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Player.cpp
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Player.cpp
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// Player.cpp: implementation of the CPlayer class.
//
//////////////////////////////////////////////////////////////////////
#include "Player.h"
#include "BattleEngine.h"
#include <time.h>
#include <fstream>
#include <fcntl.h>
#include <errno.h>
#include <io.h>
using namespace std;
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CPlayer::CPlayer()
{
Speed = 1;
Direction = 0;
Screen = NULL;
Input = NULL;
Sound = NULL;
Exp = 0;
Gold = 0;
HP = 65;
MaxHP = 65;
MaxMP = 4;
MP = 4;
iArmor = ARMOR_9;
iWeapon = SHORTSWORD;
Level = 1;
GameSpeed = 0;
BeorneTileX = 0;
BeorneTileY = 0;
AyliTileX = 0;
AyliTileY = 0;
bCrystalClearOn = false;
bBonusAttackOn = false;
srand( (unsigned)time( NULL ) );
}
CPlayer::~CPlayer()
{
}
bool CPlayer::Move(int Direction)
{
if (Direction == RIGHT)
{
// Move sprite.
if (Sprite->m_PosX >= Screen->GetWidth() - RIGHT_PUSH &&
Map->GetScreenMapPosX2() < Map->GetMapWidth())
{
// Or scroll map.
Map->ScrollRight(Speed*2);
Map2->ScrollRight(Speed*2);
}
Direction = RIGHT;
return CCharacter::Move(Direction, Speed);
}
return false;
}
bool CPlayer::Move()
{
if (Sprite == NULL)
return false;
isAnimated = false;
// Check if we are in between moving.
if (MoveStep > 0)
{
isAnimated = true;
if (Direction == RIGHT)
{
if (Sprite->m_PosX >= Screen->GetWidth() - RIGHT_PUSH &&
Map->GetScreenMapPosX2() < Map->GetMapWidth())
{
Map->ScrollRight(Speed*2);
Map2->ScrollRight(Speed*2);
}
}
else if (Direction == LEFT)
{
if (Sprite->m_PosX <= RIGHT_PUSH &&
Map->GetScreenMapPosX2() > 0)
{
Map->ScrollLeft(Speed*2);
Map2->ScrollLeft(Speed*2);
}
}
else if (Direction == UP)
{
if (Sprite->m_PosY <= TOP_PUSH &&
Map->GetScreenMapPosY2() > 0)
{
Map->ScrollUp(Speed*2);
Map2->ScrollUp(Speed*2);
}
}
else if (Direction == DOWN)
{
if (Sprite->m_PosY >= Screen->GetHeight() - TOP_PUSH &&
Map->GetScreenMapPosY2() < Map->GetScreenHeight())
{
Map->ScrollDown(Speed*2);
Map2->ScrollDown(Speed*2);
}
}
return CCharacter::Draw2();
}
// Otherwise, allow user to move player.
if (Input->GetKeyState(CDXKEY_LEFTARROW))
{
// Move sprite.
if (Sprite->m_PosX <= RIGHT_PUSH &&
Map->GetScreenMapPosX2() > 0)
{
// Or scroll map.
Map->ScrollLeft(Speed*2);
Map2->ScrollLeft(Speed*2);
}
Direction = LEFT;
// If we can't move, check if we're just blocked by a follower.
if (!CCharacter::Move(Direction, Speed))
{
// We could just be being blocked by a following NPC.
// If so, push the NPC left too.
if (isFollowingUs != NULL)
if (isFollowingUs->GetTileX() == GetTileX() - 1)
{
// Yep, lets push him.
if (!isFollowingUs->Move(LEFT))
if (!isFollowingUs->Move(UP))
isFollowingUs->Move(DOWN);
}
}
return true;
}
else if (Input->GetKeyState(CDXKEY_RIGHTARROW))
{
// Move sprite.
if (Sprite->m_PosX >= Screen->GetWidth() - RIGHT_PUSH &&
Map->GetScreenMapPosX2() < Map->GetMapWidth())
{
// Or scroll map.
Map->ScrollRight(Speed*2);
Map2->ScrollRight(Speed*2);
}
Direction = RIGHT;
// If we can't move, check if we're just blocked by a follower.
if (!CCharacter::Move(Direction, Speed))
{
// We could just be being blocked by a following NPC.
// If so, push the NPC right too.
if (isFollowingUs != NULL)
if (isFollowingUs->GetTileX() == GetTileX() + 1)
{
// Yep, lets push him.
if (!isFollowingUs->Move(RIGHT))
if (!isFollowingUs->Move(UP))
isFollowingUs->Move(DOWN);
}
}
return true;
}
else if (Input->GetKeyState(CDXKEY_UPARROW))
{
// Move sprite.
if (Sprite->m_PosY <= TOP_PUSH &&
Map->GetScreenMapPosY2() > 0)
{
// Or scroll map.
Map->ScrollUp(Speed*2);
Map2->ScrollUp(Speed*2);
}
Direction = UP;
// If we can't move, check if we're just blocked by a follower.
if (!CCharacter::Move(Direction, Speed))
{
// We could just be being blocked by a following NPC.
// If so, push the NPC up too.
if (isFollowingUs != NULL)
if (isFollowingUs->GetTileY() == GetTileY() - 1)
{
// Yep, lets push him.
if (!isFollowingUs->Move(UP))
if (!isFollowingUs->Move(RIGHT))
isFollowingUs->Move(LEFT);
}
}
return true;
}
else if (Input->GetKeyState(CDXKEY_DOWNARROW))
{
// Move sprite.
if (Sprite->m_PosY >= Screen->GetHeight() - TOP_PUSH &&
Map->GetScreenMapPosY2() < Map->GetScreenHeight())
{
// Or scroll map.
Map->ScrollDown(Speed*2);
Map2->ScrollDown(Speed*2);
}
Direction = DOWN;
// If we can't move, check if we're just blocked by a follower.
if (!CCharacter::Move(Direction, Speed))
{
// We could just be being blocked by a following NPC.
// If so, push the NPC down too.
if (isFollowingUs != NULL)
if (isFollowingUs->GetTileY() == GetTileY() + 1)
{
// Yep, lets push him.
if (!isFollowingUs->Move(DOWN))
if (!isFollowingUs->Move(RIGHT))
isFollowingUs->Move(LEFT);
}
}
return true;
}
isFinishedMove = false;
return false;
}
int CPlayer::NextXP()
{
// Returns XP needed to gain next level.
int iResult = 0;
if (Level == 1)
return 250;
else if (Level == 2)
return 600;
else if (Level == 3)
return 1500;
else if (Level == 4)
return 3000;
else if (Level == 5)
return 5500;
else if (Level == 6)
return 7000;
else if (Level == 7)
return 9000;
else if (Level == 8)
return 12000;
else if (Level == 9)
return 15000;
else if (Level == 10)
return 20000;
else if (Level == 11)
return 30000;
else if (Level == 12)
return 50000;
else if (Level == 13)
return 75000;
else if (Level == 14)
return 100000;
else
return 0;
}
bool CPlayer::GainLevel()
{
// Determines if player gains a level.
bool bGainedLevel = false;
if (Level == 1 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 2 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 3 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 4 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 5 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 6 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 7 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 8 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 9 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 10 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 11 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 12 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 13 && Exp >= NextXP())
{
bGainedLevel = true;
}
else if (Level == 14 && Exp >= NextXP())
{
bGainedLevel = true;
}
if (bGainedLevel)
{
char strmsg[1000];
int hpgain = 0, mpgain = 0;
Level++;
// Determine gains in HP and MP.
hpgain = rand() % (Level * 7) + (5 + Level); // 5+Level - Level*7
mpgain = rand() % Level + (Level); // Level - (0-Level)
sprintf(strmsg, (char*)"You gained a level!\nYou gain %d HP and %d MP", hpgain, mpgain);
// Check for spell gains.
if (Level == 2)
strcat(strmsg, (char*)"\nYou learn the spell Crystal Clear.");
else if (Level == 3)
strcat(strmsg, (char*)"\nYou learn the spell Bio Flare.");
else if (Level == 4)
{
strcat(strmsg, (char*)"\nYou learn the spell Light Shock.");
strcat(strmsg, (char*)"\nYou learn the spell Mind Numb.");
}
else if (Level == 5)
strcat(strmsg, (char*)"\nYou learn the spell Fire.");
else if (Level == 6)
strcat(strmsg, (char*)"\nYou learn the spell Lightning.");
else if (Level == 7)
strcat(strmsg, (char*)"\nYou learn the spell Fluxal Melt.");
else if (Level == 8)
{
strcat(strmsg, (char*)"\nYou learn the spell Body Shield.");
strcat(strmsg, (char*)"\nYou learn the spell Mind Shield.");
}
else if (Level == 10)
strcat(strmsg, (char*)"\nYour spell Magic Missile evolves into Magic Explosion.");
else if (Level == 12)
strcat(strmsg, (char*)"\nYour spell Bio Flare evolves into Bio Field.");
else if (Level == 14)
strcat(strmsg, (char*)"\nYour spell Light Shock evolves into Holy Light.");
CInfoBox MyMessage;
MyMessage.Initialize(Screen, Input, Sound, 2);
MyMessage.Display2(10, 335, strmsg);
MaxHP += hpgain;
HP = MaxHP; // regain all hitpoints
MaxMP += mpgain;
MP = MaxMP; // regain all magic points
}
return bGainedLevel;
}
void CPlayer::SaveGame()
{
ofstream f("myplayer.dat");
f << Exp << " ";
f << Gold << " ";
f << HP << " ";
f << iArmor << " ";
f << iWeapon << " ";
f << Level << " ";
f << MaxHP << " ";
f << MaxMP << " ";
f << MP << " ";
// Store Area, Location, Tile position.
f << Area << " ";
f << StoryLocation << " ";
f << TileX << " ";
f << TileY << " ";
f << Map->GetPosX() << " ";
f << Map->GetPosY() << " ";
f << Map2->GetPosX() << " ";
f << Map2->GetPosY() << " ";
f << GameSpeed << " ";
f << (int)bCrystalClearOn << " ";
f << (int)bBonusAttackOn << " ";
f << BeorneTileX << " " << BeorneTileY << " ";
f << AyliTileX << " " << AyliTileY << endl;
f.close();
}
void CPlayer::SaveMaxHealth()
{
// Only saves max health settings, rest stays the same.
// Used when player dies, to restore health for next time.
// Read old stats.
LoadGame();
// Set Max health.
HP = MaxHP;
MP = MaxMP;
ofstream f("myplayer.dat");
// Save new health and old settings back to file.
f << Exp << " ";
f << Gold << " ";
f << HP << " ";
f << iArmor << " ";
f << iWeapon << " ";
f << Level << " ";
f << MaxHP << " ";
f << MaxMP << " ";
f << MP << " ";
// Store Area, Location, Tile position.
f << Area << " ";
f << StoryLocation << " ";
f << TileX << " ";
f << TileY << " ";
f << Map->GetPosX() << " ";
f << Map->GetPosY() << " ";
f << Map2->GetPosX() << " ";
f << Map2->GetPosY() << " ";
f << GameSpeed << " ";
f << (int)bCrystalClearOn << " ";
f << (int)bBonusAttackOn << " ";
f << BeorneTileX << " " << BeorneTileY << " ";
f << AyliTileX << " " << AyliTileY << endl;
f.close();
}
bool CPlayer::LoadGame()
{
if (!file_exists((char*)"myplayer.dat"))
{
return false;
}
ifstream f("myplayer.dat");
int iCrystalClearOn=0, iBonusAttackOn=0;
MapX=0, MapY=0, Map2X=0, Map2Y=0;
int aTileX = -1, aTileY = -1;
f >> Exp >> Gold >> HP >> iArmor >> iWeapon >> Level >> MaxHP >> MaxMP >> MP;
f >> Area >> StoryLocation;
f >> aTileX >> aTileY;
f >> MapX >> MapY;
f >> Map2X >> Map2Y;
f >> GameSpeed;
f >> iCrystalClearOn;
f >> iBonusAttackOn;
bCrystalClearOn = (bool)iCrystalClearOn;
bBonusAttackOn = (bool)iBonusAttackOn;
f >> BeorneTileX;
f >> BeorneTileY;
if (!f.eof())
f >> AyliTileX;
if (!f.eof())
f >> AyliTileY;
Map->MoveTo(MapX, MapY);
Map2->MoveTo(Map2X, Map2Y);
if (aTileX != -1 && aTileY != -1)
{
// Remove old position.
CharacterMap->CharacterMap[TileX][TileY] = 0;
TileX = aTileX;
TileY = aTileY;
// Set new position.
CharacterMap->CharacterMap[TileX][TileY] = 1;
}
f.close();
return true;
}
int CPlayer::file_exists(const char* file_name)
{
int handle = _open(file_name, O_RDONLY);
if (handle != -1) {
_close(handle);
return 1; // file exists
}
else {
if (errno == ENOENT) {
return 0; // file does not exist
}
else {
return -1; // error occurred
}
}
}