/* * 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 "resources/equipmentdb.h" #include "utils/tostring.h" #include "gui/gui.h" Player::Player(Uint32 id, Uint16 job, Map *map): Being(id, job, map) { // Load the weapon sprite. // When there are more different weapons this should be moved to the // setWeapon Method. setWeapon(0); } 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 (getWeapon() == 2) { 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, Sint32 offsetX, Sint32 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::setSex(Uint8 sex) { if (sex != mSex) { // Reload base sprite AnimatedSprite *newBaseSprite; if (sex == 0) { newBaseSprite = new AnimatedSprite( "graphics/sprites/player_male_base.xml"); } else { newBaseSprite = new AnimatedSprite( "graphics/sprites/player_female_base.xml"); } delete mSprites[BASE_SPRITE]; mSprites[BASE_SPRITE] = newBaseSprite; // Reload equipment for (int i=1; igetSprite(sex)); delete mSprites[i]; mSprites[i] = newEqSprite; } } } Being::setSex(sex); } void Player::setWeapon(Uint16 weapon) { if (weapon != mWeapon) { AnimatedSprite *newWeaponSprite = NULL; switch (weapon) { case 0: newWeaponSprite = new AnimatedSprite("graphics/sprites/weapon-fist.xml"); break; case 1: newWeaponSprite = new AnimatedSprite("graphics/sprites/weapon-dagger.xml"); break; case 2: newWeaponSprite = new AnimatedSprite("graphics/sprites/weapon-bow.xml"); break; case 3: newWeaponSprite = new AnimatedSprite("graphics/sprites/weapon-scythe.xml"); break; } delete mSprites[WEAPON_SPRITE]; mSprites[WEAPON_SPRITE] = newWeaponSprite; } Being::setWeapon(weapon); } void Player::setHairColor(Uint16 color) { if (color != mHairColor && mHairStyle > 0) { AnimatedSprite *newHairSprite = new AnimatedSprite( "graphics/sprites/hairstyle" + toString(mHairStyle) + ".xml", color - 1); newHairSprite->setDirection(getSpriteDirection()); delete mSprites[HAIR_SPRITE]; mSprites[HAIR_SPRITE] = newHairSprite; setAction(mAction); } Being::setHairColor(color); } void Player::setHairStyle(Uint16 style) { if (style != mHairStyle && mHairColor > 0) { AnimatedSprite *newHairSprite = new AnimatedSprite( "graphics/sprites/hairstyle" + toString(style) + ".xml", mHairColor - 1); newHairSprite->setDirection(getSpriteDirection()); delete mSprites[HAIR_SPRITE]; mSprites[HAIR_SPRITE] = newHairSprite; setAction(mAction); } Being::setHairStyle(style); } void Player::setVisibleEquipment(Uint8 slot, int id) { // id = 0 means unequip if (id == 0) { delete mSprites[slot]; mSprites[slot] = NULL; } else { AnimatedSprite *equipmentSprite; if (mSex == 0) { equipmentSprite = new AnimatedSprite( "graphics/sprites/" + EquipmentDB::get(id)->getSprite(0)); } else { equipmentSprite = new AnimatedSprite( "graphics/sprites/" + EquipmentDB::get(id)->getSprite(1)); } equipmentSprite->setDirection(getSpriteDirection()); delete mSprites[slot]; mSprites[slot] = equipmentSprite; setAction(mAction); } Being::setVisibleEquipment(slot, id); }