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
|
/*
* 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 "monster.h"
#include "animatedsprite.h"
#include "game.h"
#include "sound.h"
#include "resources/monsterdb.h"
#include "utils/tostring.h"
Monster::Monster(Uint32 id, Uint16 job, Map *map):
Being(id, job, map)
{
mSprites[BASE_SPRITE] = new AnimatedSprite(
"graphics/sprites/" + MonsterDB::get(job - 1002).getSprite());
}
void
Monster::logic()
{
if (mAction != STAND)
{
mFrame = (get_elapsed_time(mWalkTime) * 4) / mWalkSpeed;
if (mFrame >= 4 && mAction != DEAD)
{
nextStep();
}
}
Being::logic();
}
Being::Type
Monster::getType() const
{
return MONSTER;
}
void
Monster::setAction(Uint8 action)
{
SpriteAction currentAction = ACTION_INVALID;
switch (action)
{
case WALK:
currentAction = ACTION_WALK;
break;
case DEAD:
currentAction = ACTION_DEAD;
sound.playSfx(getInfo().getSound(MONSTER_EVENT_DIE));
break;
case ATTACK:
currentAction = ACTION_ATTACK;
mSprites[BASE_SPRITE]->reset();
break;
case STAND:
currentAction = ACTION_STAND;
break;
case HURT:
// Not implemented yet
break;
}
if (currentAction != ACTION_INVALID)
{
mSprites[BASE_SPRITE]->play(currentAction);
mAction = action;
}
}
void
Monster::handleAttack(Being *victim, int damage)
{
Being::handleAttack(victim, damage);
const MonsterInfo &mi = getInfo();
sound.playSfx(mi.getSound((damage > 0) ? MONSTER_EVENT_HIT : MONSTER_EVENT_MISS));
}
Being::TargetCursorSize
Monster::getTargetCursorSize() const
{
return getInfo().getTargetCursorSize();
}
const MonsterInfo&
Monster::getInfo() const
{
return MonsterDB::get(mJob - 1002);
}
|