/*
* 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 "npc.h"
#include "particle.h"
#include "text.h"
#include "gui/npc_text.h"
#ifdef TMWSERV_SUPPORT
#include "net/gameserver/player.h"
#else
#include "net/messageout.h"
#include "net/ea/protocol.h"
#endif
#include "resources/npcdb.h"
extern NpcTextDialog *npcTextDialog;
NPC *current_npc = 0;
static const int NAME_X_OFFSET = 15;
static const int NAME_Y_OFFSET = 30;
#ifdef TMWSERV_SUPPORT
NPC::NPC(Uint16 id, int job, Map *map):
Player(id, job, map)
#else
NPC::NPC(Uint32 id, Uint16 job, Map *map, Network *network):
Player(id, job, map),
mNetwork(network)
#endif
{
NPCInfo info = NPCDB::get(job);
// Setup NPC sprites
int c = BASE_SPRITE;
for (std::list<NPCsprite*>::const_iterator i = info.sprites.begin();
i != info.sprites.end();
i++)
{
if (c == VECTOREND_SPRITE) break;
std::string file = "graphics/sprites/" + (*i)->sprite;
int variant = (*i)->variant;
mSprites[c] = AnimatedSprite::load(file, variant);
c++;
}
if (mParticleEffects)
{
//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);
}
}
mName = 0;
mNameColor = 0x21bbbb;
}
NPC::~NPC()
{
delete mName;
if (current_npc == this) handleDeath();
}
void NPC::setName(const std::string &name)
{
const std::string displayName = name.substr(0, name.find('#', 0));
delete mName;
mName = new Text(displayName, mPx + NAME_X_OFFSET, mPy + NAME_Y_OFFSET,
gcn::Graphics::CENTER, gcn::Color(200, 200, 255));
Being::setName(displayName + " (NPC)");
}
void NPC::setGender(Gender gender)
{
Being::setGender(gender);
}
void NPC::setSprite(int slot, int id, std::string color)
{
// Fix this later should it not be adequate enough.
Being::setSprite(slot, id, color);
}
Being::Type NPC::getType() const
{
return Being::NPC;
}
void NPC::talk()
{
#ifdef TMWSERV_SUPPORT
Net::GameServer::Player::talkToNPC(mId, true);
#else
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_NPC_TALK);
outMsg.writeInt32(mId);
outMsg.writeInt8(0);
#endif
current_npc = this;
}
void NPC::nextDialog()
{
#ifdef TMWSERV_SUPPORT
Net::GameServer::Player::talkToNPC(mId, false);
#else
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_NPC_NEXT_REQUEST);
outMsg.writeInt32(mId);
#endif
}
void NPC::dialogChoice(char choice)
{
#ifdef TMWSERV_SUPPORT
Net::GameServer::Player::selectFromNPC(mId, choice);
#else
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_NPC_LIST_CHOICE);
outMsg.writeInt32(mId);
outMsg.writeInt8(choice);
#endif
}
void NPC::integerInput(int value)
{
#ifdef EATHENA_SUPPORT
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_NPC_INT_RESPONSE);
outMsg.writeInt32(mId);
outMsg.writeInt32(value);
#endif
}
void NPC::stringInput(const std::string &value)
{
#ifdef EATHENA_SUPPORT
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_NPC_STR_RESPONSE);
outMsg.writeInt16(value.length() + 9);
outMsg.writeInt32(mId);
outMsg.writeString(value, value.length());
outMsg.writeInt8(0);
#endif
}
/*
* TODO Unify the buy() and sell() methods, without sacrificing readability of
* the code calling the method. buy(bool buySell) would be bad...
*/
void NPC::buy()
{
// XXX Convert for new server
#ifdef EATHENA_SUPPORT
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_NPC_BUY_SELL_REQUEST);
outMsg.writeInt32(mId);
outMsg.writeInt8(0);
#endif
}
void NPC::sell()
{
// XXX Convert for new server
#ifdef EATHENA_SUPPORT
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_NPC_BUY_SELL_REQUEST);
outMsg.writeInt32(mId);
outMsg.writeInt8(1);
#endif
}
void NPC::updateCoords()
{
if (mName)
{
#ifdef TMWSERV_SUPPORT
const Vector &pos = getPosition();
const int px = (int) pos.x + NAME_X_OFFSET;
const int py = (int) pos.y + NAME_Y_OFFSET;
#else
const int px = mPx + NAME_X_OFFSET;
const int py = mPy + NAME_Y_OFFSET;
#endif
mName->adviseXY(px, py);
}
}
void NPC::handleDeath()
{
printf("NPC::handleDeath\n");
if (this != current_npc) return;
if (npcTextDialog->isVisible())
npcTextDialog->showCloseButton();
else current_npc = NULL;
}