/* * The Mana World * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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. * * The Mana World 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 The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id$ */ #include "player.h" #include "animatedsprite.h" #include "game.h" #include "graphics.h" #include "log.h" #include "resources/itemdb.h" #include "resources/iteminfo.h" #include "utils/strprintf.h" #include "gui/gui.h" Player::Player(int id, int job, Map *map): Being(id, job, map), mGender(2), mHairStyle(0), mHairColor(0) { } Being::Type Player::getType() const { return PLAYER; } void Player::drawName(Graphics *graphics, int offsetX, int offsetY) { int px = mPx + offsetX; int py = mPy + offsetY; graphics->setFont(speechFont); graphics->setColor(gcn::Color(255, 255, 255)); graphics->drawText(mName, px + 15, py + 30, gcn::Graphics::CENTER); } void Player::setGender(int gender) { // Players can only be male or female if (gender > 1) { logger->log("Warning: unsupported gender %i, assuming male.", gender); gender = 0; } if (gender != mGender) { mGender = 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 % NR_HAIR_STYLES; color = color < 0 ? mHairColor : color % NR_HAIR_COLORS; if (style == mHairStyle && color == mHairColor) return; mHairStyle = style; mHairColor = color; static char const *const colors[NR_HAIR_COLORS] = { "#8c4b41,da9041,ffffff", // light brown "#06372b,489e25,fdedcc", // green "#5f0b33,91191c,f9ad81", // red "#602486,934cc3,fdc689", // purple "#805e74,c6b09b,ffffff", // gray "#8c6625,dab425,ffffff", // yellow "#1d2d6d,1594a3,fdedcc", // blue "#831f2d,be4f2d,f8cc8b", // brown "#432482,584bbc,dae8e5", // light blue "#460850,611967,e7b4ae", // dark purple }; setSprite(HAIR_SPRITE, style * -1, colors[color]); setAction(mAction); } void Player::setSprite(int slot, int id, const std::string &color) { // id = 0 means unequip if (id == 0) { delete mSprites[slot]; mSprites[slot] = 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); }