/*
* Aethyra
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of Aethyra based on original code
* from The Mana World.
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "animatedsprite.h"
#include "game.h"
#include "localplayer.h"
#include "particle.h"
#include "player.h"
#include "text.h"
#include "gui/palette.h"
#include "resources/colordb.h"
#include "resources/itemdb.h"
#include "utils/strprintf.h"
static const int NAME_X_OFFSET = 15;
static const int NAME_Y_OFFSET = 30;
Player::Player(int id, int job, Map *map):
Being(id, job, map)
{
mName = NULL;
}
Player::~Player()
{
delete mName;
}
void Player::setName(const std::string &name)
{
if (mName == NULL)
{
if (mIsGM)
{
mNameColor = &guiPalette->getColor(Palette::GM);
mName = new FlashText("(GM) " + name, mPx + NAME_X_OFFSET, mPy +
NAME_Y_OFFSET, gcn::Graphics::CENTER,
&guiPalette->getColor(Palette::GM_NAME));
}
else
{
mNameColor = &guiPalette->getColor(Palette::PLAYER);
mName = new FlashText(name, mPx + NAME_X_OFFSET, mPy + NAME_Y_OFFSET,
gcn::Graphics::CENTER,
(this == player_node) ?
&guiPalette->getColor(Palette::SELF) :
&guiPalette->getColor(Palette::PC));
}
Being::setName(name);
}
}
void Player::logic()
{
switch (mAction)
{
case STAND:
break;
case SIT:
break;
case DEAD:
break;
case HURT:
break;
case WALK:
mFrame = (get_elapsed_time(mWalkTime) * 6) / mWalkSpeed;
if (mFrame >= 6)
nextStep();
break;
case ATTACK:
int rotation = 0;
std::string particleEffect = "";
int frames = 4;
if (mEquippedWeapon &&
mEquippedWeapon->getAttackType() == ACTION_ATTACK_BOW)
{
frames = 5;
}
mFrame = (get_elapsed_time(mWalkTime) * frames) / mAttackSpeed;
//attack particle effect
if (mEquippedWeapon)
particleEffect = mEquippedWeapon->getParticleEffect();
if (!particleEffect.empty() && mParticleEffects && mFrame == 1)
{
switch (mDirection)
{
case DOWN: rotation = 0; break;
case LEFT: rotation = 90; break;
case UP: rotation = 180; break;
case RIGHT: rotation = 270; break;
default: break;
}
Particle *p;
p = particleEngine->addEffect("graphics/particles/" +
particleEffect, 0, 0, rotation);
controlParticle(p);
}
if (mFrame >= frames)
nextStep();
break;
}
Being::logic();
}
Being::Type Player::getType() const
{
return PLAYER;
}
void Player::flash(int time)
{
if (mName)
mName->flash(time);
}
void Player::setGender(Gender gender)
{
if (gender != mGender)
{
Being::setGender(gender);
/* Human base sprite. When implementing different races remove this
* line and set the base sprite when setting the race of the player
* character.
*/
setSprite(Being::BASE_SPRITE, -100);
// Reload all subsprites
for (int i = 1; i < VECTOREND_SPRITE; i++)
{
if (mSpriteIDs.at(i) != 0)
setSprite(i, mSpriteIDs.at(i), mSpriteColors.at(i));
}
}
}
void Player::setHairStyle(int style, int color)
{
style = style < 0 ? mHairStyle : style % mNumberOfHairstyles;
color = color < 0 ? mHairColor : color % ColorDB::size();
if (style == mHairStyle && color == mHairColor) return;
Being::setHairStyle(style, color);
setSprite(HAIR_SPRITE, style * -1, ColorDB::get(color));
setAction(mAction);
}
void Player::setSprite(int slot, int id, std::string color)
{
// id = 0 means unequip
if (id == 0)
{
delete mSprites[slot];
mSprites[slot] = NULL;
if (slot == WEAPON_SPRITE)
mEquippedWeapon = NULL;
}
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);
}
Being::setSprite(slot, id, color);
}
void Player::updateCoords()
{
if (mName)
mName->adviseXY(mPx + NAME_X_OFFSET, mPy + NAME_Y_OFFSET);
}