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/*
* The ManaPlus Client
* Copyright (C) 2009 Aethyra Development Team
* Copyright (C) 2011-2016 The ManaPlus Developers
*
* This file is part of The ManaPlus 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 <http://www.gnu.org/licenses/>.
*/
#include "gui/shortcut/emoteshortcut.h"
#include "configuration.h"
#include "settings.h"
#include "being/localplayer.h"
#include "net/homunculushandler.h"
#include "net/mercenaryhandler.h"
#include "net/pethandler.h"
#include "resources/db/emotedb.h"
#include "debug.h"
EmoteShortcut *emoteShortcut = nullptr;
EmoteShortcut::EmoteShortcut() :
mEmoteSelected(0)
{
for (int i = 0; i < SHORTCUT_EMOTES; i++)
mEmotes[i] = 0;
}
EmoteShortcut::~EmoteShortcut()
{
save();
}
void EmoteShortcut::load()
{
for (unsigned char i = 0, j = 0,
fsz = CAST_U8(EmoteDB::getLast());
i <= fsz && j < SHORTCUT_EMOTES;
i++)
{
const EmoteSprite *const sprite = EmoteDB::getSprite(i, true);
if (sprite)
{
mEmotes[j] = CAST_U8(i + 1);
j ++;
}
}
}
void EmoteShortcut::save() const
{
for (int i = 0; i < SHORTCUT_EMOTES; i++)
{
const unsigned char emoteId = mEmotes[i] ? mEmotes[i]
: CAST_U8(0);
serverConfig.setValue("emoteshortcut" + toString(i),
CAST_U32(emoteId));
}
}
void EmoteShortcut::useEmotePlayer(const int index) const
{
if (!localPlayer)
return;
if (index > 0 &&
index <= SHORTCUT_EMOTES)
{
if (mEmotes[index - 1] > 0)
localPlayer->emote(mEmotes[index - 1]);
}
}
void EmoteShortcut::useEmote(const int index) const
{
if (!localPlayer)
return;
if (index > 0 &&
index <= SHORTCUT_EMOTES)
{
if (mEmotes[index - 1] > 0)
{
const uint8_t emote = mEmotes[index - 1];
switch (settings.emoteType)
{
case EmoteType::Player:
default:
localPlayer->emote(emote);
break;
case EmoteType::Pet:
petHandler->emote(emote, 0);
break;
case EmoteType::Homunculus:
homunculusHandler->emote(emote);
break;
case EmoteType::Mercenary:
mercenaryHandler->emote(emote);
break;
}
}
}
}
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