/*
* 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: player.h 4237 2008-05-14 18:57:32Z b_lindeijer $
*/
#ifndef _TMW_PLAYER_H
#define _TMW_PLAYER_H
#include "being.h"
#include "text.h"
class Graphics;
class Map;
/**
* A player being. Players have their name drawn beneath them. This class also
* implements player-specific loading of base sprite, hair sprite and equipment
* sprites.
*/
class Player : public Being
{
public:
Player(int id, int job, Map *map);
~Player();
/**
* Set up mName to be the character's name
*/
virtual void
setName(const std::string &name);
virtual void
logic();
virtual Type
getType() const;
virtual void
setGender(int gender);
/**
* Sets the hair style and color for this player.
*
* Only for convenience in 0.0 client. When porting
* this to the trunk remove this function and
* call setSprite directly instead. The server should
* provide the hair ID and coloring in the same way
* it does for other equipment pieces.
*
*/
void setHairStyle(int style, int color);
/**
* Sets visible equipments for this player.
*/
virtual void
setSprite(int slot, int id, std::string color = "");
/**
* Flash the player's name
*/
void flash(int time);
/**
* Triggers a visual/audio effect, such as `level up'
*
* \param effect_id ID of the effect to trigger
*/
virtual void
triggerEffect(int effectId) { internalTriggerEffect(effectId, true, true); }
protected:
void updateCoords();
private:
FlashText *mName;
};
#endif