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/*
* 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 "npchandler.h"
#include "messagein.h"
#include "protocol.h"
#include "../beingmanager.h"
#include "../npc.h"
#include "../gui/npclistdialog.h"
#include "../gui/npc_text.h"
extern NpcListDialog *npcListDialog;
extern NpcTextDialog *npcTextDialog;
NPCHandler::NPCHandler()
{
static const Uint16 _messages[] = {
SMSG_NPC_CHOICE,
SMSG_NPC_MESSAGE,
SMSG_NPC_NEXT,
SMSG_NPC_CLOSE,
0
};
handledMessages = _messages;
}
void NPCHandler::handleMessage(MessageIn *msg)
{
int id;
switch (msg->getId())
{
case SMSG_NPC_CHOICE:
msg->readInt16(); // length
id = msg->readInt32();
current_npc = dynamic_cast<NPC*>(beingManager->findBeing(id));
npcListDialog->parseItems(msg->readString(msg->getLength() - 8));
npcListDialog->setVisible(true);
break;
case SMSG_NPC_MESSAGE:
msg->readInt16(); // length
id = msg->readInt32();
current_npc = dynamic_cast<NPC*>(beingManager->findBeing(id));
npcTextDialog->addText(msg->readString(msg->getLength() - 8));
npcListDialog->setVisible(false);
npcTextDialog->setVisible(true);
break;
case SMSG_NPC_CLOSE:
id = msg->readInt32();
dynamic_cast<NPC*>(beingManager->findBeing(id));
if (current_npc == dynamic_cast<NPC*>(beingManager->findBeing(id)))
current_npc = NULL;
break;
case SMSG_NPC_NEXT:
// Next button in NPC dialog, currently unused
break;
}
}
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