/* * 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 "player.h" #include "animatedsprite.h" #include "game.h" #include "graphics.h" #include "log.h" #include "resources/itemdb.h" #include "resources/iteminfo.h" #include "utils/tostring.h" #include "gui/gui.h" Player::Player(int id, int job, Map *map): Being(id, job, map) { } void Player::logic() { switch (mAction) { case WALK: mFrame = (get_elapsed_time(mWalkTime) * 6) / mWalkSpeed; if (mFrame >= 6) { nextStep(); } break; case ATTACK: int frames = 4; if ( mEquippedWeapon && mEquippedWeapon->getAttackType() == ACTION_ATTACK_BOW) { frames = 5; } mFrame = (get_elapsed_time(mWalkTime) * frames) / mAttackSpeed; if (mFrame >= frames) { nextStep(); } break; } Being::logic(); } Being::Type Player::getType() const { return PLAYER; } void Player::drawName(Graphics *graphics, int offsetX, int offsetY) { int px = mPx + offsetX; int py = mPy + offsetY; graphics->setFont(speechFont); graphics->setColor(gcn::Color(255, 255, 255)); graphics->drawText(mName, px + 15, py + 30, gcn::Graphics::CENTER); } void Player::setGender(int gender) { // Players can only be male or female if (gender > 1) { logger->log("Warning: unsupported gender %i, assuming male.", gender); gender = 0; } if (gender != mGender) { // Reload base sprite AnimatedSprite *newBaseSprite; if (gender == 0) { newBaseSprite = AnimatedSprite::load( "graphics/sprites/player_male_base.xml"); } else { newBaseSprite = AnimatedSprite::load( "graphics/sprites/player_female_base.xml"); } delete mSprites[BASE_SPRITE]; mSprites[BASE_SPRITE] = newBaseSprite; // Reload equipment for (int i = 1; i < VECTOREND_SPRITE; i++) { if (i != HAIR_SPRITE && mEquipmentSpriteIDs.at(i) != 0) { AnimatedSprite *newEqSprite = AnimatedSprite::load( "graphics/sprites/" + ItemDB::get( mEquipmentSpriteIDs.at(i)).getSprite(gender)); delete mSprites[i]; mSprites[i] = newEqSprite; } } } Being::setGender(gender); } void Player::setHairColor(int color) { if (color != mHairColor && mHairStyle > 0) { const std::string hairStyle = toString(getHairStyle()); const std::string gender = (mGender == 0) ? "-male" : "-female"; AnimatedSprite *newHairSprite = AnimatedSprite::load( "graphics/sprites/hairstyle" + hairStyle + gender + ".xml", color - 1); if (newHairSprite) newHairSprite->setDirection(getSpriteDirection()); delete mSprites[HAIR_SPRITE]; mSprites[HAIR_SPRITE] = newHairSprite; setAction(mAction); } Being::setHairColor(color); } void Player::setHairStyle(int style) { if (style != mHairStyle && mHairColor > 0) { const std::string hairStyle = toString(style); const std::string gender = (mGender == 0) ? "-male" : "-female"; AnimatedSprite *newHairSprite = AnimatedSprite::load( "graphics/sprites/hairstyle" + hairStyle + gender + ".xml", mHairColor - 1); if (newHairSprite) newHairSprite->setDirection(getSpriteDirection()); delete mSprites[HAIR_SPRITE]; mSprites[HAIR_SPRITE] = newHairSprite; setAction(mAction); } Being::setHairStyle(style); } void Player::setVisibleEquipment(int slot, int id) { // id = 0 means unequip if (id == 0) { delete mSprites[slot]; mSprites[slot] = NULL; } else { AnimatedSprite *equipmentSprite = AnimatedSprite::load( "graphics/sprites/" + ItemDB::get(id).getSprite(mGender)); if (equipmentSprite) equipmentSprite->setDirection(getSpriteDirection()); delete mSprites[slot]; mSprites[slot] = equipmentSprite; if (slot == WEAPON_SPRITE) { mEquippedWeapon = &ItemDB::get(id); } setAction(mAction); } Being::setVisibleEquipment(slot, id); }