/* * 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 */ #include "npc.h" #include "animatedsprite.h" #include "graphics.h" #include "particle.h" #include "text.h" #include "net/messageout.h" #include "net/protocol.h" #include "resources/npcdb.h" #include "gui/gui.h" NPC *current_npc = 0; static const int NAME_X_OFFSET = 15; static const int NAME_Y_OFFSET = 30; NPC::NPC(Uint32 id, Uint16 job, Map *map, Network *network): Being(id, job, map), mNetwork(network) { NPCInfo info = NPCDB::get(job); // Setup NPC sprites int c = BASE_SPRITE; for (std::list::const_iterator i = info.sprites.begin(); i != info.sprites.end(); i++) { if (c == VECTOREND_SPRITE) break; std::string file = "graphics/sprites/" + (*i)->sprite; int variant = (*i)->variant; mSprites[c] = AnimatedSprite::load(file, variant); c++; } // 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); } mName = 0; } NPC::~NPC() { delete mName; } void NPC::setName(const std::string &name) { delete mName; mName = new Text(name, mPx + NAME_X_OFFSET, mPy + NAME_Y_OFFSET, gcn::Graphics::CENTER, speechFont, gcn::Color(200, 200, 255)); } Being::Type NPC::getType() const { return Being::NPC; } void NPC::talk() { MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_NPC_TALK); outMsg.writeInt32(mId); outMsg.writeInt8(0); current_npc = this; } void NPC::nextDialog() { MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_NPC_NEXT_REQUEST); outMsg.writeInt32(mId); } void NPC::dialogChoice(char choice) { MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_NPC_LIST_CHOICE); outMsg.writeInt32(mId); outMsg.writeInt8(choice); } /* * TODO Unify the buy() and sell() methods, without sacrificing readability of * the code calling the method. buy(bool buySell) would be bad... */ void NPC::buy() { MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_NPC_BUY_SELL_REQUEST); outMsg.writeInt32(mId); outMsg.writeInt8(0); } void NPC::sell() { MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_NPC_BUY_SELL_REQUEST); outMsg.writeInt32(mId); outMsg.writeInt8(1); } void NPC::updateCoords() { if (mName) { mName->adviseXY(mPx + NAME_X_OFFSET, mPy + NAME_Y_OFFSET); } }