Example #1
0
void Being::setDirection(Uint8 direction)
{
    if (mDirection == direction)
        return;

#ifdef TMWSERV_SUPPORT
    // if the direction does not change much, keep the common component
    int mFaceDirection = mDirection & direction;
    if (!mFaceDirection)
        mFaceDirection = direction;
    mDirection = direction;

    SpriteDirection dir;
    if (mFaceDirection & UP)
        dir = DIRECTION_UP;
    else if (mFaceDirection & DOWN)
        dir = DIRECTION_DOWN;
    else if (mFaceDirection & RIGHT)
        dir = DIRECTION_RIGHT;
    else
        dir = DIRECTION_LEFT;
    mSpriteDirection = dir;
#else
    mDirection = direction;
    SpriteDirection dir = getSpriteDirection();
#endif

    for (int i = 0; i < VECTOREND_SPRITE; i++)
    {
       if (mSprites[i])
           mSprites[i]->setDirection(dir);
    }
}
Example #2
0
File: being.cpp Project: Ablu/mana
void Being::setSprite(unsigned int slot, int id, const std::string &color,
                      bool isWeapon)
{
    if (slot >= size())
        ensureSize(slot + 1);

    if (slot >= mSpriteIDs.size())
        mSpriteIDs.resize(slot + 1);

    if (slot >= mSpriteColors.size())
        mSpriteColors.resize(slot + 1);

    // id = 0 means unequip
    if (id == 0)
    {
        removeSprite(slot);

        if (isWeapon)
            mEquippedWeapon = 0;
    }
    else
    {
        std::string filename = itemDb->get(id).getSprite(mGender);
        AnimatedSprite *equipmentSprite = 0;

        if (!filename.empty())
        {
            if (!color.empty())
                filename += "|" + color;

            equipmentSprite = AnimatedSprite::load(
                                    paths.getStringValue("sprites") + filename);
        }

        if (equipmentSprite)
            equipmentSprite->setDirection(getSpriteDirection());

        CompoundSprite::setSprite(slot, equipmentSprite);

        if (isWeapon)
            mEquippedWeapon = &itemDb->get(id);

        setAction(mAction);
    }

    mSpriteIDs[slot] = id;
    mSpriteColors[slot] = color;
}
Example #3
0
void Player::setSprite(unsigned int slot, int id, const std::string &color)
{
    assert(slot >= BASE_SPRITE && slot < VECTOREND_SPRITE);

    // id = 0 means unequip
    if (id == 0)
    {
        delete mSprites[slot];
        mSprites[slot] = NULL;

#ifdef EATHENA_SUPPORT
        if (slot == WEAPON_SPRITE)
            mEquippedWeapon = NULL;
//        if (slot == )
#endif
    }
    else
    {
        std::string filename = ItemDB::get(id).getSprite(mGender);
        AnimatedSprite *equipmentSprite = NULL;

        if (!filename.empty())
        {
            if (!color.empty())
                filename += "|" + color;

            equipmentSprite = AnimatedSprite::load("graphics/sprites/" +
                                                   filename);
        }

        if (equipmentSprite)
            equipmentSprite->setDirection(getSpriteDirection());

        delete mSprites[slot];

        mSprites[slot] = equipmentSprite;

        if (slot == WEAPON_SPRITE)
            mEquippedWeapon = &ItemDB::get(id);

        setAction(mAction);
    }

    mSpriteIDs[slot] = id;
    mSpriteColors[slot] = color;
}