tibia-client/src/otclient/core/creature.cpp

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#include "creature.h"
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#include "datmanager.h"
#include "localplayer.h"
#include "map.h"
#include <framework/platform/platform.h>
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#include <framework/graphics/graphics.h>
#include <framework/graphics/fontmanager.h>
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Creature::Creature() : Thing(THING_CREATURE)
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{
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m_healthPercent = 0;
m_direction = DIRECTION_SOUTH;
m_animation = 0;
m_walking = false;
m_walkOffsetX = 0;
m_walkOffsetY = 0;
m_lastTicks = g_platform.getTicks();
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}
void Creature::draw(int x, int y)
{
//dump << (int)m_speed;
// gspeed = 100
// pspeed = 234
// (recorded) 400 - 866 = 466
// (calc by ot eq) 1000 * 100 / 234 = 427
// gspeed = 150
// pspeed = 234
// (recorded) 934 - 1597 = 663
// (calc by ot eq) 1000 * 150 / 234 = 641
// gspeed = 100
// pspeed = 110
// (recorded) 900 - 1833 = 933
// (calc by ot eq) 1000 * 100 / 110 = 909
// 1000 * groundSpeed / playerSpeed
// TODO 1: FIX RENDER STEP 2
// TODO 2: FIX SHAKY EFFECT
// TODO 3: ADD ANIMATION
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const ThingAttributes& attributes = getAttributes();
// we must walk 32 pixels in m_speed miliseconds
if(m_walking && attributes.animcount > 1) {
double offset = (32.0 / m_walkTime) * (g_platform.getTicks() - m_lastTicks);
if(m_direction == DIRECTION_NORTH)
m_walkOffsetY = std::max(m_walkOffsetY - offset, 0.0);
else if(m_direction == DIRECTION_EAST)
m_walkOffsetX = std::min(m_walkOffsetX + offset, 0.0);
else if(m_direction == DIRECTION_SOUTH)
m_walkOffsetY = std::min(m_walkOffsetY + offset, 0.0);
else if(m_direction == DIRECTION_WEST)
m_walkOffsetX = std::max(m_walkOffsetX - offset, 0.0);
/*if(g_platform.getTicks() - m_lastTicks > m_speed / 4) {
if(m_animation+1 == attributes.animcount)
m_animation = 1;
else
m_animation++;
m_lastTicks = g_platform.getTicks();
}*/
if(((m_walkOffsetX == 0 && m_walkOffsetY == 0) && m_walkOffsetX != m_walkOffsetY) ||
((m_walkOffsetX == 0 || m_walkOffsetY == 0) && m_walkOffsetX == m_walkOffsetY)) {
m_walking = false;
m_walkOffsetX = 0;
m_walkOffsetY = 0;
}
//m_lastTicks = g_platform.getTicks();
}
m_lastTicks = g_platform.getTicks();
x += m_walkOffsetX;
y += m_walkOffsetY;
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for(int ydiv = 0; ydiv < attributes.ydiv; ydiv++) {
// continue if we dont have this addon.
if(ydiv > 0 && !(m_outfit.addons & (1 << (ydiv-1))))
continue;
// draw white item
internalDraw(x, y, 0, m_direction, ydiv, 0, m_animation);
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// draw mask if exists
if(attributes.blendframes > 1) {
g_graphics.bindBlendFunc(BLEND_COLORIZING);
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for(int mask = 0; mask < 4; ++mask) {
int outfitColorId = 0;
if(mask == SpriteMaskYellow)
outfitColorId = m_outfit.head;
else if(mask == SpriteMaskRed)
outfitColorId = m_outfit.body;
else if(mask == SpriteMaskGreen)
outfitColorId = m_outfit.legs;
else if(mask == SpriteMaskBlue)
outfitColorId = m_outfit.feet;
g_graphics.bindColor(OutfitColors[outfitColorId]);
internalDraw(x, y, 1, m_direction, ydiv, 0, m_animation, (SpriteMask)mask);
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}
g_graphics.bindBlendFunc(BLEND_NORMAL);
g_graphics.bindColor(Color::white);
}
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}
}
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void Creature::drawInformation(int x, int y, bool useGray)
{
Color fillColor = Color(96, 96, 96);
if(!useGray) {
// health bar according to yatc
fillColor = Color::black;
if(m_healthPercent > 92) {
fillColor.setGreen(188);
}
else if(m_healthPercent > 60) {
fillColor.setRed(80);
fillColor.setGreen(161);
fillColor.setBlue(80);
}
else if(m_healthPercent > 30) {
fillColor.setRed(161);
fillColor.setGreen(161);
}
else if(m_healthPercent > 8) {
fillColor.setRed(160);
fillColor.setGreen(39);
fillColor.setBlue(39);
}
else if(m_healthPercent > 3) {
fillColor.setRed(160);
}
else {
fillColor.setRed(79);
}
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}
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Rect backgroundRect = Rect(x-(14.5), y, 27, 4);
Rect healthRect = backgroundRect.expanded(-1);
healthRect.setWidth((m_healthPercent/100.0)*25);
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g_graphics.bindColor(Color::black);
g_graphics.drawFilledRect(backgroundRect);
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g_graphics.bindColor(fillColor);
g_graphics.drawFilledRect(healthRect);
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// restore white color
g_graphics.bindColor(Color::white);
// name
FontPtr font = g_fonts.getFont("tibia-12px-rounded");
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font->renderText(m_name, Rect(x-100, y-15, 200, 15), AlignTopCenter, fillColor);
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}
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void Creature::walk(const Position& position)
{
// set walking state
m_walking = true;
m_walkOffsetX = 0;
m_walkOffsetY = 0;
m_walkingFromPosition = m_position;
// update map tiles
g_map.removeThingByPtr(asThing());
m_position = position;
g_map.addThing(asThing());
// set new direction
if(m_walkingFromPosition + Position(0, -1, 0) == m_position) {
m_direction = DIRECTION_NORTH;
m_walkOffsetY = 32;
}
else if(m_walkingFromPosition + Position(1, 0, 0) == m_position) {
m_direction = DIRECTION_EAST;
m_walkOffsetX = -32;
}
else if(m_walkingFromPosition + Position(0, 1, 0) == m_position) {
m_direction = DIRECTION_SOUTH;
m_walkOffsetY = -32;
}
else if(m_walkingFromPosition + Position(-1, 0, 0) == m_position) {
m_direction = DIRECTION_WEST;
m_walkOffsetX = 32;
}
else { // Teleport
// we teleported, dont walk or change direction
m_walking = false;
}
// get walk speed
int groundSpeed = 0;
ThingPtr ground = g_map.getThing(m_position, 0);
if(ground)
groundSpeed = ground->getAttributes().speed;
m_walkTime = 1000.0 * (float)groundSpeed / m_speed;
m_walkTime = m_walkTime == 0 ? 1000 : m_walkTime;
}
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const ThingAttributes& Creature::getAttributes()
{
return g_dat.getCreatureAttributes(m_outfit.type);
}