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/*
* 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 <stdio.h>
#include "astar.h"
#include "being.h"
#include "game.h"
Being *player_node = NULL;
std::list<Being *> beings;
PATH_NODE::PATH_NODE(unsigned short x, unsigned short y):
next(NULL)
{
this->x = x;
this->y = y;
}
PATH_NODE *calculate_path(
unsigned short src_x, unsigned short src_y,
unsigned short dest_x, unsigned short dest_y)
{
return find_path(1, src_x, src_y, dest_x, dest_y);
}
void empty() {
std::list<Being *>::iterator i;
for (i = beings.begin(); i != beings.end(); i++) {
delete (*i);
}
beings.clear();
}
void add_node(Being *being) {
beings.push_back(being);
}
void remove_node(unsigned int id) {
std::list<Being *>::iterator i;
for (i = beings.begin(); i != beings.end(); i++) {
if ((*i)->id == id) {
delete (*i);
beings.erase(i);
return;
}
}
}
unsigned int find_npc(unsigned short x, unsigned short y) {
std::list<Being *>::iterator i;
for (i = beings.begin(); i != beings.end(); i++) {
Being *being = (*i);
// Check if is a NPC (only low job ids)
if (being->job >= 46 && being->job <= 125 &&
being->x == x && being->y == y)
{
return being->id;
}
}
return 0;
}
unsigned int find_monster(unsigned short x, unsigned short y) {
std::list<Being*>::iterator i;
for (i = beings.begin(); i != beings.end(); i++) {
Being *being = (*i);
// Check if is a MONSTER
if (being->job > 200 &&
being->x == x &&
being->y == y)
{
return being->id;
}
}
return 0;
}
Being *find_node(unsigned int id) {
std::list<Being*>::iterator i;
for (i = beings.begin(); i != beings.end(); i++) {
Being *being = (*i);
if (being->id == id) {
return being;
}
}
return NULL;
}
class BeingCompare {
public:
bool operator() (const Being *a, const Being *b) const {
return a->y < b->y;
}
};
void sort() {
beings.sort(BeingCompare());
}
Being::Being() {
id = 0; job = 0;
action = 0; frame = 0;
path = NULL; speech = NULL; speech_time = 0;
walk_time = 0; speed = 150;
emotion = 0; emotion_time = 0;
text_x = 0; text_y = 0;
hair_style = 1; hair_color = 1;
weapon = 0;
x = 0; y = 0; direction = 0;
speech_color = 0;//makecol(0, 0, 0);
}
Being::~Being() {
clearPath();
if (speech) {
free(speech);
}
}
void Being::clearPath() {
PATH_NODE *temp = path;
PATH_NODE *next;
while (temp) {
next = temp->next;
delete temp;
temp = next;
}
path = NULL;
}
void Being::setPath(PATH_NODE *path)
{
clearPath();
this->path = path;
if (path != NULL) {
direction = 0;
if (path->next) {
if (path->next->x > path->x && path->next->y > path->y)
direction = SE;
else if (path->next->x < path->x && path->next->y > path->y)
direction = SW;
else if (path->next->x > path->x && path->next->y < path->y)
direction = NE;
else if (path->next->x < path->x && path->next->y < path->y)
direction = NW;
else if (path->next->x > path->x)
direction = EAST;
else if (path->next->x < path->x)
direction = WEST;
else if (path->next->y > path->y)
direction = SOUTH;
else if (path->next->y < path->y)
direction = NORTH;
}
PATH_NODE *pn = path;
this->path = path->next;
delete pn;
x = this->path->x;
y = this->path->y;
action = WALK;
walk_time = tick_time;
frame = 0;
}
}
bool Being::hasPath()
{
return path != NULL;
}
void Being::nextStep()
{
if (path->next) {
int old_x, old_y, new_x, new_y;
old_x = path->x;
old_y = path->y;
path = path->next;
new_x = path->x;
new_y = 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;
}
x = path->x;
y = path->y;
} else {
action = STAND;
}
frame = 0;
walk_time = tick_time;
}
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