/** 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 By ElvenProgrammer aka Eugenio Favalli (umperio@users.sourceforge.net) */ #include "graphic.h" #include "2xsai.h" #define TILESET_W 480 #define TILESET_H 320 #ifdef WIN32 #pragma warning (disable:4312) #endif BITMAP *buffer, *double_buffer, *chat_background; DATAFILE *tileset; //extern char* itemCurrenyQ; char itemCurrenyQ[10] = "0"; char page_num; int map_x, map_y, camera_x, camera_y; DIALOG_PLAYER *chat_player, *npc_player, *skill_player, *buy_sell_player, *buy_player, *sell_player, *stats_player, *skill_list_player; char speech[255] = ""; char npc_text[1000] = ""; char statsString2[255] = "n/a"; char skill_points[10] = ""; TmwInventory inventory; Chat chatlog("./docs/chatlog.txt", 20); int show_npc_dialog = 0; bool show_skill_dialog = false; bool show_skill_list_dialog = false; DIALOG npc_dialog[] = { /* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */ { tmw_dialog_proc, 300, 200, 260, 150, 0, 0, 0, 0, 0, 0, (char *)"NPC", NULL, NULL }, { tmw_button_proc, 508, 326, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Close", NULL, NULL }, { tmw_textbox_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, npc_text, NULL, NULL }, { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL } }; DIALOG buy_sell_dialog[] = { /* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */ { tmw_dialog_proc, 350, 200, 100, 105, 0, 0, 0, 0, 0, 0, (char *)"Shop", NULL, NULL }, { tmw_button_proc, 360, 225, 80, 20, 255, 0, 0, D_EXIT, 0, 0, (char *)"&Buy", NULL, NULL }, { tmw_button_proc, 360, 250, 80, 20, 255, 0, 0, D_EXIT, 0, 0, (char *)"&Sell", NULL, NULL }, { tmw_button_proc, 360, 275, 80, 20, 255, 0, 0, D_EXIT, 0, 0, (char *)"&Cancel",NULL, NULL }, { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL } }; DIALOG buy_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 *)"Buy", NULL, NULL }, { tmw_button_proc, 450, 376, 50, 20, 255, 0, 'o', D_EXIT, 0, 0, (char *)"&Ok", NULL, NULL }, { tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Cancel", NULL, NULL }, { tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)shop_list, NULL, NULL }, { tmw_text_proc, 304, 326+25, 50, 20, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }, { tmw_slider_proc, 304, 326, 200, 20, 255, 0, 0, 0, 10, 0, NULL, (void *)changeQ, NULL }, { tmw_text_proc, 514, 326, 40, 20, 0, 0, 0, 0, 0, 0, (char *)itemCurrenyQ, NULL, NULL }, { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL } }; DIALOG sell_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 *)"Sell", NULL, NULL }, { tmw_button_proc, 450, 376, 50, 20, 255, 0, 'o', D_EXIT, 0, 0, (char *)"&Ok", NULL, NULL }, { tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Cancel", NULL, NULL }, { tmw_slider_proc, 304, 326, 200, 20, 255, 0, 0, 0, 10, 0, NULL, (void *)changeQ, NULL }, { tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)shop_list, NULL, NULL }, { tmw_text_proc, 514, 326, 40, 20, 0, 0, 0, 0, 0, 0, (char *)itemCurrenyQ, NULL, NULL }, { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL } }; 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 *)"Skills", 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 } }; DIALOG chat_dialog[] = { /* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */ { tmw_edit_proc, 0, 574, 592, 25, 0, 0, 'c', 0, 90, 0, speech, NULL, NULL }, { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL } }; void set_npc_dialog(int 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 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; } void init_graphic() { tileset = load_datafile("./data/graphic/desert.dat"); if(!tileset)error("Unable to load tileset datafile"); //if(!(gfx_capabilities & GFX_HW_VRAM_BLIT))allegro_message("Not supporting HW accelerated blit"); buffer = create_bitmap(SCREEN_W/2, SCREEN_H/2); double_buffer = create_bitmap(SCREEN_W, SCREEN_H); alfont_set_font_size(gui_font, 16); clear_bitmap(screen); chat_background = create_bitmap(592, 100); clear_to_color(chat_background, makecol(0,0,0)); // Initialize gui chat_player = init_dialog(chat_dialog, -1); npc_player = init_dialog(npc_dialog, -1); position_dialog(npc_dialog, 300, 200); skill_player = init_dialog(skill_dialog, -1); stats_player = init_dialog(stats_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); gui_bitmap = double_buffer; alfont_text_mode(-1); inventory.create(100, 100); } 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); camera_x = map_x >> 4; camera_y = map_y >> 4; int offset_x = map_x & 15; int offset_y = map_y & 15; sort(); for(int j=0;j<20;j++) for(int i=0;i<26;i++) { if( /* get_tile(i+camera_x, j+camera_y, 0) >= 0 && */ get_tile(i+camera_x, j+camera_y, 0) < 600) draw_rle_sprite(buffer, (RLE_SPRITE *)tileset[get_tile(i+camera_x, j+camera_y, 0)].dat, 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) draw_rle_sprite(buffer, (RLE_SPRITE *)tileset[get_tile(i+camera_x, j+camera_y, 1)].dat, i*16-offset_x, j*16-offset_y); } NODE *node = get_head(); NODE *old_node = NULL; while(node) { if((node->job>=100)&&(node->job<=110)) { // Draw a NPC masked_blit((BITMAP *)graphic[NPCSET_BMP].dat, buffer, (get_direction(node->coordinates)/2+4*(node->job-100))*25, 0, (get_x(node->coordinates)-camera_x)*16-4-offset_x, (get_y(node->coordinates)-camera_y)*16-24-offset_y, 25, 40); //alfont_textprintf(buffer, gui_font, (get_x(node->coordinates)-camera_x)*16-4-offset_x, (get_y(node->coordinates)-camera_y)*16-24-offset_y, MAKECOL_WHITE, "%i %i", get_x(node->coordinates), get_y(node->coordinates)); } 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; masked_blit((BITMAP *)graphic[PLAYERSET_BMP].dat, buffer, 80*(get_direction(node->coordinates)/2), 60*(node->frame+node->action), node->text_x, node->text_y, 80, 60); //alfont_textprintf(buffer, gui_font, 0, 20, MAKECOL_WHITE, "%i %i", node->text_x,node->text_y); if(node->emotion!=0) { draw_sprite(buffer, (BITMAP *)emotions[node->emotion-1].dat, (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; // node->tick_time; if(node->id==player_node->id) walk_status = 0; } } } else if(node->job==45) { // Draw a warp //rectfill(buffer, (get_x(node->coordinates)-map_x)*16-player_x-get_x_offset(node->frame, get_direction(node->coordinates)), (get_y(node->coordinates)-map_y)*16-player_y-get_y_offset(node->frame, get_direction(node->coordinates)), (get_x(node->coordinates)-map_x)*16-player_x-get_x_offset(node->frame, get_direction(node->coordinates))+16, (get_y(node->coordinates)-map_y)*16-player_y-get_y_offset(node->frame, get_direction(node->coordinates))+16, makecol(0,0,255)); } else { // Draw a monster //node->speed = 10000; if(node->frame>=4) { //alert("","","","","",0,0); node->frame = 3; } //set_coordinates(node->coordinates, get_x(node->coordinates), get_y(node->coordinates), direction);*/ 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); //rectfill(buffer, node->text_x+22, node->text_y+25, node->text_x+16+22, node->text_y+16+25, makecol(0,0,255)); //if(node->action==MONSTER_DEAD)node->frame = 0; if(node->action==MONSTER_DEAD) masked_blit((BITMAP *)graphic[MOBSET_BMP].dat, buffer, (get_direction(node->coordinates)/2)*60+240*(node->job-1002), 60*MONSTER_DEAD, node->text_x, node->text_y, 60, 60); else masked_blit((BITMAP *)graphic[MOBSET_BMP].dat, buffer, (get_direction(node->coordinates)/2)*60+240*(node->job-1002), 60*(node->frame+node->action), node->text_x, node->text_y, 60, 60); //alfont_textprintf(buffer, gui_font, node->text_x, node->text_y, MAKECOL_WHITE, "%i", node->id); 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->xx && node->path->y>old->y)direction = SW; else if(node->path->x>old->x && node->path->yy)direction = NE; else if(node->path->xx && node->path->yy)direction = NW; else if(node->path->x>old->x)direction = EAST; else if(node->path->xx)direction = WEST; else if(node->path->y>old->y)direction = SOUTH; else if(node->path->yy)direction = NORTH; //} set_coordinates(node->coordinates, node->path->x, node->path->y, direction); //node->tick_time = tick_time; /*if(old!=NULL) free(old);*/ } else { node->action = STAND; } if(node->action!=MONSTER_DEAD)node->frame = 0; node->tick_time = tick_time; //node->frame = 0; } } } } //old_node = node; if(node->action==MONSTER_DEAD && node->frame>=20) { NODE *temp = node; node = node->next; remove_node(temp->id); } else node = node->next; /*if(old_node->action==MONSTER_DEAD && old_node->frame>=4) remove_node(old_node->id);*/ // nodes are ordered so if the next node y is > then the // last drawed for fringe layer, draw the missing lines } // complete drawing fringe layer 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)draw_rle_sprite(buffer, (RLE_SPRITE *)tileset[get_tile(i+camera_x, j+camera_y, 2)].dat, i*16-offset_x, j*16-offset_y); } if(stretch_mode==0) stretch_blit(buffer, double_buffer, 0, 0, 400, 300, 0, 0, 800, 600); else if(stretch_mode==1) Super2xSaI(buffer, double_buffer, 0, 0, 0, 0, 400, 300); else if(stretch_mode==2) SuperEagle(buffer, double_buffer, 0, 0, 0, 0, 400, 300); // Draw player speech node = get_head(); while(node) { if(node->speech!=NULL) { if(node->speech_color==makecol(255,255,255)) alfont_textprintf_aa(double_buffer, gui_font, node->text_x*2+90-alfont_text_length(gui_font, node->speech)/2, node->text_y*2, node->speech_color, "%s", node->speech); else alfont_textprintf_aa(double_buffer, gui_font, node->text_x*2+60-alfont_text_length(gui_font, node->speech)/2, node->text_y*2, node->speech_color, "%s", node->speech); node->speech_time--; if(node->speech_time==0) { free(node->speech); node->speech = NULL; } } node = node->next; } inventory.draw(double_buffer); set_trans_blender(0, 0, 0, 110); draw_trans_sprite(double_buffer, chat_background, 0, SCREEN_H-125); chatlog.chat_draw(double_buffer, 8, gui_font); gui_update(chat_player); 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, ""); 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) //alfont_textprintf(double_buffer, gui_font, 0, 10, MAKECOL_WHITE, "%i", 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: sell_dialog[3].d1 = get_item_quantity(sell_dialog[4].d1); /*if(sell_dialog[3].d2>sell_dialog[3].d1) { sell_dialog[3].d2 = sell_dialog[3].d1; sprintf((char *)sell_dialog[5].dp, "%i %i", sell_dialog[3].d1, sell_dialog[3].d2); }*/ alfont_textprintf(double_buffer, gui_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; } if(show_skill_dialog) { update_skill_dialog(); if(gui_update(skill_player)==0)show_skill_dialog = false; } if(show_skill_list_dialog) { /*if(char_info->skill_point>0)skill_list_dialog[1].flags = 0; else skill_list_dialog[1].flags |= D_DISABLED;*/ 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_stats_dialog(); gui_update(stats_player); alfont_textprintf(double_buffer, gui_font, 0, 0, MAKECOL_WHITE, "FPS:%i", fps); //alfont_textprintf(double_buffer, gui_font, 0, 20, MAKECOL_WHITE, "%i", show_npc_dialog); blit(double_buffer, screen, 0, 0, 0, 0, 800, 600); frame++; } void exit_graphic() { shutdown_dialog(npc_player); shutdown_dialog(chat_player); shutdown_dialog(skill_player); }