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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 "player.h"
#include "animatedsprite.h"
#include "game.h"
#include "graphics.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)
{
delete mSprites[BASE_SPRITE];
if (sex == 0)
{
mSprites[BASE_SPRITE] = new AnimatedSprite(
"graphics/sprites/player_male_base.xml", 0);
}
else
{
mSprites[BASE_SPRITE] = new AnimatedSprite(
"graphics/sprites/player_female_base.xml", 0);
}
resetAnimations();
}
Being::setSex(sex);
}
void
Player::setWeapon(Uint16 weapon)
{
if (weapon != mWeapon)
{
delete mSprites[WEAPON_SPRITE];
mSprites[WEAPON_SPRITE] = NULL;
switch (weapon)
{
case 0:
mSprites[WEAPON_SPRITE] = new AnimatedSprite("graphics/sprites/weapon-fist.xml", 0);
break;
case 1:
mSprites[WEAPON_SPRITE] = new AnimatedSprite("graphics/sprites/weapon-dagger.xml", 0);
break;
case 2:
mSprites[WEAPON_SPRITE] = new AnimatedSprite("graphics/sprites/weapon-bow.xml", 0);
break;
case 3:
mSprites[WEAPON_SPRITE] = new AnimatedSprite("graphics/sprites/weapon-scythe.xml", 0);
break;
}
}
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;
resetAnimations();
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;
resetAnimations();
setAction(mAction);
}
Being::setHairStyle(style);
}
void
Player::setVisibleEquipment(Uint8 slot, Uint8 id)
{
// Translate eAthena specific slot
Uint8 position = 0;
switch (slot) {
case 3:
position = BOTTOMCLOTHES_SPRITE;
break;
case 4:
position = HAT_SPRITE;
break;
case 5:
position = TOPCLOTHES_SPRITE;
break;
}
// id = 0 means unequip
if (id == 0)
{
delete mSprites[position];
mSprites[position] = NULL;
}
else
{
char stringId[4];
sprintf(stringId, "%03i", id);
AnimatedSprite *equipmentSprite = new AnimatedSprite(
"graphics/sprites/item" + toString(stringId) + ".xml", 0);
equipmentSprite->setDirection(getSpriteDirection());
delete mSprites[position];
mSprites[position] = equipmentSprite;
resetAnimations();
setAction(mAction);
}
Being::setVisibleEquipment(slot, id);
}
void
Player::resetAnimations()
{
for (int i = 0; i < VECTOREND_SPRITE; i++)
{
if (mSprites[i] != NULL)
{
mSprites[i]->reset();
}
}
}
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