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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
*/
#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<NPCsprite*>::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<std::string>::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);
}
void NPC::integerInput(int value)
{
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_NPC_INT_RESPONSE);
outMsg.writeInt32(mId);
outMsg.writeInt32(value);
}
void NPC::stringInput(const std::string &value)
{
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_NPC_STR_RESPONSE);
outMsg.writeInt16(value.length() + 8);
outMsg.writeInt32(mId);
outMsg.writeString(value, value.length());
outMsg.writeInt8(0); // Just to be safe
}
/*
* 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);
}
}
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