1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
|
/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "animatedsprite.h"
#include "game.h"
#include "localplayer.h"
#include "monster.h"
#include "particle.h"
#include "sound.h"
#include "text.h"
#include "gui/palette.h"
#include "resources/monsterdb.h"
#include "resources/monsterinfo.h"
Monster::Monster(int id, int job, Map *map):
Being(id, job, map),
mText(0)
{
const MonsterInfo& info = getInfo();
// Setup Monster sprites
int c = BASE_SPRITE;
const std::list<std::string> &sprites = info.getSprites();
for (std::list<std::string>::const_iterator i = sprites.begin();
i != sprites.end();
i++)
{
if (c == VECTOREND_SPRITE) break;
std::string file = "graphics/sprites/" + *i;
mSprites[c] = AnimatedSprite::load(file);
c++;
}
// Ensure that something is shown
if (c == BASE_SPRITE)
{
mSprites[c] = AnimatedSprite::load("graphics/sprites/error.xml");
}
if (mParticleEffects)
{
const std::list<std::string> &particleEffects = info.getParticleEffects();
for ( std::list<std::string>::const_iterator i = particleEffects.begin();
i != particleEffects.end(); i++
)
{
controlParticle(particleEngine->addEffect((*i), 0, 0));
}
}
mNameColor = &guiPalette->getColor(Palette::MONSTER);
}
Monster::~Monster()
{
delete mText;
}
#ifdef EATHENA_SUPPORT
void Monster::logic()
{
if (mAction != STAND)
{
mFrame = (get_elapsed_time(mWalkTime) * 4) / getWalkSpeed();
if (mFrame >= 4 && mAction != DEAD)
{
nextStep();
}
}
Being::logic();
}
#endif
Being::Type Monster::getType() const
{
return MONSTER;
}
void Monster::setAction(Action action, int attackType)
{
SpriteAction currentAction = ACTION_INVALID;
int rotation = 0;
std::string particleEffect;
switch (action)
{
case WALK:
currentAction = ACTION_WALK;
break;
case DEAD:
currentAction = ACTION_DEAD;
sound.playSfx(getInfo().getSound(MONSTER_EVENT_DIE));
break;
case ATTACK:
currentAction = getInfo().getAttackAction(attackType);
mSprites[BASE_SPRITE]->reset();
//attack particle effect
particleEffect = getInfo().getAttackParticleEffect(attackType);
if (!particleEffect.empty() && mParticleEffects)
{
switch (mDirection)
{
case DOWN: rotation = 0; break;
case LEFT: rotation = 90; break;
case UP: rotation = 180; break;
case RIGHT: rotation = 270; break;
default: break;
}
Particle *p;
p = particleEngine->addEffect(
particleEffect, 0, 0, rotation);
controlParticle(p);
}
break;
case STAND:
currentAction = ACTION_STAND;
break;
case HURT:
// Not implemented yet
break;
case SIT:
// Also not implemented yet
break;
}
if (currentAction != ACTION_INVALID)
{
for (int i = 0; i < VECTOREND_SPRITE; i++)
{
if (mSprites[i])
{
mSprites[i]->play(currentAction);
}
}
mAction = action;
}
}
#ifdef TMWSERV_SUPPORT
void Monster::handleAttack()
{
Being::handleAttack();
const MonsterInfo &mi = getInfo();
// TODO: It's not possible to determine hit or miss here, so this stuff
// probably needs to be moved somewhere else. We may lose synchronization
// between attack animation and the sound, unless we adapt the protocol...
sound.playSfx(mi.getSound(MONSTER_EVENT_HIT));
}
#else
void Monster::handleAttack(Being *victim, int damage, AttackType type)
{
Being::handleAttack(victim, damage, type);
const MonsterInfo &mi = getInfo();
sound.playSfx(mi.getSound((damage > 0) ?
MONSTER_EVENT_HIT : MONSTER_EVENT_MISS));
}
#endif
void Monster::takeDamage(Being *attacker, int amount, AttackType type)
{
if (amount > 0) sound.playSfx(getInfo().getSound(MONSTER_EVENT_HURT));
Being::takeDamage(attacker, amount, type);
}
Being::TargetCursorSize Monster::getTargetCursorSize() const
{
return getInfo().getTargetCursorSize();
}
const MonsterInfo &Monster::getInfo() const
{
#ifdef TMWSERV_SUPPORT
return MonsterDB::get(mJob);
#else
return MonsterDB::get(mJob - 1002);
#endif
}
void Monster::setShowName(bool show)
{
delete mText;
if (show)
{
mText = new Text(getInfo().getName(),
getPixelX(),
getPixelY() - getHeight(),
gcn::Graphics::CENTER,
&guiPalette->getColor(Palette::MONSTER));
}
else
{
mText = 0;
}
}
void Monster::updateCoords()
{
if (mText)
{
mText->adviseXY(getPixelX(),
getPixelY() - getHeight() - mText->getHeight());
}
}
|