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/*
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 *  The Mana World
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 *  Copyright (C) 2004  The Mana World Development Team
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 *
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 *  This file is part of The Mana World.
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 *
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 *  This program is free software; you can redistribute it and/or modify
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 *  it under the terms of the GNU General Public License as published by
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 *  the Free Software Foundation; either version 2 of the License, or
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 *  any later version.
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 *
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 *  This program is distributed in the hope that it will be useful,
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 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
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 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 *  GNU General Public License for more details.
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 *
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 *  You should have received a copy of the GNU General Public License
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 *  along with this program; if not, write to the Free Software
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 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
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 */
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#include "animatedsprite.h"
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#include "beingmanager.h"
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#include "npc.h"
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#include "particle.h"
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#include "text.h"
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#include "gui/palette.h"
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#include "net/net.h"
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#include "net/npchandler.h"
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#include "resources/npcdb.h"
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bool NPC::isTalking = false;
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int current_npc = 0;
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NPC::NPC(int id, int job, Map *map):
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    Player(id, job, map, true)
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{
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    NPCInfo info = NPCDB::get(job);
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    // Setup NPC sprites
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    for (std::list<NPCsprite*>::const_iterator i = info.sprites.begin();
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         i != info.sprites.end();
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         i++)
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    {
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        std::string file = "graphics/sprites/" + (*i)->sprite;
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        int variant = (*i)->variant;
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        mSprites.push_back(AnimatedSprite::load(file, variant));
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        mSpriteIDs.push_back(0);
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        mSpriteColors.push_back("");
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    }
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    if (mParticleEffects)
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    {
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        //setup particle effects
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        for (std::list<std::string>::const_iterator i = info.particles.begin();
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             i != info.particles.end();
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             i++)
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        {
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            Particle *p = particleEngine->addEffect(*i, 0, 0);
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            this->controlParticle(p);
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        }
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    }
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    setShowName(true);
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}
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void NPC::setName(const std::string &name)
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{
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    const std::string displayName = name.substr(0, name.find('#', 0));
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    Being::setName(displayName);
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}
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void NPC::talk()
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{
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    if (isTalking)
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        return;
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    isTalking = true;
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    Net::getNpcHandler()->talk(mId);
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}
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void NPC::setSprite(unsigned int slot, int id, const std::string &color)
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{
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    // Do nothing
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}