/*
* 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
*
* $Id$
*/
#include "player.h"
#include "animatedsprite.h"
#include "game.h"
#include "graphics.h"
#include "log.h"
#include "resources/itemdb.h"
#include "resources/iteminfo.h"
#include "utils/strprintf.h"
#include "gui/gui.h"
Player::Player(int id, int job, Map *map):
Being(id, job, map),
mDrawStrategy(NULL)
{
}
void
Player::logic()
{
switch (mAction) {
case WALK:
mFrame = (get_elapsed_time(mWalkTime) * 6) / mWalkSpeed;
if (mFrame >= 6) {
nextStep();
}
break;
case ATTACK:
int frames = 4;
if ( mEquippedWeapon
&& mEquippedWeapon->getAttackType() == ACTION_ATTACK_BOW)
{
frames = 5;
}
mFrame = (get_elapsed_time(mWalkTime) * frames) / mAttackSpeed;
if (mFrame >= frames) {
nextStep();
}
break;
}
Being::logic();
}
Being::Type
Player::getType() const
{
return PLAYER;
}
void
Player::setNameDrawStrategy(PlayerNameDrawStrategy *draw_strategy)
{
if (mDrawStrategy)
delete mDrawStrategy;
mDrawStrategy = draw_strategy;
}
class
DefaultPlayerNameDrawStrategy : public PlayerNameDrawStrategy
{
public:
virtual void draw(Player *player, Graphics *graphics, int px, int py)
{
graphics->setFont(speechFont);
graphics->setColor(gcn::Color(255, 255, 255));
graphics->drawText(player->getName(), px + 15, py + 30, gcn::Graphics::CENTER);
}
};
void
Player::drawName(Graphics *graphics, int offsetX, int offsetY)
{
int px = mPx + offsetX;
int py = mPy + offsetY;
if (mDrawStrategy)
mDrawStrategy->draw(this, graphics, px, py);
else
DefaultPlayerNameDrawStrategy().draw(this, graphics, px, py);
}
void Player::setGender(int gender)
{
// Players can only be male or female
if (gender > 1)
{
logger->log("Warning: unsupported gender %i, assuming male.", gender);
gender = 0;
}
if (gender != mGender)
{
Being::setGender(gender);
setSprite(Being::BASE_SPRITE, -100); /* Human base sprite. When implementing
* different races remove this line
* and set the base sprite when setting
* the race of the player character.
*/
// Reload all subsprites
for (int i = 1; i < VECTOREND_SPRITE; i++)
{
if (mSpriteIDs.at(i) != 0)
{
setSprite(i, mSpriteIDs.at(i), mSpriteColors.at(i));
}
}
}
}
void Player::setHairStyle(int style, int color)
{
style = style < 0 ? mHairStyle : style % NR_HAIR_STYLES;
color = color < 0 ? mHairColor : color % NR_HAIR_COLORS;
if (style == mHairStyle && color == mHairColor) return;
Being::setHairStyle(style, color);
static char const *const colors[NR_HAIR_COLORS] =
{
"#8c4b41,da9041,ffffff", // light brown
"#06372b,489e25,fdedcc", // green
"#5f0b33,91191c,f9ad81", // red
"#602486,934cc3,fdc689", // purple
"#805e74,c6b09b,ffffff", // gray
"#8c6625,dab425,ffffff", // yellow
"#1d2d6d,1594a3,fdedcc", // blue
"#831f2d,be4f2d,f8cc8b", // brown
"#432482,584bbc,dae8e5", // light blue
"#460850,611967,e7b4ae", // dark purple
};
setSprite(HAIR_SPRITE, style * -1, colors[color]);
setAction(mAction);
}
void Player::setSprite(int slot, int id, std::string color)
{
// id = 0 means unequip
if (id == 0)
{
delete mSprites[slot];
mSprites[slot] = NULL;
}
else
{
std::string filename = ItemDB::get(id).getSprite(mGender);
AnimatedSprite *equipmentSprite = NULL;
if (filename != "")
{
if (color!="") filename += "|" + color;
equipmentSprite = AnimatedSprite::load(
"graphics/sprites/" + filename);
}
if (equipmentSprite)
equipmentSprite->setDirection(getSpriteDirection());
delete mSprites[slot];
mSprites[slot] = equipmentSprite;
if (slot == WEAPON_SPRITE)
{
mEquippedWeapon = &ItemDB::get(id);
}
setAction(mAction);
}
Being::setSprite(slot, id, color);
}