chatInput->getHeight() - chatInput->getBorderSize() -1); chatInput->setWidth(592 - 2 * chatInput->getBorderSize()); ChatListener *chatListener = new ChatListener(); chatInput->setEventId("chatinput"); chatInput->addActionListener(chatListener); guiTop->add(chatInput); chatInput->requestFocus(); // Create dialogs statusWindow = new StatusWindow(guiTop); statusWindow->setPosition(SCREEN_W - statusWindow->getWidth() - 10, 10); buyDialog = new BuyDialog(guiTop); buyDialog->setVisible(false); sellDialog = new SellDialog(guiTop); sellDialog->setVisible(false); buySellDialog = new BuySellDialog(guiTop, new BuySellListener()); buySellDialog->setVisible(false); inventoryWindow = new InventoryWindow(guiTop); inventoryWindow->setVisible(false); inventoryWindow->setPosition(100, 100); npcTextDialog = new NpcTextDialog(guiTop); npcTextDialog->setVisible(false); npcListDialog = new NpcListDialog(guiTop); npcListDialog->setVisible(false); skill_player = init_dialog(skill_dialog, -1); skill_list_player = init_dialog(skill_list_dialog, -1); buffer = create_bitmap(SCREEN_W, SCREEN_H); if (!buffer) { error("Not enough memory to create buffer"); } // Initialize the gui bitmap to the page that will be drawn first gui_bitmap = this->buffer; tileset = new Spriteset("./data/graphic/tileset.dat"); hairset = new Spriteset("./data/graphic/hairset.dat"); emotionset = new Spriteset("./data/graphic/emotionset.dat"); npcset = new Spriteset("./data/graphic/npcset.dat"); playerset = new Spriteset("./data/graphic/playerset.dat"); monsterset = new Spriteset("./data/graphic/monsterset.dat"); } GraphicEngine::~GraphicEngine() { delete statusWindow; delete buyDialog; delete sellDialog; delete buySellDialog; delete npcListDialog; delete npcTextDialog; //delete tileset; shutdown_dialog(skill_player); } void GraphicEngine::refresh() { map_x = (get_x(player_node->coordinates) - 13) * 32 + get_x_offset(player_node); map_y = (get_y(player_node->coordinates) - 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++) { 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) { tileset->spriteset[tile0]->draw(buffer, i * 32 - offset_x, j * 32 - offset_y); } if (tile1 > 0) { //&& tile1 < 600 tileset->spriteset[tile1]->draw(buffer, i * 32 - offset_x, j * 32 - offset_y); } } } // 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) / 2; int sx = x - camera_x; int sy = y - camera_y; #ifdef DEBUG textprintf_ex(buffer, font, sx*32, sy*32+40, makecol(255, 255, 255), -1, "%i,%i | %i", x, y, node->frame); rect(buffer, sx*32, sy*32, sx*32+32, sy*32+32, makecol(0,0,255)); #endif if ((node->job >= 100) && (node->job <= 110)) { // Draw a NPC npcset->spriteset[4 * (node->job - 100) + dir]->draw(buffer, sx * 32 - 8 - offset_x, sy * 32 - 52 - offset_y); } else if (node->job < 10) { // Draw a player node->text_x = sx * 32 + get_x_offset(node) - offset_x; node->text_y = sy * 32 + get_y_offset(node) - offset_y; int hf = node->hair_color - 1 + 10 * (dir + 4 * (node->hair_style - 1)); if (node->action == SIT) node->frame = 0; if (node->action == ATTACK) { int pf = node->frame + node->action + 4 * node->weapon; playerset->spriteset[4 * pf + dir]->draw(buffer, node->text_x - 64, node->text_y - 80); hairset->spriteset[hf]->draw( buffer, node->text_x - 2 + 2 * hairtable[pf][dir][0], node->text_y - 50 + 2 * hairtable[pf][dir][1]); } else { int pf = node->frame + node->action; playerset->spriteset[4 * pf + dir]->draw(buffer, node->text_x - 64, node->text_y - 80); hairset->spriteset[hf]->draw( buffer, node->text_x - 2 + 2 * hairtable[pf][dir][0], node->text_y - 50 + 2 * hairtable[pf][dir][1]); } if (node->emotion != 0) { emotionset->spriteset[node->emotion - 1]->draw(buffer, sx * 32 - 5 + get_x_offset(node) - offset_x, sy * 32 - 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 = sx * 32 - 42 + get_x_offset(node) - offset_x; node->text_y = sy * 32 - 65 + get_y_offset(node) - offset_y; int sprnum = dir + 4 * (node->job - 1002); int mf = node->frame + node->action; if (node->action == MONSTER_DEAD) { monsterset->spriteset[sprnum + 8 * MONSTER_DEAD]->draw( buffer, node->text_x, node->text_y); } else { monsterset->spriteset[sprnum + 8 * mf]->draw(buffer, 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) { int old_x, old_y, new_x, new_y; old_x = node->path->x; old_y = node->path->y; node->path = node->path->next; new_x = node->path->x; new_y = node->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; } set_coordinates(node->coordinates, node->path->x, node->path->y, direction); } 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) { tileset->spriteset[tile]->draw( buffer, i * 32 - offset_x, j * 32 - offset_y); } #ifdef DEBUG rect(buffer, i * 32 - offset_x, j * 32 - offset_y, i * 32 - offset_x+32, j * 32 - offset_y+32,makecol(0,0,0)); #endif } } // Draw player speech node = get_head(); while (node) { if (node->speech != NULL) { if (node->speech_color == makecol(255, 255, 255)) { textprintf_centre_ex(buffer, font, node->text_x, node->text_y - 60, node->speech_color, -1, "%s", node->speech); } else { textprintf_centre_ex(buffer, font, node->text_x + 60, node->text_y, node->speech_color, -1, "%s", node->speech); } node->speech_time--; if (node->speech_time == 0) { free(node->speech); node->speech = NULL; } } node = node->next; } set_trans_blender(0, 0, 0, 110); draw_trans_sprite(buffer, chat_background, 0, SCREEN_H - 125); chatlog.chat_draw(buffer, 8, font); 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); } } // Update character status display statusWindow->update(); // Update GUI guiGraphics->setTarget(buffer); gui_update(NULL); textprintf_ex(buffer, font, 0, 0, makecol(255, 255, 255), -1, "[%i fps] %i,%i", fps, mouse_x / 32 + camera_x, mouse_y / 32 + camera_y); blit(buffer, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H); }