/*
* 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/tostring.h"
#include "gui/gui.h"
Player::Player(int id, int job, Map *map):
Being(id, job, map)
{
}
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::drawName(Graphics *graphics, int offsetX, int offsetY)
{
int px = mPx + offsetX;
int py = mPy + offsetY;
graphics->setFont(speechFont);
graphics->setColor(gcn::Color(255, 255, 255));
graphics->drawText(mName, px + 15, py + 30, gcn::Graphics::CENTER);
}
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)
{
// Reload base sprite
AnimatedSprite *newBaseSprite;
if (gender == 0)
{
newBaseSprite = AnimatedSprite::load(
"graphics/sprites/player_male_base.xml");
}
else
{
newBaseSprite = AnimatedSprite::load(
"graphics/sprites/player_female_base.xml");
}
delete mSprites[BASE_SPRITE];
mSprites[BASE_SPRITE] = newBaseSprite;
// Reload equipment
for (int i = 1; i < VECTOREND_SPRITE; i++)
{
if (i != HAIR_SPRITE && mEquipmentSpriteIDs.at(i) != 0)
{
AnimatedSprite *newEqSprite = AnimatedSprite::load(
"graphics/sprites/" + ItemDB::get(
mEquipmentSpriteIDs.at(i)).getSprite(gender));
delete mSprites[i];
mSprites[i] = newEqSprite;
}
}
}
Being::setGender(gender);
}
void Player::setHairColor(int color)
{
if (color != mHairColor && mHairStyle > 0)
{
const std::string hairStyle = toString(getHairStyle());
const std::string gender = (mGender == 0) ? "-male" : "-female";
AnimatedSprite *newHairSprite = AnimatedSprite::load(
"graphics/sprites/hairstyle" + hairStyle + gender + ".xml",
color - 1);
if (newHairSprite)
newHairSprite->setDirection(getSpriteDirection());
delete mSprites[HAIR_SPRITE];
mSprites[HAIR_SPRITE] = newHairSprite;
setAction(mAction);
}
Being::setHairColor(color);
}
void Player::setHairStyle(int style)
{
if (style != mHairStyle && mHairColor > 0)
{
const std::string hairStyle = toString(style);
const std::string gender = (mGender == 0) ? "-male" : "-female";
AnimatedSprite *newHairSprite = AnimatedSprite::load(
"graphics/sprites/hairstyle" + hairStyle + gender + ".xml",
mHairColor - 1);
if (newHairSprite)
newHairSprite->setDirection(getSpriteDirection());
delete mSprites[HAIR_SPRITE];
mSprites[HAIR_SPRITE] = newHairSprite;
setAction(mAction);
}
Being::setHairStyle(style);
}
void Player::setVisibleEquipment(int slot, int id)
{
// id = 0 means unequip
if (id == 0)
{
delete mSprites[slot];
mSprites[slot] = NULL;
}
else
{
AnimatedSprite *equipmentSprite = AnimatedSprite::load(
"graphics/sprites/" + ItemDB::get(id).getSprite(mGender));
if (equipmentSprite)
equipmentSprite->setDirection(getSpriteDirection());
delete mSprites[slot];
mSprites[slot] = equipmentSprite;
if (slot == WEAPON_SPRITE)
{
mEquippedWeapon = &ItemDB::get(id);
}
setAction(mAction);
}
Being::setVisibleEquipment(slot, id);
}