/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana 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 .
*/
#include "animatedsprite.h"
#include "beingmanager.h"
#include "npc.h"
#include "particle.h"
#include "text.h"
#include "gui/buy.h"
#include "gui/buysell.h"
#include "gui/npcdialog.h"
#include "gui/npcpostdialog.h"
#include "gui/userpalette.h"
#include "gui/sell.h"
#include "net/net.h"
#include "net/npchandler.h"
#include "resources/npcdb.h"
NPC::NPC(int id, int subtype, Map *map):
Player(id, subtype, map, true)
{
setSubtype(subtype);
setShowName(true);
}
void NPC::setName(const std::string &name)
{
const std::string displayName = name.substr(0, name.find('#', 0));
Being::setName(displayName);
mNameColor = &userPalette->getColor(UserPalette::NPC);
mDispName->setColor(mNameColor);
}
void NPC::setSubtype(Uint16 subtype)
{
Being::setSubtype(subtype);
NPCInfo info = NPCDB::get(subtype);
mSprites.clear();
// Setup NPC sprites
for (std::list::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::const_iterator i = info.particles.begin();
i != info.particles.end();
i++)
{
Particle *p = particleEngine->addEffect(*i, 0, 0);
this->controlParticle(p);
}
}
}
void NPC::talk()
{
Net::getNpcHandler()->talk(mId);
}
void NPC::setSprite(unsigned int slot, int id, const std::string &color)
{
// Do nothing
}
bool NPC::isTalking()
{
return NpcDialog::isActive() || BuyDialog::isActive() ||
SellDialog::isActive() || BuySellDialog::isActive() ||
NpcPostDialog::isActive();
}