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/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of 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 "beingmanager.h"
#include "npc.h"
#include "particle.h"
#include "text.h"
#include "gui/palette.h"
#include "net/net.h"
#include "net/npchandler.h"
#include "resources/npcdb.h"
bool NPC::isTalking = false;
int current_npc = 0;
NPC::NPC(int id, int job, Map *map):
Player(id, job, map, true)
{
NPCInfo info = NPCDB::get(job);
// Setup NPC sprites
for (std::list<NPCsprite*>::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<std::string>::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()
{
if (isTalking)
return;
isTalking = true;
Net::getNpcHandler()->talk(mId);
}
void NPC::setSprite(unsigned int slot, int id, const std::string &color)
{
// Do nothing
}
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