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authorJared Adams <jaxad0127@gmail.com>2010-05-02 14:43:40 -0600
committerJared Adams <jaxad0127@gmail.com>2010-05-06 22:21:57 -0600
commit9baedc27191c82bbf1fedee2a7e738bc5b267c0e (patch)
treef0986c6839d1e79b402d5d4ec36e4994741955ea /src/npc.cpp
parent844e9a7a72faca6a212e788a3adc45e17f41dca6 (diff)
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Add support for floor item sprites
This commit adds a sprite hierarchy (Sprite->ImageSprite,AnimatedSprite,CompundSprite; CompoundSprite,Actor->ActorSprite;ActorSprite->Being,FloorItem) to collect common functionailty into new base classes which will make other Mantis tickets easier to do. Also allows monsters to use particle effects. Reviewed-by: Bertram
Diffstat (limited to 'src/npc.cpp')
-rw-r--r--src/npc.cpp34
1 files changed, 2 insertions, 32 deletions
diff --git a/src/npc.cpp b/src/npc.cpp
index cdfe5193..bdbcfb76 100644
--- a/src/npc.cpp
+++ b/src/npc.cpp
@@ -38,7 +38,7 @@
#include "resources/npcdb.h"
NPC::NPC(int id, int subtype, Map *map):
- Player(id, subtype, map, true)
+ Being(id, subtype, map)
{
setSubtype(subtype);
@@ -60,32 +60,7 @@ void NPC::setSubtype(Uint16 subtype)
{
Being::setSubtype(subtype);
- NPCInfo info = NPCDB::get(subtype);
-
- mSprites.clear();
- // Setup NPC sprites
- for (std::list<NPCsprite*>::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<std::string>::const_iterator i = info.particles.begin();
- i != info.particles.end();
- i++)
- {
- Particle *p = particleEngine->addEffect(*i, 0, 0);
- this->controlParticle(p);
- }
- }
+ setupSpriteDisplay(NPCDB::get(subtype), false);
}
void NPC::talk()
@@ -93,11 +68,6 @@ 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() ||