/* * The Mana Client * Copyright (C) 2004-2010 The Mana World Development Team * * This file is part of The Mana Client. * * 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, see . */ #include "animatedsprite.h" #include "beingmanager.h" #include "npc.h" #include "particle.h" #include "text.h" #include "gui/buy.h" #include "gui/buysell.h" #include "gui/npcdialog.h" #include "gui/npcpostdialog.h" #include "gui/palette.h" #include "gui/sell.h" #include "net/net.h" #include "net/npchandler.h" #include "resources/npcdb.h" NPC::NPC(int id, int job, Map *map): Player(id, job, map, true) { NPCInfo info = NPCDB::get(job); // Setup NPC sprites for (std::list::const_iterator i = info.sprites.begin(); i != info.sprites.end(); i++) { std::string file = "graphics/sprites/" + (*i)->sprite; int variant = (*i)->variant; mSprites.push_back(AnimatedSprite::load(file, variant)); mSpriteIDs.push_back(0); mSpriteColors.push_back(""); } if (Particle::enabled) { //setup particle effects for (std::list::const_iterator i = info.particles.begin(); i != info.particles.end(); i++) { Particle *p = particleEngine->addEffect(*i, 0, 0); this->controlParticle(p); } } setShowName(true); } void NPC::setName(const std::string &name) { const std::string displayName = name.substr(0, name.find('#', 0)); Being::setName(displayName); } void NPC::talk() { Net::getNpcHandler()->talk(mId); } void NPC::setSprite(unsigned int slot, int id, const std::string &color) { // Do nothing } const bool NPC::isTalking() { return NpcDialog::isActive() || BuyDialog::isActive() || SellDialog::isActive() || BuySellDialog::isActive() || NpcPostDialog::isActive(); }