summaryrefslogblamecommitdiff
path: root/src/localplayer.cpp
blob: 9dc23a4c7fb768346ab108d9dfb97ef93413e910 (plain) (tree)
1
2
3
4
5
6
7
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
  
                       
                                                            
                                                    
  
                                             
























                                                                         
                   
                
                     

                       
                            

                            
                         
                           
                    
                                 
                             
                           
                             






















                                      
                          
                  




                                                              
                                   
                                                  
                              
                                          
                                              
                                        
                    
                     
                        
                           
                          



                           
                         
                     
                           

                           
                  
                   




                 
                     
                   
                        

                                             
                     
                               
               
                     



                                                      

                                                               
                             


                     
                         






                                                               
                                                         









                                                                           
                                                    
                                                        
                                                                      



                      
                                                                            

                                          






                                                         
                                           
                                             
                                                    
                                                    




                                              
                                 
                                                            
 




                              
                         
                            



                         
                                                  






                                                
                                                                 
     
                          



                                         
                                                            



                                                                
                                                 








                                              

                                                    
                               

                             



                              




                                                         










                                                        
                       
                        
      







                                                                    
                             












                                                                       
                       
                                                                 
                                                                              

                                                                        
                                                                              
                                                                        




                                                       















                                                                          
                                                           
                                   
                                                                  
                               
                                         
                               
                      





                                        








                                                          
                                                          
                              
                           










                                                           
     
                    

                                         



                                                            


















































































































































































































































































































































































































                                                                                
                                                          
 
                       
                                                      
      
     



                                                                       
                             











                                                                              



                                      














                                                                              









                                                         
     
                       















                                                             
                                                          



                                                       
      
















                                                                                  
                                                                  
                                 
                                                                     













                                                                        
                                   






                                              
                                

                                                  
                       





                                                                           
      



                                                            
                                                                          





                                                                   






                                                                      
                                


























                                                        
                               



























                                                              












                                                                      
                                
                               
                                  
                                
                                  
                             
                                   


                                                                  
                                                         





                                                              
            
         



                                                                   
                                                                 


                                                                          
         





                                                     
                       
























                                                                                  
      






                                                   
                       
                                                      

                      
      







                                                  
                            

                                                                       
                       





                                                           
      
         
                                          












                       
                       
                                                      
      
                                                        
                                                             
                   
                                                             

                                                                      
                                                                        
                   
                                                   
                                                                         
         
                                             



                                                             
                                                         




                                                           
                       


                      
      






                                                
                                














                                                              
                    








                                          

                            
                  
                              





                        
























                                                                            
                       







                                                      
      










                                                         
                       























                                                           
      
     
                                             






















                                                
                                                                            
     
                          
 
                            
                                                              





                                                                             
 






                                                                        
 



                                                                 



                              

                                                 

                                              



                            


                          
                           



                           
                                                                
                                                                
 
             
     








                                                                        
                        
         

                                                               
                                               
                      
                                                  
                      
                                               
                      
                                              





                                                             
         
                                                                  

                                                              
                                       
                                                                
         

        




                                          
                                                                  
                                                             
                                                                        
                                                                         



                                                              

                                                              
                                                            

                
                                                                 
             














                                                                   
                                                     

















                                                                    
                       


                                                        
                                                                          

        
      
     
                                                            









                                              
                            
                       



                                                        
                                                     
        
      





                                                               











































































                                                                             
                                                        


                                                            
                                                                          
 
                                                
                                                            
 
                                      
     
                                                     










                                                                            
                                                                               







                                                      
                                                     
         

                             












                                                                   
                                           
                                                            
                                                                 
                                                          
                                                 

                                                                  


                                                      

                                                                  


                         

                                                              


                     








                                      
                            
                             




































                                                 
                       
                                        
                                                       







                                 

                                                                               
                                                        
                                                                            
         








































                                                            
                            
                                                               

                                 
                  
     
                                                            
                                                            


                                               
                                           






                                                        
                                                                             



             
                                              
 
                                                                             
                                                                              
 

               

                      
                                    
                                         

                                            



                                   
                                                                             
                                                          
 
















                                                         

                                       

                                                                   
 













                                                        
 

                                               
 

                                                                            
 















                                                          
 
                                         
                                    

                                                          
 



















                                                                            
 




































                                                          
                                         







                                                                            








                                                             
 
                                            
                                                                





                                                           













































































                                                                     
                                        
                                   
                                   









                                                   
                                       

                                                                   
 



















                                                       
                                         








                                             
                                                

































































                                                                   
 
 




                                                                         
                                     
                         





                               


                                                      


                                  
                                     
                  
                                         
                  
                                         
                  
                                         





                                
                                                        



                                   
                                         
                      
                                             
                                            
                                                            





                                    
                                     
                  
                                         




                                
                                                        
     
 
                             
                                                 
                           








































                                            
                                                  
 
                                



                                                           
                                       



                                                           
                                       



                                                            
                                        










                                                         
                                                  
 
                                



                                                                          
                                        



                                                                         
                                       



                                                                       
                                       










                                                                        
                            



















                                
                                                  








                                                       
                            

















                                
                            

















                                
                            









































                                
                            






















                                
                                 






















                                        
                                
                
                                        
                
                                       
                
                                       


                 
                                          
                                            
     
                                                        




                                                                       
                                                 
     
                                                        




                                                                       
                                                 
     
                                                        




                                                                       
                                                 
     
                                                        

















                                                                       
                               
































                                                                        
                             



                                                 

                                             

                                                    

                       




















                                                         
                                       








                                                   
                                       






























                                                         
                                                                 




                                                                           
                                                                 




                                                                         
                                                                 




                                                                           
                                                                 




                                                                            
                                                                 
                     
                                      
                                           










                                                                   
                                                                 
                     
                                      
                                           










                                                                   
                                                                 
                     
                                      
                                           



















































































                                                                   
                                                 





                                                        
                                       





                                            
                                                
                                      










                                                        
                                   



                                                


                                            
     
                              





                                                
                                                
                                                                      


















                                                           
               















                                            
                       
               
                               







                                                      
                                      
                  
                               























































                                                                              




























                                                      
                        



                                               

                            
                


















                                           









                                           









                                                   
                             











































                                                            



















                                                              

                                             
                    



                         










                                                         
                                                         


                             
                                                                              
                                 


                                                               
 
                                                                 
         

                                                                  
                              
                                                               


                                                     


                                                              
 
                                           
                                                         
                                            
         
                                                         
                    
                                                           





                                                        
                                                         
                     
                                                                        
                                                               





                                                             











                                            
                                                 

                                   
                                                    
                        
                                                               




                                                            
                                                          
         




                             
                                  
                                                                             










                                                            








































                                                         




                                                     
                   
 





                                                           









                                                                   
                     
                                                                 






                                                                  
                                     
                                                                 





                                             
                                          
              
                     

                                                  
                     

                                            
                                          
                   


                    

                                                
                                

                                         
                                  











                                                  
                                          
                   

                                   


                                                
                          



                                         
                                 

























                                                  

                                     
 
                                           



                                          
                 
                                                         


                                                   




                                                   
         


                        
                                                         



                                                          
                                                            


                                        
                                    




                                                                          
                                    






                                                   
                                





                                                                    
                                                     









                                                     

             
                                          
                   
























                                                                             

                                           




                                                      















                                                             
 






                                  




                                                                             
                                                        
                                                       

























                                                      
                           






                                               
                                         
        
                                       




                                                
                                            
        
                                          



                                 
                                       
                                 
                                          




































































                                                                        
                                                                
                   














                                                                               
                                                           










                                                            
                                                     

















                                                                       
                                               
     
                                
                             
     





                                                                            
                            









                                                                        
                                                               



                                         
                                                               





                                                                      

                                                                       









































                                           
                               








































                                                                             

                                                      
               
     
                                            


                                                 
                          
 







                                                   
                    

















                                             
                                                            
                                                                


                                               
                               


                                                                      








































                                                                        
                                       


                      
                                  
                         




                                                                 
                                                           















                                                                          




                                                                           










                                                                    



                              


















                                                                        







                                                                     
















                                                                  
                                                        
                                                                       
                                      
                                    



                                             
 
/*
 *  The ManaPlus Client
 *  Copyright (C) 2004-2009  The Mana World Development Team
 *  Copyright (C) 2009-2010  The Mana Developers
 *  Copyright (C) 2011-2012  The ManaPlus Developers
 *
 *  This file is part of The ManaPlus Client.
 *
 *  This program 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.
 *
 *  This program 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 this program.  If not, see <http://www.gnu.org/licenses/>.
 */

#include "localplayer.h"

#include "actorspritemanager.h"
#include "client.h"
#include "configuration.h"
#include "effectmanager.h"
#include "flooritem.h"
#include "graphics.h"
#include "guild.h"
#include "item.h"
#include "keyboardconfig.h"
#include "logger.h"
#include "map.h"
#include "maplayer.h"
#include "party.h"
#include "particle.h"
#include "playerinfo.h"
#include "playerrelations.h"
#include "simpleanimation.h"
#include "sound.h"
#include "statuseffect.h"
#include "dropshortcut.h"

#include "gui/chatwindow.h"
#include "gui/gui.h"
#include "gui/ministatuswindow.h"
#include "gui/okdialog.h"
#include "gui/outfitwindow.h"
#include "gui/shopwindow.h"
#include "gui/skilldialog.h"
#include "gui/socialwindow.h"
#include "gui/theme.h"
#include "gui/userpalette.h"
#include "gui/viewport.h"

#include "gui/widgets/chattab.h"

#include "net/beinghandler.h"
#include "net/chathandler.h"
#include "net/guildhandler.h"
#include "net/inventoryhandler.h"
#include "net/net.h"
#include "net/partyhandler.h"
#include "net/playerhandler.h"
#include "net/specialhandler.h"
#include "net/tradehandler.h"

#include "resources/animation.h"
#include "resources/imageset.h"
#include "resources/iteminfo.h"
#include "resources/resourcemanager.h"

#include "utils/gettext.h"
#include "utils/stringutils.h"

#include "mumblemanager.h"

#include "debug.h"

// This is the minimal delay between to permitted
// setDestination() calls using the keyboard.
// TODO: This can fine tuned later on when running is added...
const short walkingKeyboardDelay = 1000;
const short awayLimitTimer = 60;

LocalPlayer *player_node = nullptr;

extern std::list<BeingCacheEntry*> beingInfoCache;
extern OkDialog *weightNotice;
extern int weightNoticeTime;
extern MiniStatusWindow *miniStatusWindow;
extern SkillDialog *skillDialog;

LocalPlayer::LocalPlayer(int id, int subtype):
    Being(id, PLAYER, subtype, nullptr),
    mTargetTime(-1),
    mLastTarget(-1),
    mTarget(nullptr),
    mPlayerFollowed(""),
    mPlayerImitated(""),
    mPickUpTarget(nullptr),
    mGoingToTarget(false),
    mKeepAttacking(false),
    mLastAction(-1),
    mWalkingDir(0),
    mPathSetByMouse(false),
    mLocalWalkTime(-1),
    mMessageTime(0),
    mAwayDialog(nullptr),
    mAfkTime(0),
    mAwayMode(false),
    mPseudoAwayMode(false),
    mShowNavigePath(false),
    mDrawPath(false),
    mActivityTime(0),
    mNavigateX(0),
    mNavigateY(0),
    mNavigateId(0),
    mCrossX(0),
    mCrossY(0),
    mOldX(0),
    mOldY(0),
    mOldTileX(0),
    mOldTileY(0),
    mLastHitFrom(""),
    mWaitFor(""),
    mAdvertTime(0),
    mBlockAdvert(false),
    mNextStep(false)
{
    logger->log1("LocalPlayer::LocalPlayer");

    mAttackRange = 0;

    listen(CHANNEL_ATTRIBUTES);
    mLevel = 1;

    mAdvanced = true;

    mAwayListener = new AwayListener();

    mUpdateName = true;

    mTextColor = &Theme::getThemeColor(Theme::PLAYER);
    if (userPalette)
        mNameColor = &userPalette->getColor(UserPalette::SELF);
    else
        mNameColor = nullptr;

    mLastTargetX = 0;
    mLastTargetY = 0;

    mInvertDirection = 0;
    mCrazyMoveType = config.getIntValue("crazyMoveType");
    mCrazyMoveState = 0;
    mAttackWeaponType = config.getIntValue("attackWeaponType");
    mQuickDropCounter = config.getIntValue("quickDropCounter");
    mMoveState = 0;
    mDisableCrazyMove = false;
    mPickUpType = config.getIntValue("pickUpType");
    mMagicAttackType = config.getIntValue("magicAttackType");
    mPvpAttackType = config.getIntValue("pvpAttackType");
    mMoveToTargetType = config.getIntValue("moveToTargetType");
    mDisableGameModifiers = config.getBoolValue("disableGameModifiers");
    mTargetDeadPlayers = config.getBoolValue("targetDeadPlayers");
    mAttackType = config.getIntValue("attackType");
    mFollowMode = config.getIntValue("followMode");
    mImitationMode = config.getIntValue("imitationMode");
    mIsServerBuggy = serverConfig.getValueBool("enableBuggyServers", true);
    mSyncPlayerMove = config.getBoolValue("syncPlayerMove");
    mDrawPath = config.getBoolValue("drawPath");
    mServerAttack = config.getBoolValue("serverAttack");
    mAttackMoving = config.getBoolValue("attackMoving");
    mShowJobExp = config.getBoolValue("showJobExp");
    mEnableAdvert = config.getBoolValue("enableAdvert");
    mTradebot = config.getBoolValue("tradebot");
    mTargetOnlyReachable = config.getBoolValue("targetOnlyReachable");

    mPingSendTick = 0;
    mWaitPing = false;
    mPingTime = 0;

    PlayerInfo::setStatBase(WALK_SPEED, static_cast<int>(getWalkSpeed().x));
    PlayerInfo::setStatMod(WALK_SPEED, 0);

    loadHomes();

    config.addListener("showownname", this);
    config.addListener("targetDeadPlayers", this);
    serverConfig.addListener("enableBuggyServers", this);
    config.addListener("syncPlayerMove", this);
    config.addListener("drawPath", this);
    config.addListener("serverAttack", this);
    config.addListener("attackMoving", this);
    config.addListener("showJobExp", this);
    config.addListener("enableAdvert", this);
    config.addListener("tradebot", this);
    config.addListener("targetOnlyReachable", this);
    setShowName(config.getBoolValue("showownname"));
}

LocalPlayer::~LocalPlayer()
{
    logger->log1("LocalPlayer::~LocalPlayer");

    config.removeListeners(this);
    serverConfig.removeListener("enableBuggyServers", this);

    if (mAwayDialog)
    {
        sound.volumeRestore();
        delete mAwayDialog;
        mAwayDialog = nullptr;
    }
    delete mAwayListener;
    mAwayListener = nullptr;
}

void LocalPlayer::logic()
{
    if (mumbleManager)
        mumbleManager->setPos(mX, mY, mDirection);

    // Actions are allowed once per second
    if (get_elapsed_time(mLastAction) >= 1000)
        mLastAction = -1;

    if (mActivityTime == 0 || mLastAction != -1)
        mActivityTime = cur_time;

    if ((mAction != MOVE || mNextStep) && !mNavigatePath.empty())
    {
        mNextStep = false;
        int dist = 5;
        if (!mSyncPlayerMove)
            dist = 20;

        if ((mNavigateX || mNavigateY) &&
            ((mCrossX + dist >= mX && mCrossX <= mX + dist
            && mCrossY + dist >= mY && mCrossY <= mY + dist)
            || (!mCrossX && !mCrossY)))
        {
            for (Path::const_iterator i = mNavigatePath.begin(),
                 i_end = mNavigatePath.end(); i != i_end; ++i)
            {
                if ((*i).x == mX && (*i).y == mY)
                {
                    mNavigatePath.pop_front();
                    break;
                }
                moveTo((*i).x, (*i).y);
                break;
            }
        }
    }

    if (weightNotice && weightNoticeTime < cur_time)
    {
        weightNotice->scheduleDelete();
        weightNotice = nullptr;
        weightNoticeTime = 0;
    }

    // Show XP messages
    if (!mMessages.empty())
    {
        if (mMessageTime == 0)
        {
            MessagePair info = mMessages.front();

            if (particleEngine)
            {
                particleEngine->addTextRiseFadeOutEffect(
                    info.first,
                    getPixelX(),
                    getPixelY() - 48,
                    &userPalette->getColor(info.second),
                    gui->getInfoParticleFont(), true);
            }

            mMessages.pop_front();
            mMessageTime = 30;
        }
        mMessageTime--;
    }

#ifdef MANASERV_SUPPORT
    PlayerInfo::logic();
#endif

    // Targeting allowed 4 times a second
    if (get_elapsed_time(mLastTarget) >= 250)
        mLastTarget = -1;

//    // Remove target if its been on a being for more than a minute
    if (get_elapsed_time(mTargetTime) >= 60000)
    {
        mTargetTime = tick_time;
//        setTarget(nullptr);
        mLastTarget = -1;
    }

    if (mTarget)
    {
        if (mTarget->getType() == ActorSprite::NPC)
        {
            // NPCs are always in range
            mTarget->setTargetType(TCT_IN_RANGE);
        }
        else
        {
            // Find whether target is in range
            // TODO: Make this nicer, probably using getPosition() only
#ifdef MANASERV_SUPPORT
            const int rangeX =
                (Net::getNetworkType() == ServerInfo::MANASERV) ?
                static_cast<int>(abs(static_cast<int>(mTarget->getPosition().x
                - getPosition().x))) :
                static_cast<int>(abs(mTarget->getTileX() - getTileX()));
            const int rangeY =
                (Net::getNetworkType() == ServerInfo::MANASERV) ?
                static_cast<int>(abs(static_cast<int>(mTarget->getPosition().y
                - getPosition().y))) :
                static_cast<int>(abs(mTarget->getTileY() - getTileY()));
#else
            const int rangeX = static_cast<int>(
                abs(mTarget->getTileX() - getTileX()));
            const int rangeY = static_cast<int>(
                abs(mTarget->getTileY() - getTileY()));
#endif
            const int attackRange = getAttackRange();
            const TargetCursorType targetType = rangeX > attackRange ||
                                                rangeY > attackRange ?
                                                TCT_NORMAL : TCT_IN_RANGE;
            mTarget->setTargetType(targetType);

            if (!mTarget->isAlive() && (!mTargetDeadPlayers
                || mTarget->getType() != Being::PLAYER))
            {
                stopAttack();
            }

            if (mKeepAttacking && mTarget)
                attack(mTarget, true);
        }
    }

    if (serverVersion < 4 && mEnableAdvert && !mBlockAdvert
        && mAdvertTime < cur_time)
    {
        Uint8 smile = FLAG_SPECIAL;
        if (mTradebot && shopWindow && !shopWindow->isShopEmpty())
            smile += FLAG_SHOP;

        if (mAwayMode || mPseudoAwayMode)
            smile += FLAG_AWAY;

        if (mInactive)
            smile += FLAG_INACTIVE;

        if (emote(smile))
            mAdvertTime = cur_time + 60;
        else
            mAdvertTime = cur_time + 30;
    }
    Being::logic();
}

void LocalPlayer::setAction(Action action, int attackType)
{
    if (action == DEAD)
    {
        mLastTarget = -1;
        if (!mLastHitFrom.empty())
        {
            debugMsg(strprintf(_("You were killed by %s"),
                mLastHitFrom.c_str()));
            mLastHitFrom = "";
        }
        setTarget(nullptr);
    }

    Being::setAction(action, attackType);
    if (mumbleManager)
        mumbleManager->setAction(static_cast<int>(action));
}

void LocalPlayer::setGMLevel(int level)
{
    mGMLevel = level;

    if (level > 0)
    {
        setGM(true);
        if (chatWindow)
            chatWindow->loadGMCommands();
    }
}


Position LocalPlayer::getNextWalkPosition(unsigned char dir)
{
    // Compute where the next tile will be set.
    int dx = 0, dy = 0;
    if (dir & Being::UP)
        dy--;
    if (dir & Being::DOWN)
        dy++;
    if (dir & Being::LEFT)
        dx--;
    if (dir & Being::RIGHT)
        dx++;

    Vector pos = getPosition();

    // If no map or no direction is given, give back the current player position
    if (!mMap || (!dx && !dy))
        return Position(static_cast<int>(pos.x), static_cast<int>(pos.y));

    // Get the current tile pos and its offset
    int tileX = static_cast<int>(pos.x) / mMap->getTileWidth();
    int tileY = static_cast<int>(pos.y) / mMap->getTileHeight();
    int offsetX = static_cast<int>(pos.x) % mMap->getTileWidth();
    int offsetY = static_cast<int>(pos.y) % mMap->getTileHeight();

    // Get the walkability of every surrounding tiles.
    bool wTopLeft = mMap->getWalk(tileX - 1, tileY - 1, getWalkMask());
    bool wTop = mMap->getWalk(tileX, tileY - 1, getWalkMask());
    bool wTopRight = mMap->getWalk(tileX + 1, tileY - 1, getWalkMask());
    bool wLeft = mMap->getWalk(tileX - 1, tileY, getWalkMask());
    bool wRight = mMap->getWalk(tileX + 1, tileY, getWalkMask());
    bool wBottomLeft = mMap->getWalk(tileX - 1, tileY + 1, getWalkMask());
    bool wBottom = mMap->getWalk(tileX, tileY + 1, getWalkMask());
    bool wBottomRight = mMap->getWalk(tileX + 1, tileY + 1, getWalkMask());

    // Make diagonals unwalkable when both straight directions are blocking
    if (!wTop)
    {
        if (!wRight)
            wTopRight = false;
        if (!wLeft)
            wTopLeft = false;
    }
    if (!wBottom)
    {
        if (!wRight)
            wBottomRight = false;
        if (!wLeft)
            wBottomLeft = false;
    }

    // We'll make tests for each desired direction

    // Handle diagonal cases by setting the way back to a straight direction
    // when necessary.
    if (dx && dy)
    {
        // Going top-right
        if (dx > 0 && dy < 0)
        {
            if (!wTopRight)
            {
                // Choose a straight direction when diagonal target is blocked
                if (!wTop && wRight)
                {
                    dy = 0;
                }
                else if (wTop && !wRight)
                {
                    dx = 0;
                }
                else if (!wTop && !wRight)
                {
                    return Position(tileX * 32 + 32 - getCollisionRadius(),
                                    tileY * 32 + getCollisionRadius());
                }
                else // Both straight direction are walkable
                {
                    // Go right when below the corner
                    if (offsetY >= (offsetX / mMap->getTileHeight()
                        - (offsetX / mMap->getTileWidth()
                        * mMap->getTileHeight()) ))
                    {
                        dy = 0;
                    }
                    else // Go up otherwise
                    {
                        dx = 0;
                    }
                }
            }
            else // The diagonal is walkable
            {
                return mMap->checkNodeOffsets(getCollisionRadius(),
                        getWalkMask(), Position(static_cast<int>(pos.x) + 32,
                                                static_cast<int>(pos.y) - 32));
            }
        }

        // Going top-left
        if (dx < 0 && dy < 0)
        {
            if (!wTopLeft)
            {
                // Choose a straight direction when diagonal target is blocked
                if (!wTop && wLeft)
                {
                    dy = 0;
                }
                else if (wTop && !wLeft)
                {
                    dx = 0;
                }
                else if (!wTop && !wLeft)
                {
                    return Position(tileX * 32 + getCollisionRadius(),
                                    tileY * 32 + getCollisionRadius());
                }
                else // Both straight direction are walkable
                {
                    // Go left when below the corner
                    if (offsetY >= (offsetX / mMap->getTileWidth()
                        * mMap->getTileHeight()))
                    {
                        dy = 0;
                    }
                    else // Go up otherwise
                    {
                        dx = 0;
                    }
                }
            }
            else // The diagonal is walkable
            {
                return mMap->checkNodeOffsets(getCollisionRadius(),
                        getWalkMask(), Position(static_cast<int>(pos.x) - 32,
                                                static_cast<int>(pos.y) - 32));
            }
        }

        // Going bottom-left
        if (dx < 0 && dy > 0)
        {
            if (!wBottomLeft)
            {
                // Choose a straight direction when diagonal target is blocked
                if (!wBottom && wLeft)
                {
                    dy = 0;
                }
                else if (wBottom && !wLeft)
                {
                    dx = 0;
                }
                else if (!wBottom && !wLeft)
                {
                    return Position(tileX * 32 + getCollisionRadius(),
                                    tileY * 32 + 32 - getCollisionRadius());
                }
                else // Both straight direction are walkable
                {
                    // Go down when below the corner
                    if (offsetY >= (offsetX / mMap->getTileHeight()
                        - (offsetX / mMap->getTileWidth()
                        * mMap->getTileHeight())))
                    {
                        dx = 0;
                    }
                    else // Go left otherwise
                    {
                        dy = 0;
                    }
                }
            }
            else // The diagonal is walkable
            {
                return mMap->checkNodeOffsets(getCollisionRadius(),
                        getWalkMask(), Position(static_cast<int>(pos.x) - 32,
                                                static_cast<int>(pos.y) + 32));
            }
        }

        // Going bottom-right
        if (dx > 0 && dy > 0)
        {
            if (!wBottomRight)
            {
                // Choose a straight direction when diagonal target is blocked
                if (!wBottom && wRight)
                {
                    dy = 0;
                }
                else if (wBottom && !wRight)
                {
                    dx = 0;
                }
                else if (!wBottom && !wRight)
                {
                    return Position(tileX * 32 + 32 - getCollisionRadius(),
                                    tileY * 32 + 32 - getCollisionRadius());
                }
                else // Both straight direction are walkable
                {
                    // Go down when below the corner
                    if (offsetY >= (offsetX / mMap->getTileWidth()
                        * mMap->getTileHeight()))
                    {
                        dx = 0;
                    }
                    else // Go right otherwise
                    {
                        dy = 0;
                    }
                }
            }
            else // The diagonal is walkable
            {
                return mMap->checkNodeOffsets(getCollisionRadius(),
                        getWalkMask(), Position(static_cast<int>(pos.x) + 32,
                                                static_cast<int>(pos.y) + 32));
            }
        }

    } // End of diagonal cases

    // Straight directions
    // Right direction
    if (dx > 0 && !dy)
    {
        // If the straight destination is blocked,
        // Make the player go the closest possible.
        if (!wRight)
        {
            return Position(tileX * 32 + 32 - getCollisionRadius(),
                            static_cast<int>(pos.y));
        }
        else
        {
            if (!wTopRight)
            {
                // If we're going to collide with the top-right corner
                if (offsetY - getCollisionRadius() < 0)
                {
                    // We make the player corrects its offset
                    // before going further
                    return Position(tileX * 32 + 32 - getCollisionRadius(),
                                    tileY * 32 + getCollisionRadius());

                }
            }

            if (!wBottomRight)
            {
                // If we're going to collide with the bottom-right corner
                if (offsetY + getCollisionRadius() > 32)
                {
                    // We make the player corrects its offset
                    // before going further
                    return Position(tileX * 32 + 32 - getCollisionRadius(),
                                    tileY * 32 + 32 - getCollisionRadius());

                }
            }
            // If the way is clear, step up one checked tile ahead.
            return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
                    Position(static_cast<int>(pos.x) + 32,
                             static_cast<int>(pos.y)));
        }
    }

    // Left direction
    if (dx < 0 && !dy)
    {
        // If the straight destination is blocked,
        // Make the player go the closest possible.
        if (!wLeft)
        {
            return Position(tileX * 32 + getCollisionRadius(),
                            static_cast<int>(pos.y));
        }
        else
        {
            if (!wTopLeft)
            {
                // If we're going to collide with the top-left corner
                if (offsetY - getCollisionRadius() < 0)
                {
                    // We make the player corrects its offset
                    // before going further
                    return Position(tileX * 32 + getCollisionRadius(),
                                    tileY * 32 + getCollisionRadius());

                }
            }

            if (!wBottomLeft)
            {
                // If we're going to collide with the bottom-left corner
                if (offsetY + getCollisionRadius() > 32)
                {
                    // We make the player corrects its offset
                    // before going further
                    return Position(tileX * 32 + getCollisionRadius(),
                                    tileY * 32 + 32 - getCollisionRadius());

                }
            }
            // If the way is clear, step up one checked tile ahead.
            return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
                    Position(static_cast<int>(pos.x) - 32,
                             static_cast<int>(pos.y)));
        }
    }

    // Up direction
    if (!dx && dy < 0)
    {
        // If the straight destination is blocked,
        // Make the player go the closest possible.
        if (!wTop)
        {
            return Position(static_cast<int>(pos.x),
                            tileY * 32 + getCollisionRadius());
        }
        else
        {
            if (!wTopLeft)
            {
                // If we're going to collide with the top-left corner
                if (offsetX - getCollisionRadius() < 0)
                {
                    // We make the player corrects its offset
                    // before going further
                    return Position(tileX * 32 + getCollisionRadius(),
                                    tileY * 32 + getCollisionRadius());

                }
            }

            if (!wTopRight)
            {
                // If we're going to collide with the top-right corner
                if (offsetX + getCollisionRadius() > 32)
                {
                    // We make the player corrects its offset
                    // before going further
                    return Position(tileX * 32 + 32 - getCollisionRadius(),
                                    tileY * 32 + getCollisionRadius());

                }
            }
            // If the way is clear, step up one checked tile ahead.
            return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
                    Position(static_cast<int>(pos.x),
                             static_cast<int>(pos.y) - 32));
        }
    }

    // Down direction
    if (!dx && dy > 0)
    {
        // If the straight destination is blocked,
        // Make the player go the closest possible.
        if (!wBottom)
        {
            return Position(static_cast<int>(pos.x),
                            tileY * 32 + 32 - getCollisionRadius());
        }
        else
        {
            if (!wBottomLeft)
            {
                // If we're going to collide with the bottom-left corner
                if (offsetX - getCollisionRadius() < 0)
                {
                    // We make the player corrects its offset
                    // before going further
                    return Position(tileX * 32 + getCollisionRadius(),
                                    tileY * 32 + 32 - getCollisionRadius());

                }
            }

            if (!wBottomRight)
            {
                // If we're going to collide with the bottom-right corner
                if (offsetX + getCollisionRadius() > 32)
                {
                    // We make the player corrects its offset
                    // before going further
                    return Position(tileX * 32 + 32 - getCollisionRadius(),
                                    tileY * 32 + 32 - getCollisionRadius());

                }
            }
            // If the way is clear, step up one checked tile ahead.
            return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
                    Position(static_cast<int>(pos.x),
                             static_cast<int>(pos.y) + 32));
        }
    }

    // Return the current position if everything else has failed.
    return Position(static_cast<int>(pos.x), static_cast<int>(pos.y));
}

void LocalPlayer::nextTile(unsigned char dir A_UNUSED = 0)
{
#ifdef MANASERV_SUPPORT
    if (Net::getNetworkType() != ServerInfo::MANASERV)
#endif
    {
        if (Party::getParty(1))
        {
            PartyMember *pm = Party::getParty(1)->getMember(getName());
            if (pm)
            {
                pm->setX(mX);
                pm->setY(mY);
            }
        }

        // TODO: Fix picking up when reaching target (this method is obsolete)
        // TODO: Fix holding walking button to keep walking smoothly
        if (mPath.empty())
        {
            if (mPickUpTarget)
                pickUp(mPickUpTarget);

            if (mWalkingDir)
                startWalking(mWalkingDir);
        }
        else if (mPath.size() == 1)
        {
            if (mPickUpTarget)
                pickUp(mPickUpTarget);
        }

        // TODO: Fix automatically walking within range of target, when wanted
        if (mGoingToTarget && mTarget && withinAttackRange(mTarget))
        {
            mAction = Being::STAND;
            attack(mTarget, true);
            mGoingToTarget = false;
            mPath.clear();
            return;
        }
        else if (mGoingToTarget && !mTarget)
        {
            mGoingToTarget = false;
            mPath.clear();
        }

        if (mPath.empty())
        {
            if (mNavigatePath.empty() || mAction != MOVE)
                setAction(STAND);
            else
                mNextStep = true;
        }
        else
        {
            Being::nextTile();
        }
    }
#ifdef MANASERV_SUPPORT
    else
    {
        if (!mMap || !dir)
            return;

        const Vector &pos = getPosition();
        Position destination = getNextWalkPosition(dir);

        if (static_cast<int>(pos.x) != destination.x
            || static_cast<int>(pos.y) != destination.y)
        {
            setDestination(destination.x, destination.y);
        }
        else if (dir != mDirection)
        {
            // If the being can't move, just change direction

//            if (!Client::limitPackets(PACKET_DIRECTION))
//                return;

            Net::getPlayerHandler()->setDirection(dir);
            setDirection(dir);
        }
    }
#endif
}

bool LocalPlayer::checkInviteRights(const std::string &guildName)
{
    Guild *guild = getGuild(guildName);
    if (guild)
        return guild->getInviteRights();

    return false;
}

void LocalPlayer::inviteToGuild(Being *being)
{
    if (!being || being->getType() != PLAYER)
        return;

    // TODO: Allow user to choose which guild to invite being to
    // For now, just invite to the first guild you have permissions to invite with
    std::map<int, Guild*>::const_iterator itr = mGuilds.begin();
    std::map<int, Guild*>::const_iterator itr_end = mGuilds.end();
    for (; itr != itr_end; ++itr)
    {
        if (itr->second && checkInviteRights(itr->second->getName()))
        {
            Net::getGuildHandler()->invite(itr->second->getId(), being);
            return;
        }
    }
}

bool LocalPlayer::pickUp(FloorItem *item)
{
    if (!item)
        return false;

    if (!Client::limitPackets(PACKET_PICKUP))
        return false;

    int dx = item->getTileX() - mX;
    int dy = item->getTileY() - mY;
    int dist = 6;

    if (mPickUpType >= 4 && mPickUpType <= 6)
        dist = 4;

    if (dx * dx + dy * dy < dist)
    {
        Net::getPlayerHandler()->pickUp(item);
        mPickUpTarget = nullptr;
    }
    else if (mPickUpType >= 4 && mPickUpType <= 6)
    {
#ifdef MANASERV_SUPPORT
        if (Net::getNetworkType() == ServerInfo::MANASERV)
        {
            setDestination(item->getPixelX() + 16, item->getPixelY() + 16);
            mPickUpTarget = item;
            mPickUpTarget->addActorSpriteListener(this);
        }
        else
#endif
        {
            const Vector &playerPos = getPosition();
            Path debugPath = mMap->findPath(
                    static_cast<int>(playerPos.x - 16) / 32,
                    static_cast<int>(playerPos.y - 32) / 32,
                    item->getTileX(), item->getTileY(), getWalkMask(), 0);
            if (!debugPath.empty())
                navigateTo(item->getTileX(), item->getTileY());
            else
                setDestination(item->getTileX(), item->getTileY());

            mPickUpTarget = item;
            mPickUpTarget->addActorSpriteListener(this);
        }
    }
    return true;
}

void LocalPlayer::actorSpriteDestroyed(const ActorSprite &actorSprite)
{
    if (mPickUpTarget == &actorSprite)
        mPickUpTarget = nullptr;
}

Being *LocalPlayer::getTarget() const
{
    return mTarget;
}

void LocalPlayer::setTarget(Being *target)
{
    if ((mLastTarget != -1 || target == this) && target)
        return;

    if (target)
        mLastTarget = tick_time;

    if (target == mTarget)
        return;

    if (target || mAction == ATTACK)
    {
        mTargetTime = tick_time;
    }
    else
    {
        mKeepAttacking = false;
        mTargetTime = -1;
    }

    Being *oldTarget = nullptr;
    if (mTarget)
    {
        mTarget->untarget();
        oldTarget = mTarget;
    }

    if (mTarget && mTarget->getType() == ActorSprite::MONSTER)
        mTarget->setShowName(false);

    mTarget = target;

    if (oldTarget)
        oldTarget->updateName();

    if (mTarget)
    {
        mLastTargetX = mTarget->getTileX();
        mLastTargetY = mTarget->getTileY();
        mTarget->updateName();
    }

    if (target && target->getType() == ActorSprite::MONSTER)
        target->setShowName(true);
}

void LocalPlayer::setDestination(int x, int y)
{
    mActivityTime = cur_time;

    if (getAttackType() == 0 || !mAttackMoving)
        mKeepAttacking = false;

    // Only send a new message to the server when destination changes
    if (x != mDest.x || y != mDest.y)
    {
        if (mInvertDirection != 1)
        {
            Net::getPlayerHandler()->setDestination(x, y, mDirection);
            Being::setDestination(x, y);
        }
        else if (mInvertDirection == 1)
        {
            Uint8 newDir = 0;
            if (mDirection & UP)
                newDir |= DOWN;
            if (mDirection & LEFT)
                newDir |= RIGHT;
            if (mDirection & DOWN)
                newDir |= UP;
            if (mDirection & RIGHT)
                newDir |= LEFT;

            Net::getPlayerHandler()->setDestination(x, y, newDir);

//            if (Client::limitPackets(PACKET_DIRECTION))
            {
                setDirection(newDir);
                Net::getPlayerHandler()->setDirection(newDir);
            }

            Being::setDestination(x, y);
        }
        else
        {
#ifdef MANASERV_SUPPORT
            // Manaserv:
            // If the destination given to being class is accepted,
            // we inform the Server.
            if ((x == mDest.x && y == mDest.y)
                || Net::getNetworkType() != ServerInfo::MANASERV)
#endif
            {
                Net::getPlayerHandler()->setDestination(x, y, mDirection);
            }
        }
    }
}

void LocalPlayer::setWalkingDir(unsigned char dir)
{
    // This function is called by Game::handleInput()

#ifdef MANASERV_SUPPORT
    if (Net::getNetworkType() == ServerInfo::MANASERV)
    {
        // First if player is pressing key for the direction he is already
        // going, do nothing more...

        // Else if he is pressing a key, and its different from what he has
        // been pressing, stop (do not send this stop to the server) and
        // start in the new direction
        if (dir && (dir != getWalkingDir()))
            stopWalking(false);

        // Else, he is not pressing a key,
        // and the current path hasn't been sent by mouse,
        // then, stop (sending to server).
        else if (!dir)
        {
            if (!mPathSetByMouse)
                stopWalking(true);
            return;
        }

        // If the delay to send another walk message to the server hasn't expired,
        // don't do anything or we could get disconnected for spamming the server
        if (get_elapsed_time(mLocalWalkTime) < walkingKeyboardDelay)
            return;
    }
#endif

    mWalkingDir = dir;

    // If we're not already walking, start walking.
    if (mAction != MOVE && dir)
    {
        startWalking(dir);
    }
#ifdef MANASERV_SUPPORT
    else if (mAction == MOVE && (Net::getNetworkType()
             == ServerInfo::MANASERV))
    {
        nextTile(dir);
    }
#endif
}

void LocalPlayer::startWalking(unsigned char dir)
{
    // This function is called by setWalkingDir(),
    // but also by nextTile() for TMW-Athena...
    if (!mMap || !dir)
        return;

    mPickUpTarget = nullptr;
    if (mAction == MOVE && !mPath.empty())
    {
        // Just finish the current action, otherwise we get out of sync
#ifdef MANASERV_SUPPORT
        if (Net::getNetworkType() == ServerInfo::MANASERV)
        {
            const Vector &pos = getPosition();
            Being::setDestination(static_cast<int>(pos.x),
                                  static_cast<int>(pos.y));
        }
        else
#endif
        {
            Being::setDestination(mX, mY);
        }
        return;
    }

    int dx = 0, dy = 0;
    if (dir & UP)
        dy--;
    if (dir & DOWN)
        dy++;
    if (dir & LEFT)
        dx--;
    if (dir & RIGHT)
        dx++;

#ifdef MANASERV_SUPPORT
    if (Net::getNetworkType() != ServerInfo::MANASERV)
#endif
    {
        // Prevent skipping corners over colliding tiles
        if (dx && !mMap->getWalk(mX + dx, mY, getWalkMask()))
            dx = 0;
        if (dy && !mMap->getWalk(mX, mY + dy, getWalkMask()))
            dy = 0;

        // Choose a straight direction when diagonal target is blocked
        if (dx && dy && !mMap->getWalk(mX + dx, mY + dy, getWalkMask()))
            dx = 0;

        // Walk to where the player can actually go
        if ((dx || dy) && mMap->getWalk(mX + dx, mY + dy, getWalkMask()))
        {
            setDestination(mX + dx, mY + dy);
        }
        else if (dir != mDirection)
        {
            // If the being can't move, just change direction

//            if (Client::limitPackets(PACKET_DIRECTION))
            {
                Net::getPlayerHandler()->setDirection(dir);
                setDirection(dir);
            }
        }
    }
#ifdef MANASERV_SUPPORT
    else
    {
        nextTile(dir);
    }
#endif
}

void LocalPlayer::stopWalking(bool sendToServer)
{
    if (mAction == MOVE && mWalkingDir)
    {
        mWalkingDir = 0;
        mLocalWalkTime = 0;
        mPickUpTarget = nullptr;

        setDestination(static_cast<int>(getPosition().x),
                       static_cast<int>(getPosition().y));
        if (sendToServer)
        {
            Net::getPlayerHandler()->setDestination(
                    static_cast<int>(getPosition().x),
                    static_cast<int>(getPosition().y));
        }
        setAction(STAND);
    }

    // No path set anymore, so we reset the path by mouse flag
    mPathSetByMouse = false;

    clearPath();
    navigateClean();
}

bool LocalPlayer::toggleSit()
{
    if (!Client::limitPackets(PACKET_SIT))
        return false;

    Being::Action newAction;
    switch (mAction)
    {
        case STAND:
        case SPAWN:
            newAction = SIT;
            break;
        case SIT:
            newAction = STAND;
            break;
        case MOVE:
        case ATTACK:
        case DEAD:
        case HURT:
        default:
            return true;
    }

    Net::getPlayerHandler()->changeAction(newAction);
    return true;
}

bool LocalPlayer::updateSit()
{
    if (!Client::limitPackets(PACKET_SIT))
        return false;

    Net::getPlayerHandler()->changeAction(mAction);
    return true;
}

bool LocalPlayer::emote(Uint8 emotion)
{
    if (!Client::limitPackets(PACKET_EMOTE))
        return false;

    Net::getPlayerHandler()->emote(emotion);
    return true;
}

void LocalPlayer::attack(Being *target, bool keep, bool dontChangeEquipment)
{
#ifdef MANASERV_SUPPORT
    if (Net::getNetworkType() == ServerInfo::MANASERV)
    {
        if (mLastAction != -1)
            return;

        // Can only attack when standing still
        if (mAction != STAND && mAction != ATTACK)
            return;
    }
#endif

    mKeepAttacking = keep;

    if (!target || target->getType() == ActorSprite::NPC)
        return;

    if (mTarget != target || !mTarget)
    {
        mLastTarget = -1;
        setTarget(target);
    }

#ifdef MANASERV_SUPPORT
    if (Net::getNetworkType() == ServerInfo::MANASERV)
    {
        Vector plaPos = this->getPosition();
        Vector tarPos = mTarget->getPosition();
        int dist_x = static_cast<int>(plaPos.x - tarPos.x);
        int dist_y = static_cast<int>(plaPos.y - tarPos.y);

        if (abs(dist_y) >= abs(dist_x))
        {
            if (dist_y < 0)
                setDirection(DOWN);
            else
                setDirection(UP);
        }
        else
        {
            if (dist_x < 0)
                setDirection(RIGHT);
            else
                setDirection(LEFT);
        }

        mLastAction = tick_time;
    }
    else
#endif
    {
        int dist_x = target->getTileX() - mX;
        int dist_y = target->getTileY() - mY;

        // Must be standing or sitting to attack
        if (mAction != STAND && mAction != SIT)
            return;

        if (abs(dist_y) >= abs(dist_x))
        {
            if (dist_y > 0)
                setDirection(DOWN);
            else
                setDirection(UP);
        }
        else
        {
            if (dist_x > 0)
                setDirection(RIGHT);
            else
                setDirection(LEFT);
        }

        mActionTime = tick_time;
        mTargetTime = tick_time;
    }

    if (target->getType() != Being::PLAYER || checAttackPermissions(target))
    {
        setAction(ATTACK);

        if (mEquippedWeapon)
        {
            std::string soundFile = mEquippedWeapon->getSound(
                EQUIP_EVENT_STRIKE);
            if (!soundFile.empty())
                sound.playSfx(soundFile);
        }
        else
        {
            sound.playSfx(paths.getValue("attackSfxFile", "fist-swish.ogg"));
        }

        if (!Client::limitPackets(PACKET_ATTACK))
            return;

        if (!dontChangeEquipment && target)
            changeEquipmentBeforeAttack(target);

        Net::getPlayerHandler()->attack(target->getId(), mServerAttack);
    }

#ifdef MANASERV_SUPPORT
    if ((Net::getNetworkType() != ServerInfo::MANASERV) && !keep)
#else
    if (!keep)
#endif
        stopAttack();
}

void LocalPlayer::stopAttack()
{
    if (!Client::limitPackets(PACKET_STOPATTACK))
        return;

    if (mServerAttack && mAction == ATTACK)
        Net::getPlayerHandler()->stopAttack();

    untarget();
}

void LocalPlayer::untarget()
{
    if (mAction == ATTACK)
        setAction(STAND);

    if (mTarget)
        setTarget(nullptr);

    mKeepAttacking = false;
    mLastTarget = -1;
}

void LocalPlayer::pickedUp(const ItemInfo &itemInfo, int amount,
                           unsigned char color, int floorItemId,
                           unsigned char fail)
{
    if (fail)
    {
        if (actorSpriteManager && floorItemId)
        {
            FloorItem *item = actorSpriteManager->findItem(floorItemId);
            if (item)
            {
                if (!item->getShowMsg())
                    return;
                item->setShowMsg(false);
            }
        }
        const char* msg;
        switch (fail)
        {
            case PICKUP_BAD_ITEM:
                msg = N_("Tried to pick up nonexistent item.");
                break;
            case PICKUP_TOO_HEAVY:
                msg = N_("Item is too heavy.");
                break;
            case PICKUP_TOO_FAR:
                msg = N_("Item is too far away.");
                break;
            case PICKUP_INV_FULL:
                msg = N_("Inventory is full.");
                break;
            case PICKUP_STACK_FULL:
                msg = N_("Stack is too big.");
                break;
            case PICKUP_DROP_STEAL:
                msg = N_("Item belongs to someone else.");
                break;
            default:
                msg = N_("Unknown problem picking up item.");
                break;
        }
        if (localChatTab && config.getBoolValue("showpickupchat"))
            localChatTab->chatLog(_(msg), BY_SERVER);

        if (mMap && config.getBoolValue("showpickupparticle"))
        {
            // Show pickup notification
            addMessageToQueue(_(msg), UserPalette::PICKUP_INFO);
        }
    }
    else
    {
        std::string str;
        if (serverVersion > 0)
            str = itemInfo.getName(color);
        else
            str = itemInfo.getName();

        if (config.getBoolValue("showpickupchat") && localChatTab)
        {
            // TRANSLATORS: %d is number,
            // [@@%d|%s@@] - here player can see link to item
            localChatTab->chatLog(strprintf(ngettext("You picked up %d "
                "[@@%d|%s@@].", "You picked up %d [@@%d|%s@@].", amount),
                amount, itemInfo.getId(), str.c_str()), BY_SERVER);
        }

        if (mMap && config.getBoolValue("showpickupparticle"))
        {
            // Show pickup notification
            if (amount > 1)
            {
                addMessageToQueue(strprintf("%d x %s", amount,
                    str.c_str()), UserPalette::PICKUP_INFO);
            }
            else
            {
                addMessageToQueue(str, UserPalette::PICKUP_INFO);
            }
        }
    }
}

int LocalPlayer::getAttackRange()
{
    if (mAttackRange > -1)
    {
        return mAttackRange;
    }
    else
    {
        // TODO: Fix this to be more generic
        Item *weapon = PlayerInfo::getEquipment(EQUIP_FIGHT1_SLOT);
        if (weapon)
        {
            const ItemInfo &info = weapon->getInfo();
            return info.getAttackRange();
        }
        return 48; // unarmed range
    }
}

bool LocalPlayer::withinAttackRange(Being *target, bool fixDistance,
                                    int addRange)
{
    if (!target)
        return false;

    int range = getAttackRange() + addRange;
    int dx;
    int dy;

    if (fixDistance && range == 1)
        range = 2;

#ifdef MANASERV_SUPPORT
    if (Net::getNetworkType() == ServerInfo::MANASERV)
    {
        const Vector &targetPos = target->getPosition();
        const Vector &pos = getPosition();
        dx = static_cast<int>(abs(static_cast<int>(targetPos.x - pos.x)));
        dy = static_cast<int>(abs(static_cast<int>(targetPos.y - pos.y)));

    }
    else
#endif
    {
        dx = static_cast<int>(abs(target->getTileX() - mX));
        dy = static_cast<int>(abs(target->getTileY() - mY));
    }
    return !(dx > range || dy > range);
}

void LocalPlayer::setGotoTarget(Being *target)
{
    mLastTarget = -1;

    if (!target)
        return;

    mPickUpTarget = nullptr;
#ifdef MANASERV_SUPPORT
    if (Net::getNetworkType() == ServerInfo::MANASERV)
    {
        mTarget = target;
        mGoingToTarget = true;
        const Vector &targetPos = target->getPosition();
        setDestination(static_cast<int>(targetPos.x),
            static_cast<int>(targetPos.y));
    }
    else
#endif
    {
        setTarget(target);
        mGoingToTarget = true;
        setDestination(target->getTileX(), target->getTileY());
    }
}

void LocalPlayer::handleStatusEffect(StatusEffect *effect, int effectId)
{
    Being::handleStatusEffect(effect, effectId);

    if (effect)
    {
        effect->deliverMessage();
        effect->playSFX();

        AnimatedSprite *sprite = effect->getIcon();

        if (!sprite)
        {
            // delete sprite, if necessary
            for (unsigned int i = 0; i < mStatusEffectIcons.size(); )
            {
                if (mStatusEffectIcons[i] == effectId)
                {
                    mStatusEffectIcons.erase(mStatusEffectIcons.begin() + i);
                    if (miniStatusWindow)
                        miniStatusWindow->eraseIcon(i);
                }
                else
                {
                    i++;
                }
            }
        }
        else
        {
            // replace sprite or append
            bool found = false;

            for (unsigned int i = 0; i < mStatusEffectIcons.size(); i++)
            {
                if (mStatusEffectIcons[i] == effectId)
                {
                    if (miniStatusWindow)
                        miniStatusWindow->setIcon(i, sprite);
                    found = true;
                    break;
                }
            }

            if (!found)
            { // add new
                int offset = static_cast<int>(mStatusEffectIcons.size());
                if (miniStatusWindow)
                    miniStatusWindow->setIcon(offset, sprite);
                mStatusEffectIcons.push_back(effectId);
            }
        }
    }
}

void LocalPlayer::addMessageToQueue(const std::string &message, int color)
{
    if (mMessages.size() < 20)
        mMessages.push_back(MessagePair(message, color));
}

void LocalPlayer::optionChanged(const std::string &value)
{
    if (value == "showownname")
        setShowName(config.getBoolValue("showownname"));
    else if (value == "targetDeadPlayers")
        mTargetDeadPlayers = config.getBoolValue("targetDeadPlayers");
    else if (value == "enableBuggyServers")
        mIsServerBuggy = serverConfig.getBoolValue("enableBuggyServers");
    else if (value == "syncPlayerMove")
        mSyncPlayerMove = config.getBoolValue("syncPlayerMove");
    else if (value == "drawPath")
        mDrawPath = config.getBoolValue("drawPath");
    else if (value == "serverAttack")
        mServerAttack = config.getBoolValue("serverAttack");
    else if (value == "attackMoving")
        mAttackMoving = config.getBoolValue("attackMoving");
    else if (value == "showJobExp")
        mShowJobExp = config.getBoolValue("showJobExp");
    else if (value == "enableAdvert")
        mEnableAdvert = config.getBoolValue("enableAdvert");
    else if (value == "tradebot")
        mTradebot = config.getBoolValue("tradebot");
    else if (value == "targetOnlyReachable")
        mTargetOnlyReachable = config.getBoolValue("targetOnlyReachable");
}

void LocalPlayer::processEvent(Channels channel,
                               const DepricatedEvent &event)
{
    if (channel == CHANNEL_ATTRIBUTES)
    {
        if (event.getName() == EVENT_UPDATEATTRIBUTE)
        {
            switch (event.getInt("id"))
            {
                case EXP:
                {
                    if (event.getInt("oldValue") > event.getInt("newValue"))
                        break;

                    int change = event.getInt("newValue")
                                 - event.getInt("oldValue");

                    if (change != 0)
                        addMessageToQueue(strprintf("%d %s", change, _("xp")));
                    break;
                }
                case LEVEL:
                    mLevel = event.getInt("newValue");
                    break;
                default:
                    break;
            };
        }
        else if (event.getName() == EVENT_UPDATESTAT)
        {
            if (!mShowJobExp)
                return;

            int id = event.getInt("id");
            if (id == Net::getPlayerHandler()->getJobLocation())
            {
                std::pair<int, int> exp
                    = PlayerInfo::getStatExperience(id);
                if (event.getInt("oldValue1") > exp.first
                    || !event.getInt("oldValue2"))
                {
                    return;
                }

                int change = exp.first - event.getInt("oldValue1");
                if (change != 0 && mMessages.size() < 20)
                {
                    if (!mMessages.empty())
                    {
                        MessagePair pair = mMessages.back();
                        // TRANSLATORS: this is normal experience
                        if (pair.first.find(strprintf(" %s",
                            _("xp"))) == pair.first.size()
                            - strlen(_("xp")) - 1)
                        {
                            mMessages.pop_back();
                            // TRANSLATORS: this is job experience
                            pair.first += strprintf (", %d %s",
                                change, _("job"));
                            mMessages.push_back(pair);
                        }
                        else
                        {
                            // TRANSLATORS: this is job experience
                            addMessageToQueue(strprintf("%d %s",
                                change, _("job")));
                        }
                    }
                    else
                    {
                        // TRANSLATORS: this is job experience
                        addMessageToQueue(strprintf(
                            "%d %s", change, _("job")));
                    }
                }
            }
        }
    }
}

void LocalPlayer::moveTo(int x, int y)
{
    setDestination(x, y);
}

void LocalPlayer::move(int dX, int dY)
{
    mPickUpTarget = nullptr;
    moveTo(mX + dX, mY + dY);
}

void LocalPlayer::moveToTarget(unsigned int dist)
{
    bool gotPos(false);
    Path debugPath;

    Vector targetPos(-1, -1);
    const Vector &playerPos = getPosition();
    unsigned int limit(0);

    if (static_cast<int>(dist) == -1)
    {
        dist = mMoveToTargetType;
        if (mMoveToTargetType == 0)
        {
            dist = 0;
        }
        else
        {
            switch (mMoveToTargetType)
            {
                case 1:
                    dist = 1;
                    break;
                case 2:
                    dist = 2;
                    break;
                case 3:
                    dist = 3;
                    break;
                case 4:
                    dist = 5;
                    break;
                case 5:
                    dist = 7;
                    break;
                case 6:
                case 7:
                    dist = mAttackRange;
                    if (dist == 1 && serverVersion < 1)
                        dist = 2;
                default:
                    break;
            }
        }
    }

    if (mTarget)
    {
        if (mMap)
        {
            debugPath = mMap->findPath(static_cast<int>(playerPos.x - 16) / 32,
                static_cast<int>(playerPos.y - 32) / 32,
                mTarget->getTileX(), mTarget->getTileY(), getWalkMask(), 0);
        }

        if (debugPath.size() < dist)
            return;
        limit = static_cast<int>(debugPath.size()) - dist;
        gotPos = true;
    }
    else if (mNavigateX || mNavigateY)
    {
        debugPath = mNavigatePath;
        limit = dist;
        gotPos = true;
    }

    if (gotPos)
    {
        if (dist == 0)
        {
            if (mTarget)
                navigateTo(mTarget);
        }
        else
        {
            Position pos(0, 0);
            unsigned int f = 0;

            for (Path::const_iterator i = debugPath.begin(),
                 i_end = debugPath.end();
                 i != i_end && f < limit; ++i, f++)
            {
                pos = (*i);
            }
            navigateTo(pos.x, pos.y);
        }
    }
    else if (mLastTargetX || mLastTargetY)
    {
        navigateTo(mLastTargetX, mLastTargetY);
    }
}

void LocalPlayer::moveToHome()
{
    mPickUpTarget = nullptr;
    if ((mX != mCrossX || mY != mCrossY) && mCrossX && mCrossY)
    {
        moveTo(mCrossX, mCrossY);
    }
    else if (mMap)
    {
        std::map<std::string, Vector>::const_iterator iter =
            mHomes.find(mMap->getProperty("_realfilename"));

        if (iter != mHomes.end())
        {
            Vector pos = mHomes[(*iter).first];
            if (mX == pos.x && mY == pos.y)
            {
                Net::getPlayerHandler()->setDestination(
                        static_cast<int>(pos.x),
                        static_cast<int>(pos.y),
                        static_cast<int>(mDirection));
            }
            else
            {
                navigateTo(static_cast<int>(pos.x), static_cast<int>(pos.y));
            }
        }
    }
}

static const unsigned invertDirectionSize = 5;

void LocalPlayer::changeMode(unsigned *var, unsigned limit, const char *conf,
                             std::string (LocalPlayer::*func)(), unsigned def,
                             bool save)
{
    if (!var)
        return;

    (*var) ++;
    if (*var >= limit)
        *var = def;
    if (save)
        config.setValue(conf, *var);
    if (miniStatusWindow)
        miniStatusWindow->updateStatus();
    const std::string str = (this->*func)();
    if (str.size() > 4)
        debugMsg(str.substr(4));
}

void LocalPlayer::invertDirection()
{
    mMoveState = 0;
    changeMode(&mInvertDirection, invertDirectionSize, "invertMoveDirection",
        &LocalPlayer::getInvertDirectionString, 0, false);
}

static const char *invertDirectionStrings[] =
{
    N_("(D) default moves"),
    N_("(I) invert moves"),
    N_("(c) moves with some crazy moves"),
    N_("(C) moves with crazy moves"),
    N_("(d) double normal + crazy"),
    N_("(?) unknown move")
};

std::string LocalPlayer::getInvertDirectionString()
{
    return gettext(getVarItem(&invertDirectionStrings[0],
        mInvertDirection, invertDirectionSize));
}

static const unsigned crazyMoveTypeSize = 11;

void LocalPlayer::changeCrazyMoveType()
{
    mCrazyMoveState = 0;
    changeMode(&mCrazyMoveType, crazyMoveTypeSize, "crazyMoveType",
        &LocalPlayer::getCrazyMoveTypeString, 1);
}

std::string LocalPlayer::getCrazyMoveTypeString()
{
    if (mCrazyMoveType < crazyMoveTypeSize - 1)
    {
        return strprintf(_("(%d) crazy move number %d"),
            mCrazyMoveType, mCrazyMoveType);
    }
    else if (mCrazyMoveType == crazyMoveTypeSize - 1)
    {
        return _("(a) custom crazy move");
    }
    else
    {
        return _("(?) crazy move");
    }
}

static const unsigned moveToTargetTypeSize = 8;

void LocalPlayer::changeMoveToTargetType()
{
    changeMode(&mMoveToTargetType, moveToTargetTypeSize, "moveToTargetType",
        &LocalPlayer::getMoveToTargetTypeString);
}

static const char *moveToTargetTypeStrings[] =
{
    N_("(0) default moves to target"),
    N_("(1) moves to target in distance 1"),
    N_("(2) moves to target in distance 2"),
    N_("(3) moves to target in distance 3"),
    N_("(5) moves to target in distance 5"),
    N_("(7) moves to target in distance 7"),
    N_("(A) moves to target in attack range"),
    N_("(a) archer attack range"),
    N_("(?) move to target")
};

std::string LocalPlayer::getMoveToTargetTypeString()
{
    return gettext(getVarItem(&moveToTargetTypeStrings[0],
        mMoveToTargetType, moveToTargetTypeSize));
}

static const unsigned followModeSize = 4;

void LocalPlayer::changeFollowMode()
{
    changeMode(&mFollowMode, followModeSize, "followMode",
        &LocalPlayer::getFollowModeString);
}

static const char *followModeStrings[] =
{
    N_("(D) default follow"),
    N_("(R) relative follow"),
    N_("(M) mirror follow"),
    N_("(P) pet follow"),
    N_("(?) unknown follow")
};

std::string LocalPlayer::getFollowModeString()
{
    return gettext(getVarItem(&followModeStrings[0],
        mFollowMode, followModeSize));
}

const unsigned attackWeaponTypeSize = 4;

void LocalPlayer::changeAttackWeaponType()
{
    changeMode(&mAttackWeaponType, attackWeaponTypeSize, "attackWeaponType",
        &LocalPlayer::getAttackWeaponTypeString, 1);
}

static const char *attackWeaponTypeStrings[] =
{
    N_("(?) attack"),
    N_("(D) default attack"),
    N_("(s) switch attack without shield"),
    N_("(S) switch attack with shield"),
    N_("(?) attack")
};

std::string LocalPlayer::getAttackWeaponTypeString()
{
    return gettext(getVarItem(&attackWeaponTypeStrings[0],
        mAttackWeaponType, attackWeaponTypeSize));
}

const unsigned attackTypeSize = 4;

void LocalPlayer::changeAttackType()
{
    changeMode(&mAttackType, attackTypeSize, "attackType",
        &LocalPlayer::getAttackTypeString);
}

static const char *attackTypeStrings[] =
{
    N_("(D) default attack"),
    N_("(G) go and attack"),
    N_("(A) go, attack, pickup"),
    N_("(d) without auto attack"),
    N_("(?) attack")
};

std::string LocalPlayer::getAttackTypeString()
{
    return gettext(getVarItem(&attackTypeStrings[0],
        mAttackType, attackTypeSize));
}

const unsigned quickDropCounterSize = 31;

void LocalPlayer::changeQuickDropCounter()
{
    changeMode(&mQuickDropCounter, quickDropCounterSize, "quickDropCounter",
        &LocalPlayer::getQuickDropCounterString, 1);
}

std::string LocalPlayer::getQuickDropCounterString()
{
    if (mQuickDropCounter > 9)
    {
        return strprintf("(%c) drop counter %d",
            'a' + mQuickDropCounter - 10, mQuickDropCounter);
    }
    else
    {
        return strprintf("(%d) drop counter %d",
            mQuickDropCounter, mQuickDropCounter);
    }
}

void LocalPlayer::setQuickDropCounter(int n)
{
    if (n < 1 || n >= static_cast<signed>(quickDropCounterSize))
        return;
    mQuickDropCounter = n;
    config.setValue("quickDropCounter", mQuickDropCounter);
    if (miniStatusWindow)
        miniStatusWindow->updateStatus();
}

const unsigned pickUpTypeSize = 7;

void LocalPlayer::changePickUpType()
{
    changeMode(&mPickUpType, pickUpTypeSize, "pickUpType",
        &LocalPlayer::getPickUpTypeString);
}

static const char *pickUpTypeStrings[] =
{
    N_("(S) small pick up 1x1 cells"),
    N_("(D) default pick up 2x1 cells"),
    N_("(F) forward pick up 2x3 cells"),
    N_("(3) pick up 3x3 cells"),
    N_("(g) go and pick up in distance 4"),
    N_("(G) go and pick up in distance 8"),
    N_("(A) go and pick up in max distance"),
    N_("(?) pick up")
};

std::string LocalPlayer::getPickUpTypeString()
{
    return gettext(getVarItem(&pickUpTypeStrings[0],
        mPickUpType, pickUpTypeSize));
}

const unsigned debugPathSize = 5;

static const char *debugPathStrings[] =
{
    N_("(N) normal map view"),
    N_("(D) debug map view"),
    N_("(u) ultra map view"),
    N_("(U) ultra map view 2"),
    N_("(e) empty map view"),
    N_("(b) black & white map view")
};

std::string LocalPlayer::getDebugPathString()
{
    return gettext(getVarItem(&debugPathStrings[0],
        viewport->getDebugPath(), debugPathSize));
}

const unsigned magicAttackSize = 5;

void LocalPlayer::switchMagicAttack()
{
    changeMode(&mMagicAttackType, magicAttackSize, "magicAttackType",
        &LocalPlayer::getMagicAttackString);
}

static const char *magicAttackStrings[] =
{
    N_("(f) use #flar for magic attack"),
    N_("(c) use #chiza for magic attack"),
    N_("(I) use #ingrav for magic attack"),
    N_("(F) use #frillyar for magic attack"),
    N_("(U) use #upmarmu for magic attack"),
    N_("(?) magic attack")
};

std::string LocalPlayer::getMagicAttackString()
{
    return gettext(getVarItem(&magicAttackStrings[0],
        mMagicAttackType, magicAttackSize));
}

const unsigned pvpAttackSize = 4;

void LocalPlayer::switchPvpAttack()
{
    changeMode(&mPvpAttackType, pvpAttackSize, "pvpAttackType",
        &LocalPlayer::getPvpAttackString);
}

static const char *pvpAttackStrings[] =
{
    N_("(a) attack all players"),
    N_("(f) attack all except friends"),
    N_("(b) attack bad relations"),
    N_("(d) don't attack players"),
    N_("(?) pvp attack")
};

std::string LocalPlayer::getPvpAttackString()
{
    return gettext(getVarItem(&pvpAttackStrings[0],
        mPvpAttackType, pvpAttackSize));
}

const unsigned imitationModeSize = 2;

void LocalPlayer::changeImitationMode()
{
    changeMode(&mImitationMode, imitationModeSize, "imitationMode",
        &LocalPlayer::getImitationModeString);
}

static const char *imitationModeStrings[] =
{
    N_("(D) default imitation"),
    N_("(O) outfits imitation"),
    N_("(?) imitation")
};

std::string LocalPlayer::getImitationModeString()
{
    return gettext(getVarItem(&imitationModeStrings[0],
        mImitationMode, imitationModeSize));
}

const unsigned awayModeSize = 2;

void LocalPlayer::changeAwayMode()
{
    mAwayMode = !mAwayMode;
    mAfkTime = 0;
    mInactive = false;
    updateName();
    if (miniStatusWindow)
        miniStatusWindow->updateStatus();
    if (mAwayMode)
    {
        if (chatWindow)
            chatWindow->clearAwayLog();

        cancelFollow();
        navigateClean();
        if (outfitWindow)
            outfitWindow->wearAwayOutfit();
        mAwayDialog = new OkDialog(_("Away"),
            config.getStringValue("afkMessage"),
            DIALOG_SILENCE, true, false);
        mAwayDialog->addActionListener(mAwayListener);
        sound.volumeOff();
    }
    else
    {
        mAwayDialog = nullptr;
        sound.volumeRestore();
        if (chatWindow)
        {
            chatWindow->displayAwayLog();
            chatWindow->clearAwayLog();
        }
    }
}

static const char *awayModeStrings[] =
{
    N_("(O) on keyboard"),
    N_("(A) away"),
    N_("(?) away")
};

std::string LocalPlayer::getAwayModeString()
{
    return gettext(getVarItem(&awayModeStrings[0],
        mAwayMode, awayModeSize));
}

const unsigned cameraModeSize = 2;

static const char *cameraModeStrings[] =
{
    N_("(G) game camera mode"),
    N_("(F) free camera mode"),
    N_("(?) away")
};

std::string LocalPlayer::getCameraModeString()
{
    return gettext(getVarItem(&cameraModeStrings[0],
        viewport->getCameraMode(), cameraModeSize));
}

const unsigned gameModifiersSize = 2;

void LocalPlayer::switchGameModifiers()
{
    mDisableGameModifiers = !mDisableGameModifiers;
    config.setValue("disableGameModifiers", mDisableGameModifiers);
    miniStatusWindow->updateStatus();

    const std::string str = getGameModifiersString();
    if (str.size() > 4)
        debugMsg(str.substr(4));
}

static const char *gameModifiersStrings[] =
{
    _("Game modifiers are enabled"),
    _("Game modifiers are disabled"),
    _("Game modifiers are unknown")
};

std::string LocalPlayer::getGameModifiersString()
{
    return gettext(getVarItem(&gameModifiersStrings[0],
        mDisableGameModifiers, gameModifiersSize));
}


void LocalPlayer::changeEquipmentBeforeAttack(Being* target)
{
    if (mAttackWeaponType == 1 || !target || !PlayerInfo::getInventory())
        return;

    bool allowSword = false;
    int dx = target->getTileX() - mX;
    int dy = target->getTileY() - mY;
    Item *item = nullptr;

    if (dx * dx + dy * dy > 80)
        return;

    if (dx * dx + dy * dy < 8)
        allowSword = true;

    const Inventory *inv = PlayerInfo::getInventory();
    if (!inv)
        return;

    //if attack distance for sword
    if (allowSword)
    {
        //finding sword
        item = inv->findItem(571, 0);

        if (!item)
            item = inv->findItem(570, 0);

        if (!item)
            item = inv->findItem(579, 0);

        if (!item)
            item = inv->findItem(536, 0);

        //no swords
        if (!item)
            return;

        //if sword not equiped
        if (!item->isEquipped())
            Net::getInventoryHandler()->equipItem(item);

        //if need equip shield too
        if (mAttackWeaponType == 3)
        {
            //finding shield
            item = inv->findItem(601, 0);
            if (!item)
                item = inv->findItem(602, 0);
            if (item && !item->isEquipped())
                Net::getInventoryHandler()->equipItem(item);
        }

    }
    //big distance. allowed only bow
    else
    {
        //finding bow
        item = inv->findItem(545, 0);

        if (!item)
            item = inv->findItem(530, 0);

        //no bow
        if (!item)
            return;

        if (!item->isEquipped())
            Net::getInventoryHandler()->equipItem(item);
    }
}

void LocalPlayer::crazyMove()
{
    bool oldDisableCrazyMove = mDisableCrazyMove;
    mDisableCrazyMove = true;
    switch (mCrazyMoveType)
    {
        case 1:
            crazyMove1();
            break;
        case 2:
            crazyMove2();
            break;
        case 3:
            crazyMove3();
            break;
        case 4:
            crazyMove4();
            break;
        case 5:
            crazyMove5();
            break;
        case 6:
            crazyMove6();
            break;
        case 7:
            crazyMove7();
            break;
        case 8:
            crazyMove8();
            break;
        case 9:
            crazyMove9();
            break;
        case 10:
            crazyMoveA();
            break;
        default:
            break;
    }
    mDisableCrazyMove = oldDisableCrazyMove;
}

void LocalPlayer::crazyMove1()
{
    if (mAction == MOVE)
        return;

//    if (!Client::limitPackets(PACKET_DIRECTION))
//        return;

    if (mDirection == Being::UP)
    {
        setWalkingDir(Being::UP);
        setDirection(Being::LEFT);
        Net::getPlayerHandler()->setDirection(Being::LEFT);
    }
    else if (mDirection == Being::LEFT)
    {
        setWalkingDir(Being::LEFT);
        setDirection(Being::DOWN);
        Net::getPlayerHandler()->setDirection(Being::DOWN);
    }
    else if (mDirection == Being::DOWN)
    {
        setWalkingDir(Being::DOWN);
        setDirection(Being::RIGHT);
        Net::getPlayerHandler()->setDirection(Being::RIGHT);
    }
    else if (mDirection == Being::RIGHT)
    {
        setWalkingDir(Being::RIGHT);
        setDirection(Being::UP);
        Net::getPlayerHandler()->setDirection(Being::UP);
    }
}

void LocalPlayer::crazyMove2()
{
    if (mAction == MOVE)
        return;

//    if (!Client::limitPackets(PACKET_DIRECTION))
//        return;

    if (mDirection == Being::UP)
    {
        setWalkingDir(Being::UP | Being::LEFT);
        setDirection(Being::RIGHT);
        Net::getPlayerHandler()->setDirection(Being::DOWN | Being::RIGHT);
    }
    else if (mDirection == Being::RIGHT)
    {
        setWalkingDir(Being::UP | Being::RIGHT);
        setDirection(Being::DOWN);
        Net::getPlayerHandler()->setDirection(Being::DOWN | Being::LEFT);
    }
    else if (mDirection == Being::DOWN)
    {
        setWalkingDir(Being::DOWN | Being::RIGHT);
        setDirection(Being::LEFT);
        Net::getPlayerHandler()->setDirection(Being::UP | Being::LEFT);
    }
    else if (mDirection == Being::LEFT)
    {
        setWalkingDir(Being::DOWN | Being::LEFT);
        setDirection(Being::UP);
        Net::getPlayerHandler()->setDirection(Being::UP | Being::RIGHT);
    }
}

void LocalPlayer::crazyMove3()
{
    if (mAction == MOVE)
        return;

    switch (mCrazyMoveState)
    {
        case 0:
            move(1, 1);
            mCrazyMoveState = 1;
            break;
        case 1:
            move(1, -1);
            mCrazyMoveState = 2;
            break;
        case 2:
            move(-1, -1);
            mCrazyMoveState = 3;
            break;
        case 3:
            move(-1, 1);
            mCrazyMoveState = 0;
            break;
        default:
            break;
    }

//    if (!Client::limitPackets(PACKET_DIRECTION))
//        return;

    setDirection(Being::DOWN);
    Net::getPlayerHandler()->setDirection(Being::DOWN);
}

void LocalPlayer::crazyMove4()
{
    if (mAction == MOVE)
        return;

    switch (mCrazyMoveState)
    {
        case 0:
            move(7, 0);
            mCrazyMoveState = 1;
        break;
        case 1:
            move(-7, 0);
            mCrazyMoveState = 0;
        break;
        default:
        break;
    }
}

void LocalPlayer::crazyMove5()
{
    if (mAction == MOVE)
        return;

    switch (mCrazyMoveState)
    {
        case 0:
            move(0, 7);
            mCrazyMoveState = 1;
            break;
        case 1:
            move(0, -7);
            mCrazyMoveState = 0;
            break;
        default:
            break;
    }
}

void LocalPlayer::crazyMove6()
{
    if (mAction == MOVE)
        return;

    switch (mCrazyMoveState)
    {
        case 0:
            move(3, 0);
            mCrazyMoveState = 1;
            break;
        case 1:
            move(2, -2);
            mCrazyMoveState = 2;
            break;
        case 2:
            move(0, -3);
            mCrazyMoveState = 3;
            break;
        case 3:
            move(-2, -2);
            mCrazyMoveState = 4;
            break;
        case 4:
            move(-3, 0);
            mCrazyMoveState = 5;
            break;
        case 5:
            move(-2, 2);
            mCrazyMoveState = 6;
            break;
        case 6:
            move(0, 3);
            mCrazyMoveState = 7;
            break;
        case 7:
            move(2, 2);
            mCrazyMoveState = 0;
            break;
        default:
            break;
    }
}

void LocalPlayer::crazyMove7()
{
    if (mAction == MOVE)
        return;

    switch (mCrazyMoveState)
    {
        case 0:
            move(1, 1);
            mCrazyMoveState = 1;
            break;
        case 1:
            move(-1, 1);
            mCrazyMoveState = 2;
            break;
        case 2:
            move(-1, -1);
            mCrazyMoveState = 3;
            break;
        case 3:
            move(1, -1);
            mCrazyMoveState = 0;
            break;
        default:
            break;
    }
}

void LocalPlayer::crazyMove8()
{
    if (mAction == MOVE || !mMap)
        return;
    int idx = 0;
    int dist = 1;

// look
//      up, ri,do,le
    static const int movesX[][4] =
    {
        {-1,  0,  1,  0},   //move left
        { 0,  1,  0, -1},   //move up
        { 1,  0, -1,  0},   //move right
        { 0, -1,  0,  1}    //move down
    };

// look
//      up, ri,do,le
    static const int movesY[][4] =
    {
        { 0, -1,  0,  1},   //move left
        {-1,  0,  1,  0},   //move up
        { 0,  1,  0, -1},   //move right
        { 1,  0, -1,  0}    //move down
    };

    if (mDirection == Being::UP)
        idx = 0;
    else if (mDirection == Being::RIGHT)
        idx = 1;
    else if (mDirection == Being::DOWN)
        idx = 2;
    else if (mDirection == Being::LEFT)
        idx = 3;


    int mult = 1;
    if (mMap->getWalk(mX + movesX[idx][0],
        mY + movesY[idx][0], getWalkMask()))
    {
        while (mMap->getWalk(mX + movesX[idx][0] * mult,
               mY + movesY[idx][0] * mult,
               getWalkMask()) && mult <= dist)
        {
            mult ++;
        }
        move(movesX[idx][0] * (mult - 1), movesY[idx][0] * (mult - 1));
    }
    else if (mMap->getWalk(mX + movesX[idx][1],
             mY + movesY[idx][1], getWalkMask()))
    {
        while (mMap->getWalk(mX + movesX[idx][1] * mult,
               mY + movesY[idx][1] * mult,
               getWalkMask()) && mult <= dist)
        {
            mult ++;
        }
        move(movesX[idx][1] * (mult - 1), movesY[idx][1] * (mult - 1));
    }
    else if (mMap->getWalk(mX + movesX[idx][2],
             mY + movesY[idx][2], getWalkMask()))
    {
        while (mMap->getWalk(mX + movesX[idx][2] * mult,
               mY + movesY[idx][2] * mult,
               getWalkMask()) && mult <= dist)
        {
            mult ++;
        }
        move(movesX[idx][2] * (mult - 1), movesY[idx][2] * (mult - 1));
    }
    else if (mMap->getWalk(mX + movesX[idx][3],
             mY + movesY[idx][3], getWalkMask()))
    {
        while (mMap->getWalk(mX + movesX[idx][3] * mult,
               mY + movesY[idx][3] * mult,
               getWalkMask()) && mult <= dist)
        {
            mult ++;
        }
        move(movesX[idx][3] * (mult - 1), movesY[idx][3] * (mult - 1));
    }
}

void LocalPlayer::crazyMove9()
{
    int dx = 0;
    int dy = 0;

    if (mAction == MOVE)
        return;

    switch (mCrazyMoveState)
    {
        case 0:
            switch (mDirection)
            {
                case UP   : dy = -1; break;
                case DOWN : dy = 1; break;
                case LEFT : dx = -1; break;
                case RIGHT: dx = 1; break;
                default: break;
            }
            move(dx, dy);
            mCrazyMoveState = 1;
            break;
        case 1:
            mCrazyMoveState = 2;
            if (!allowAction())
                return;
            Net::getPlayerHandler()->changeAction(SIT);
            break;
        case 2:
            mCrazyMoveState = 3;
            break;
        case 3:
            mCrazyMoveState = 0;
            break;
        default:
            break;
    }
}

void LocalPlayer::crazyMoveA()
{
    std::string mMoveProgram(config.getStringValue("crazyMoveProgram"));

    if (mAction == MOVE)
        return;

    if (mMoveProgram.empty())
        return;

    if (mCrazyMoveState >= mMoveProgram.length())
        mCrazyMoveState = 0;

    // move command
    if (mMoveProgram[mCrazyMoveState] == 'm')
    {
        mCrazyMoveState ++;
        if (mCrazyMoveState < mMoveProgram.length())
        {
            int dx = 0;
            int dy = 0;

            char param = mMoveProgram[mCrazyMoveState++];
            if (param == '?')
            {
                char cmd[] = {'l', 'r', 'u', 'd'};
                srand(tick_time);
                param = cmd[rand() % 4];
            }
            switch (param)
            {
                case 'd':
                    move(0, 1);
                    break;
                case 'u':
                    move(0, -1);
                    break;
                case 'l':
                    move(-1, 0);
                    break;
                case 'r':
                    move(1, 0);
                    break;
                case 'f':
                    switch (mDirection)
                    {
                        case UP   : dy = -1; break;
                        case DOWN : dy = 1; break;
                        case LEFT : dx = -1; break;
                        case RIGHT: dx = 1; break;
                        default: break;
                    }
                    move(dx, dy);
                    break;
                case 'b':
                    switch (mDirection)
                    {
                        case UP   : dy = 1; break;
                        case DOWN : dy = -1; break;
                        case LEFT : dx = 1; break;
                        case RIGHT: dx = -1; break;
                        default: break;
                    }
                    move(dx, dy);
                    break;
                default:
                    break;
            }
        }
    }
    // direction command
    else if (mMoveProgram[mCrazyMoveState] == 'd')
    {
        mCrazyMoveState ++;

        if (mCrazyMoveState < mMoveProgram.length())
        {
            char param = mMoveProgram[mCrazyMoveState++];
            if (param == '?')
            {
                char cmd[] = {'l', 'r', 'u', 'd'};
                srand(tick_time);
                param = cmd[rand() % 4];
            }
            switch (param)
            {
                case 'd':

//                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        setDirection(Being::DOWN);
                        Net::getPlayerHandler()->setDirection(Being::DOWN);
                    }
                    break;
                case 'u':
//                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        setDirection(Being::UP);
                        Net::getPlayerHandler()->setDirection(Being::UP);
                    }
                    break;
                case 'l':
//                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        setDirection(Being::LEFT);
                        Net::getPlayerHandler()->setDirection(Being::LEFT);
                    }
                    break;
                case 'r':
//                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        setDirection(Being::RIGHT);
                        Net::getPlayerHandler()->setDirection(Being::RIGHT);
                    }
                    break;
                case 'L':
//                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        Uint8 dir = 0;
                        switch (mDirection)
                        {
                            case UP    : dir = Being::LEFT; break;
                            case DOWN  : dir = Being::RIGHT; break;
                            case LEFT  : dir = Being::DOWN; break;
                            case RIGHT : dir = Being::UP; break;
                            default: break;
                        }
                        setDirection(dir);
                        Net::getPlayerHandler()->setDirection(dir);
                    }
                    break;
                case 'R':
//                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        Uint8 dir = 0;
                        switch (mDirection)
                        {
                            case UP    : dir = Being::RIGHT; break;
                            case DOWN  : dir = Being::LEFT; break;
                            case LEFT  : dir = Being::UP; break;
                            case RIGHT : dir = Being::DOWN; break;
                            default: break;
                        }
                        setDirection(dir);
                        Net::getPlayerHandler()->setDirection(dir);
                    }
                    break;
                case 'b':
//                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        Uint8 dir = 0;
                        switch (mDirection)
                        {
                            case UP    : dir = Being::DOWN; break;
                            case DOWN  : dir = Being::UP; break;
                            case LEFT  : dir = Being::RIGHT; break;
                            case RIGHT : dir = Being::LEFT; break;
                            default: break;
                        }
                        setDirection(dir);
                        Net::getPlayerHandler()->setDirection(dir);
                    }
                    break;
                case '0':
                    dropShortcut->dropFirst();
                    break;
                case 'a':
                    dropShortcut->dropItems();
                    break;
                default:
                    break;
            }
        }
    }
    // sit command
    else if (mMoveProgram[mCrazyMoveState] == 's')
    {
        mCrazyMoveState ++;
        if (toggleSit())
            mCrazyMoveState ++;
    }
    // wear outfits
    else if (mMoveProgram[mCrazyMoveState] == 'o')
    {
        mCrazyMoveState ++;
        if (mCrazyMoveState < mMoveProgram.length())
        {
            // wear next outfit
            if (mMoveProgram[mCrazyMoveState] == 'n')
            {
                mCrazyMoveState ++;
                outfitWindow->wearNextOutfit();
            }
            // wear previous outfit
            else if (mMoveProgram[mCrazyMoveState] == 'p')
            {
                mCrazyMoveState ++;
                outfitWindow->wearPreviousOutfit();
            }
        }
    }
    // pause
    else if (mMoveProgram[mCrazyMoveState] == 'w')
    {
        mCrazyMoveState ++;
    }
    // pick up
    else if (mMoveProgram[mCrazyMoveState] == 'p')
    {
        mCrazyMoveState ++;
        pickUpItems();
    }
    // emote
    else if (mMoveProgram[mCrazyMoveState] == 'e')
    {
        mCrazyMoveState ++;
        char emo = mMoveProgram[mCrazyMoveState];
        if (emo == '?')
        {
            srand(tick_time);
            emote(static_cast<unsigned char>(1 + (rand() % 13)));
        }
        else
        {
            if (emo >= '0' && emo <= '9')
                emote(static_cast<unsigned char>(emo - '0' + 1));
            else if (emo >= 'a' && emo <= 'd')
                emote(static_cast<unsigned char>(emo - 'a' + 11));
        }

        mCrazyMoveState ++;
    }
    else
    {
        mCrazyMoveState ++;
    }

    if (mCrazyMoveState >= mMoveProgram.length())
        mCrazyMoveState = 0;
}

bool LocalPlayer::isReachable(int x, int y, int maxCost)
{
    if (!mMap)
        return false;

    if (x - 1 <= mX && x + 1 >= mX
        && y - 1 <= mY && y + 1 >= mY )
    {
        return true;
    }

    const Vector &playerPos = getPosition();

    Path debugPath = mMap->findPath(
        static_cast<int>(playerPos.x - 16) / 32,
        static_cast<int>(playerPos.y - 32) / 32,
        x, y, getWalkMask(), maxCost);

    return !debugPath.empty();
}

bool LocalPlayer::isReachable(Being *being, int maxCost)
{
    if (!being || !mMap)
        return false;

    if (being->isReachable() == Being::REACH_NO)
        return false;

    if (being->getTileX() == mX
        && being->getTileY() == mY)
    {
        being->setDistance(0);
        being->setIsReachable(Being::REACH_YES);
        return true;
    }
    else if (being->getTileX() - 1 <= mX
             && being->getTileX() + 1 >= mX
             && being->getTileY() - 1 <= mY
             && being->getTileY() + 1 >= mY)
    {
        being->setDistance(1);
        being->setIsReachable(Being::REACH_YES);
        return true;
    }

    const Vector &playerPos = getPosition();

    Path debugPath = mMap->findPath(
        static_cast<int>(playerPos.x - 16) / 32,
        static_cast<int>(playerPos.y - 32) / 32,
        being->getTileX(), being->getTileY(), getWalkMask(), maxCost);

    being->setDistance(static_cast<int>(debugPath.size()));
    if (!debugPath.empty())
    {
        being->setIsReachable(Being::REACH_YES);
        return true;
    }
    else
    {
        being->setIsReachable(Being::REACH_NO);
        return false;
    }
}

bool LocalPlayer::pickUpItems(int pickUpType)
{
    if (!actorSpriteManager)
        return false;

    bool status = false;
    int x = mX;
    int y = mY;

    // first pick up item on player position
    FloorItem *item =
        actorSpriteManager->findItem(x, y);
    if (item)
    {
        status = pickUp(item);
        //status = true;
    }

    if (pickUpType == 0)
        pickUpType = mPickUpType;

    if (pickUpType == 0)
        return status;

    int x1, y1, x2, y2;
    switch (pickUpType)
    {
        case 1:
            switch (mDirection)
            {
                case UP   : --y; break;
                case DOWN : ++y; break;
                case LEFT : --x; break;
                case RIGHT: ++x; break;
                default: break;
            }
            item = actorSpriteManager->findItem(x, y);
            if (item)
                status = pickUp(item);
            break;
        case 2:
            switch (mDirection)
            {
                case UP   : x1 = x - 1; y1 = y - 1; x2 = x + 1; y2 = y; break;
                case DOWN : x1 = x - 1; y1 = y; x2 = x + 1; y2 = y + 1; break;
                case LEFT : x1 = x - 1; y1 = y - 1; x2 = x; y2 = y + 1; break;
                case RIGHT: x1 = x; y1 = y - 1; x2 = x + 1; y2 = y + 1; break;
                default: x1 = x; x2 = x; y1 = y; y2 = y; break;
            }
            if (actorSpriteManager->pickUpAll(x1, y1, x2, y2))
                status = true;
            break;
        case 3:
            if (actorSpriteManager->pickUpAll(x - 1, y - 1, x + 1, y + 1))
                status = true;
            break;

        case 4:
            if (!actorSpriteManager->pickUpAll(x - 1, y - 1, x + 1, y + 1))
            {
                if (actorSpriteManager->pickUpNearest(x, y, 4))
                    status = true;
            }
            else
            {
                status = true;
            }
            break;

        case 5:
            if (!actorSpriteManager->pickUpAll(x - 1, y - 1, x + 1, y + 1))
            {
                if (actorSpriteManager->pickUpNearest(x, y, 8))
                    status = true;
            }
            else
            {
                status = true;
            }
            break;

        case 6:
            if (!actorSpriteManager->pickUpAll(x - 1, y - 1, x + 1, y + 1))
            {
                if (actorSpriteManager->pickUpNearest(x, y, 90))
                    status = true;
            }
            else
            {
                status = true;
            }
            break;

        default:
            break;
    }
    return status;
}


void LocalPlayer::moveByDirection(unsigned char dir)
{
    int dx = 0, dy = 0;
#ifdef MANASERV_SUPPORT
    if (dir & UP)
        dy -= 32;
    if (dir & DOWN)
        dy += 32;
    if (dir & LEFT)
        dx -= 32;
    if (dir & RIGHT)
        dx += 32;
#else
    if (dir & UP)
        dy--;
    if (dir & DOWN)
        dy++;
    if (dir & LEFT)
        dx--;
    if (dir & RIGHT)
        dx++;
#endif

    move(dx, dy);
}

void LocalPlayer::specialMove(unsigned char direction)
{
    if (direction && (mNavigateX || mNavigateY))
        navigateClean();

    if (direction && (getInvertDirection() >= 2
        && getInvertDirection() <= 4)
        && !mIsServerBuggy)
    {
        if (mAction == MOVE)
            return;

        int max;

        if (getInvertDirection() == 2)
            max = 5;
        else if (getInvertDirection() == 4)
            max = 1;
        else
            max = 3;

        if (getMoveState() < max)
        {
            moveByDirection(direction);
            mMoveState ++;
        }
        else
        {
            mMoveState = 0;
            crazyMove();
        }
    }
    else
    {
        setWalkingDir(direction);
    }

}

void LocalPlayer::debugMsg(std::string str)
{
    if (debugChatTab)
        debugChatTab->chatLog(str);
}

void LocalPlayer::magicAttack()
{
    if (!chatWindow || !isAlive()
        || !Net::getPlayerHandler()->canUseMagic())
    {
        return;
    }

    if (!Client::limitPackets(PACKET_CHAT))
        return;

    switch (mMagicAttackType)
    {
        //flar W00
        case 0:
            tryMagic("#flar", 1, 0, 10);
            break;
        //chiza W01
        case 1:
            tryMagic("#chiza", 1, 0,  9);
            break;
        //ingrav W10
        case 2:
            tryMagic("#ingrav", 2, 2,  20);
            break;
        //frillyar W11
        case 3:
            tryMagic("#frillyar", 2, 2, 25);
            break;
        //upmarmu W12
        case 4:
            tryMagic("#upmarmu", 2, 2, 20);
            break;
        default:
            break;
    }
}

void LocalPlayer::tryMagic(std::string spell, int baseMagic,
                           int schoolMagic, int mana)
{
    if (!chatWindow)
        return;

    if (PlayerInfo::getStatEffective(340) >= baseMagic
        && PlayerInfo::getStatEffective(342) >= schoolMagic)
    {
        if (PlayerInfo::getAttribute(MP) >= mana)
        {
            if (!Client::limitPackets(PACKET_CHAT))
                return;

            chatWindow->localChatInput(spell);
        }
    }
}

void LocalPlayer::loadHomes()
{
    std::string homeStr = serverConfig.getValue("playerHomes",
            "maps/018-1.tmx 71 76 maps/013-3.tmx 71 24");
    std::string buf;
    std::stringstream ss(homeStr);

    while (ss >> buf)
    {
        Vector pos;
        ss >> pos.x;
        ss >> pos.y;
        mHomes[buf] = pos;
    }

}

void LocalPlayer::setMap(Map *map)
{
    if (map)
    {
        if (socialWindow)
            socialWindow->updateActiveList();
    }
    navigateClean();
    mCrossX = 0;
    mCrossY = 0;

    Being::setMap(map);
    updateNavigateList();
}

void LocalPlayer::setHome()
{
    if (!mMap || !socialWindow)
        return;

    SpecialLayer *specialLayer = mMap->getSpecialLayer();

    if (!specialLayer)
        return;

    std::string key = mMap->getProperty("_realfilename");
    Vector pos = mHomes[key];

    if (mAction == SIT)
    {
        std::map<std::string, Vector>::const_iterator iter = mHomes.find(key);

        if (iter != mHomes.end())
        {
            socialWindow->removePortal(static_cast<int>(pos.x),
                static_cast<int>(pos.y));
        }

        if (iter != mHomes.end() && mX == static_cast<int>(pos.x)
            && mY == static_cast<int>(pos.y))
        {
            mMap->updatePortalTile("", MapItem::EMPTY,
                static_cast<int>(pos.x), static_cast<int>(pos.y));

            mHomes.erase(key);
            socialWindow->removePortal(static_cast<int>(pos.x),
                static_cast<int>(pos.y));
        }
        else
        {
            if (specialLayer && iter != mHomes.end())
            {
                specialLayer->setTile(static_cast<int>(pos.x),
                    static_cast<int>(pos.y), MapItem::EMPTY);
            }

            pos.x = static_cast<float>(mX);
            pos.y = static_cast<float>(mY);
            mHomes[key] = pos;
            mMap->updatePortalTile("home", MapItem::HOME,
                                   mX, mY);
            socialWindow->addPortal(mX, mY);
        }
        MapItem *mapItem = specialLayer->getTile(mX, mY);
        if (mapItem)
        {
            int idx = socialWindow->getPortalIndex(mX, mY);
            mapItem->setName(keyboard.getKeyShortString(
                outfitWindow->keyName(idx)));
        }
        saveHomes();
    }
    else
    {
        MapItem *mapItem = specialLayer->getTile(mX, mY);
        int type = 0;

        std::map<std::string, Vector>::iterator iter = mHomes.find(key);
        if (iter != mHomes.end() && mX == pos.x && mY == pos.y)
        {
            mHomes.erase(key);
            saveHomes();
        }

        if (!mapItem || mapItem->getType() == MapItem::EMPTY)
        {
            if (mDirection & UP)
                type = MapItem::ARROW_UP;
            else if (mDirection & LEFT)
                type = MapItem::ARROW_LEFT;
            else if (mDirection & DOWN)
                type = MapItem::ARROW_DOWN;
            else if (mDirection & RIGHT)
                type = MapItem::ARROW_RIGHT;
        }
        else
        {
            type = MapItem::EMPTY;
        }
        mMap->updatePortalTile("", type, mX, mY);

        if (type != MapItem::EMPTY)
        {
            socialWindow->addPortal(mX, mY);
            mapItem = specialLayer->getTile(mX, mY);
            if (mapItem)
            {
                int idx = socialWindow->getPortalIndex(mX, mY);
                mapItem->setName(keyboard.getKeyShortString(
                    outfitWindow->keyName(idx)));
            }
        }
        else
        {
            specialLayer->setTile(mX, mY, MapItem::EMPTY);
            socialWindow->removePortal(mX, mY);
        }
    }
}

void LocalPlayer::saveHomes()
{
    std::string homeStr;
    std::stringstream ss(homeStr);

    for (std::map<std::string, Vector>::const_iterator iter = mHomes.begin();
         iter != mHomes.end(); ++iter )
    {
        Vector pos = (*iter).second;

        if (iter != mHomes.begin())
            ss << " ";
        ss << (*iter).first << " " << pos.x << " " << pos.y;
    }

    serverConfig.setValue("playerHomes", ss.str());
}

void LocalPlayer::pingRequest()
{
    if (mWaitPing == true && mPingSendTick != 0)
    {
        if (tick_time >= mPingSendTick
            && (tick_time - mPingSendTick) > 1000)
        {
            return;
        }
    }

    mPingSendTick = tick_time;
    mWaitPing = true;
    Net::getBeingHandler()->requestNameById(getId());
}

void LocalPlayer::pingResponse()
{
    if (mWaitPing == true && mPingSendTick > 0)
    {
        mWaitPing = false;
        if (tick_time < mPingSendTick)
        {
            mPingSendTick = 0;
            mPingTime = 0;
        }
        else
        {
            mPingTime = (tick_time - mPingSendTick) * 10;
        }
    }
}

void LocalPlayer::tryPingRequest()
{
    if (mPingSendTick == 0 || tick_time < mPingSendTick
        || (tick_time - mPingSendTick) > 200)
    {
        pingRequest();
    }
}


void LocalPlayer::setAway(const std::string &message)
{
    if (!message.empty())
        config.setValue("afkMessage", message);
    changeAwayMode();
    updateStatus();
}

void LocalPlayer::setPseudoAway(const std::string &message)
{
    if (!message.empty())
        config.setValue("afkMessage", message);
    mPseudoAwayMode = !mPseudoAwayMode;
}

void LocalPlayer::afkRespond(ChatTab *tab, const std::string &nick)
{
    if (mAwayMode)
    {
        if (mAfkTime == 0
            || cur_time < mAfkTime
            || cur_time - mAfkTime > awayLimitTimer)
        {
            std::string msg = "*AFK*: "
                    + config.getStringValue("afkMessage");

            if (!tab)
            {
                Net::getChatHandler()->privateMessage(nick, msg);
                if (localChatTab)
                {
                    localChatTab->chatLog(getName() + " : " + msg,
                        ACT_WHISPER, false);
                }
            }
            else
            {
                if (tab->getNoAway())
                    return;
                Net::getChatHandler()->privateMessage(nick, msg);
                tab->chatLog(getName(), msg);
            }
            mAfkTime = cur_time;
        }
    }
}

bool LocalPlayer::navigateTo(int x, int y)
{
    if (!mMap)
        return false;

    SpecialLayer *tmpLayer = mMap->getTempLayer();
    if (!tmpLayer)
        return false;

    const Vector &playerPos = getPosition();
    mShowNavigePath = true;
    mOldX = static_cast<int>(playerPos.x);
    mOldY = static_cast<int>(playerPos.y);
    mOldTileX = mX;
    mOldTileY = mY;
    mNavigateX = x;
    mNavigateY = y;
    mNavigateId = 0;

    mNavigatePath = mMap->findPath(
        static_cast<int>(playerPos.x - 16) / 32,
        static_cast<int>(playerPos.y - 32) / 32,
        x, y, getWalkMask(), 0);

    if (mDrawPath)
        tmpLayer->addRoad(mNavigatePath);
    return !mNavigatePath.empty();
}

void LocalPlayer::navigateTo(Being *being)
{
    if (!mMap || !being)
        return;

    SpecialLayer *tmpLayer = mMap->getTempLayer();
    if (!tmpLayer)
        return;

    const Vector &playerPos = getPosition();
    mShowNavigePath = true;
    mOldX = static_cast<int>(playerPos.x);
    mOldY = static_cast<int>(playerPos.y);
    mOldTileX = mX;
    mOldTileY = mY;
    mNavigateX = being->getTileX();
    mNavigateY = being->getTileY();

    mNavigatePath = mMap->findPath(
        static_cast<int>(playerPos.x - 16) / 32,
        static_cast<int>(playerPos.y - 32) / 32,
        being->getTileX(), being->getTileY(),
        getWalkMask(), 0);

    if (mDrawPath)
        tmpLayer->addRoad(mNavigatePath);
}

void LocalPlayer::navigateClean()
{
    if (!mMap)
        return;

    mShowNavigePath = false;
    mOldX = 0;
    mOldY = 0;
    mOldTileX = 0;
    mOldTileY = 0;
    mNavigateX = 0;
    mNavigateY = 0;
    mNavigateId = 0;

    mNavigatePath.clear();

    SpecialLayer *tmpLayer = mMap->getTempLayer();
    if (!tmpLayer)
        return;

    tmpLayer->clean();
}

void LocalPlayer::updateCoords()
{
    Being::updateCoords();

    const Vector &playerPos = getPosition();
    // probably map not loaded.
    if (!playerPos.x || !playerPos.y)
        return;

    if (mX != mOldTileX || mY != mOldTileY)
    {
        if (socialWindow)
            socialWindow->updatePortals();
        if (viewport)
            viewport->hideBeingPopup();
        if (mMap)
        {
            std::string str = mMap->getObjectData(mX, mY,
                MapItem::MUSIC);
            if (str.empty())
                str = mMap->getMusicFile();
            if (str != sound.getCurrentMusicFile())
            {
                if (str.empty())
                    sound.fadeOutMusic();
                else
                    sound.fadeOutAndPlayMusic(str);
            }
        }
    }

    if (mShowNavigePath)
    {
        if (mMap && (mX != mOldTileX || mY != mOldTileY))
        {
            SpecialLayer *tmpLayer = mMap->getTempLayer();
            if (!tmpLayer)
                return;

            int x = static_cast<int>(playerPos.x - 16) / 32;
            int y = static_cast<int>(playerPos.y - 32) / 32;
            if (mNavigateId)
            {
                if (!actorSpriteManager)
                {
                    navigateClean();
                    return;
                }

                Being* being = actorSpriteManager->findBeing(mNavigateId);
                if (!being)
                {
                    navigateClean();
                    return;
                }
                mNavigateX = being->getTileX();
                mNavigateY = being->getTileY();
            }

            if (mNavigateX == x && mNavigateY == y)
            {
                navigateClean();
                return;
            }
            else
            {
                for (Path::const_iterator i = mNavigatePath.begin(),
                     i_end = mNavigatePath.end(); i != i_end; ++i)
                {
                    if ((*i).x == mX && (*i).y == mY)
                    {
                        mNavigatePath.pop_front();
                        break;
                    }
                }

                if (mDrawPath)
                {
                    tmpLayer->clean();
                    tmpLayer->addRoad(mNavigatePath);
                }
            }
        }
    }
    mOldX = static_cast<int>(playerPos.x);
    mOldY = static_cast<int>(playerPos.y);
    mOldTileX = mX;
    mOldTileY = mY;
}

void LocalPlayer::targetMoved()
{
/*
    if (mKeepAttacking)
    {
        if (mTarget && mServerAttack)
        {
            logger->log("LocalPlayer::targetMoved0");
            if (!Client::limitPackets(PACKET_ATTACK))
                return;
            logger->log("LocalPlayer::targetMoved");
            Net::getPlayerHandler()->attack(mTarget->getId(), mServerAttack);
        }
    }
*/
}

int LocalPlayer::getPathLength(Being* being)
{
    if (!mMap || !being)
        return 0;

    const Vector &playerPos = getPosition();

    if (being->mX == mX && being->mY == mY)
        return 0;

    if (being->mX - 1 <= mX && being->mX + 1 >= mX
        && being->mY - 1 <= mY && being->mY + 1 >= mY)
    {
        return 1;
    }

    if (mTargetOnlyReachable)
    {
        Path debugPath = mMap->findPath(
            static_cast<int>(playerPos.x - 16) / 32,
            static_cast<int>(playerPos.y - 32) / 32,
            being->getTileX(), being->getTileY(),
            getWalkMask(), 0);
        return static_cast<int>(debugPath.size());
    }
    else
    {
        const int dx = static_cast<int>(abs(being->mX - mX));
        const int dy = static_cast<int>(abs(being->mY - mY));
        if (dx > dy)
            return dx;
        return dy;
    }
}

int LocalPlayer::getAttackRange2()
{
    int range = getAttackRange();
    if (range == 1)
        range = 2;
    return range;
}

void LocalPlayer::attack2(Being *target, bool keep, bool dontChangeEquipment)
{
    if (!dontChangeEquipment && target)
        changeEquipmentBeforeAttack(target);

    if ((!target || getAttackType() == 0 || getAttackType() == 3)
        || (withinAttackRange(target, serverVersion < 1,
        serverVersion < 1 ? 1 : 0)
        && getPathLength(target) <= getAttackRange2()))
    {
        attack(target, keep);
        if (getAttackType() == 2)
        {
            if (!target)
            {
                if (pickUpItems())
                    return;
            }
            else
            {
                pickUpItems(3);
            }
        }

    }
    else if (!mPickUpTarget)
    {
        if (getAttackType() == 2)
        {
            if (pickUpItems())
                return;
        }
        setTarget(target);
        if (target && target->getType() != Being::NPC)
        {
            mKeepAttacking = true;
            moveToTarget();
        }
    }
}

void LocalPlayer::setFollow(std::string player)
{
    mPlayerFollowed = player;
    if (!mPlayerFollowed.empty())
        debugMsg(_("Follow: ") + player);
    else
        debugMsg(_("Follow canceled"));
}

void LocalPlayer::setImitate(std::string player)
{
    mPlayerImitated = player;
    if (!mPlayerImitated.empty())
        debugMsg(_("Imitation: ") + player);
    else
        debugMsg(_("Imitation canceled"));
}

void LocalPlayer::cancelFollow()
{
    if (!mPlayerFollowed.empty())
        debugMsg(_("Follow canceled"));
    if (!mPlayerImitated.empty())
        debugMsg(_("Imitation canceled"));
    mPlayerFollowed = "";
    mPlayerImitated = "";
}

void LocalPlayer::imitateEmote(Being* being, unsigned char action)
{
    if (!being)
        return;

    std::string player_imitated = getImitate();
    if (!player_imitated.empty() && being->getName() == player_imitated)
        emote(action);
}

void LocalPlayer::imitateAction(Being *being, Being::Action action)
{
    if (!being)
        return;

    std::string player_imitated = getImitate();
    if (!player_imitated.empty() && being->getName() == player_imitated)
    {
        setAction(action);
        Net::getPlayerHandler()->changeAction(action);
    }
}

void LocalPlayer::imitateDirection(Being *being, unsigned char dir)
{
    if (!being)
        return;

    std::string player_imitated = getImitate();
    if (!player_imitated.empty() && being->getName() == player_imitated)
    {
        if (!Client::limitPackets(PACKET_DIRECTION))
            return;

        if (mFollowMode == 2)
        {
            Uint8 dir2 = 0;
            if (dir & Being::LEFT)
                dir2 |= Being::RIGHT;
            else if (dir & Being::RIGHT)
                dir2 |= Being::LEFT;
            if (dir & Being::UP)
                dir2 |= Being::DOWN;
            else if (dir & Being::DOWN)
                dir2 |= Being::UP;

            setDirection(dir2);
            Net::getPlayerHandler()->setDirection(dir2);
        }
        else
        {
            setDirection(dir);
            Net::getPlayerHandler()->setDirection(dir);
        }
    }
}

void LocalPlayer::imitateOutfit(Being *player, int sprite)
{
    if (!player)
        return;

    std::string player_imitated = getImitate();
    if (mImitationMode == 1 && !player_imitated.empty()
        && player->getName() == player_imitated)
    {
        if (sprite < 0 || sprite >= player->getNumberOfLayers())
            return;

        AnimatedSprite *equipmentSprite = dynamic_cast<AnimatedSprite *>(player
                ->getSprite(sprite));

        if (equipmentSprite)
        {
//            logger->log("have equipmentSprite");
            Inventory *inv = PlayerInfo::getInventory();
            if (!inv)
                return;

            std::string path = equipmentSprite->getIdPath();
            if (path.empty())
                return;

//            logger->log("idPath: " + path);

            Item *item = inv->findItemBySprite(path,
                player->getGender(), player->getSubType());
//            if (item)
//            {
//                logger->log("got item");
//                if (item->isEquipped())
//                    logger->log("isEquipped");
//            }

            if (item && !item->isEquipped())
                Net::getInventoryHandler()->equipItem(item);
        }
        else
        {
//            logger->log("have unequip %d", sprite);

            int equipmentSlot = Net::getInventoryHandler()
                ->convertFromServerSlot(sprite);
//            logger->log("equipmentSlot: " + toString(equipmentSlot));
            if (equipmentSlot == EQUIP_PROJECTILE_SLOT)
                return;

            Item *item = PlayerInfo::getEquipment(equipmentSlot);
            if (item)
            {
//                logger->log("unequiping");
                Net::getInventoryHandler()->unequipItem(item);
            }
        }
    }
}

void LocalPlayer::followMoveTo(Being *being, int x, int y)
{
    if (being && !mPlayerFollowed.empty()
        && being->getName() == mPlayerFollowed)
    {
        mPickUpTarget = nullptr;
        setDestination(x, y);
    }
}

void LocalPlayer::followMoveTo(Being *being, int x1, int y1, int x2, int y2)
{
    if (!being)
        return;

    mPickUpTarget = nullptr;
    if (!mPlayerFollowed.empty() && being->getName() == mPlayerFollowed)
    {
        switch (mFollowMode)
        {
            case 0:
                setDestination(x1, y1);
                setNextDest(x2, y2);
                break;
            case 1:
                if (x1 != x2 || y1 != y2)
                {
                    setDestination(mX + x2 - x1, mY + y2 - y1);
                    setNextDest(mX + x2 - x1, mY + y2 - y1);
                }
                break;
            case 2:
                if (x1 != x2 || y1 != y2)
                {
                    setDestination(mX + x1 - x2, mY + y1 - y2);
                    setNextDest(mX + x1 - x2, mY + y1 - y2);
                }
                break;
            case 3:
                if (!mTarget || mTarget->getName() != mPlayerFollowed)
                {
                    if (actorSpriteManager)
                    {
                        Being *b = actorSpriteManager->findBeingByName(
                            mPlayerFollowed, Being::PLAYER);
                        setTarget(b);
                    }
                }
                moveToTarget();
                setNextDest(x2, y2);
                break;
            default:
                break;
        }
    }
}

void LocalPlayer::setNextDest(int x, int y)
{
    mNextDestX = x;
    mNextDestY = y;
}

bool LocalPlayer::allowAction()
{
    if (mIsServerBuggy)
    {
        if (mLastAction != -1)
            return false;
        mLastAction = tick_time;
    }
    return true;
}

bool LocalPlayer::allowMove()
{
    if (mIsServerBuggy)
    {
        if (mAction == MOVE)
            return false;
    }
    return true;
}

void LocalPlayer::fixPos(int maxDist)
{
    if (!mCrossX && !mCrossY)
        return;

    int dx = abs(mX - mCrossX);
    int dy = abs(mY - mCrossY);
    int dest = (dx * dx) + (dy * dy);

    if (dest > maxDist && mActivityTime
        && (cur_time < mActivityTime || cur_time - mActivityTime > 2))
    {
        mActivityTime = cur_time;
        moveTo(mCrossX, mCrossY);
    }
}

void LocalPlayer::setRealPos(int x, int y)
{
    if (!mMap)
        return;

    SpecialLayer *layer = mMap->getTempLayer();
    if (layer)
    {
        fixPos(1);

        if ((mCrossX || mCrossY) && layer->getTile(mCrossX, mCrossY)
            && layer->getTile(mCrossX, mCrossY)->getType() == MapItem::CROSS)
        {
            layer->setTile(mCrossX, mCrossY, MapItem::EMPTY);
        }

        if (!layer->getTile(x, y)
            || layer->getTile(x, y)->getType() == MapItem::EMPTY)
        {
            if (getTileX() != x && getTileY() != y)
                layer->setTile(x, y, MapItem::CROSS);
        }

        mCrossX = x;
        mCrossY = y;
    }
}
void LocalPlayer::fixAttackTarget()
{
    if (!mMap || !mTarget)
        return;

    if (getMoveToTargetType() == 7 || !getAttackType()
        || !config.getBoolValue("autofixPos"))
    {
        return;
    }

    const Vector &playerPos = getPosition();
    Path debugPath = mMap->findPath(
        static_cast<int>(playerPos.x - 16) / 32,
        static_cast<int>(playerPos.y - 32) / 32,
        mTarget->getTileX(), mTarget->getTileY(),
        getWalkMask(), 0);

    if (!debugPath.empty())
    {
        Path::const_iterator i = debugPath.begin();
        moveTo((*i).x, (*i).y);
    }
}

void LocalPlayer::respawn()
{
    navigateClean();
}

int LocalPlayer::getTargetTime()
{
    if (mTargetTime != -1)
        return get_elapsed_time(mTargetTime);
    else
        return -1;
}

int LocalPlayer::getLevel() const
{
    return PlayerInfo::getAttribute(LEVEL);
}

void LocalPlayer::updateNavigateList()
{
    if (mMap)
    {
        std::map<std::string, Vector>::const_iterator iter =
                mHomes.find(mMap->getProperty("_realfilename"));

        if (iter != mHomes.end())
        {
            Vector pos = mHomes[(*iter).first];
            if (pos.x && pos.y)
            {
                mMap->addPortalTile("home", MapItem::HOME,
                    static_cast<int>(pos.x), static_cast<int>(pos.y));
            }
        }
    }
}

void LocalPlayer::waitFor(std::string nick)
{
    mWaitFor = nick;
}

void LocalPlayer::checkNewName(Being *being)
{
    if (!being)
        return;

    const std::string nick = being->getName();
    if (being->getType() == ActorSprite::PLAYER)
    {
        const Guild *guild = getGuild();
        if (guild)
        {
            const GuildMember *gm = guild->getMember(nick);
            if (gm)
            {
                const int level = gm->getLevel();
                if (level > 1 && being->getLevel() != level)
                {
                    being->setLevel(level);
                    being->updateName();
                }
            }
        }
        if (chatWindow)
        {
            ChatTab *tab = chatWindow->getWhisperTab(nick);
            if (tab)
                tab->setTabColor(&Theme::getThemeColor(Theme::WHISPER));
        }
    }

    if (!mWaitFor.empty() && mWaitFor == nick)
    {
        debugMsg(_("You see ") + mWaitFor);
        sound.playGuiSound(SOUND_INFO);
        mWaitFor = "";
    }
}

void LocalPlayer::resetYellowBar()
{
    mInvertDirection = 0;
    mCrazyMoveType = config.resetIntValue("crazyMoveType");
    mMoveToTargetType = config.resetIntValue("moveToTargetType");
    mFollowMode = config.resetIntValue("followMode");
    mAttackWeaponType = config.resetIntValue("attackWeaponType");
    mAttackType = config.resetIntValue("attackType");
    mMagicAttackType = config.resetIntValue("magicAttackType");
    mPvpAttackType = config.resetIntValue("pvpAttackType");
    mQuickDropCounter = config.resetIntValue("quickDropCounter");
    mPickUpType = config.resetIntValue("pickUpType");
    if (viewport)
    {
        viewport->setDebugPath(0);
        if (viewport->getCameraMode())
            viewport->toggleCameraMode();
    }
    if (mMap)
        mMap->setDebugFlags(0);
    mImitationMode = config.resetIntValue("imitationMode");
    mDisableGameModifiers = config.resetBoolValue("disableGameModifiers");

    if (miniStatusWindow)
        miniStatusWindow->updateStatus();
}

unsigned char LocalPlayer::getWalkMask() const
{
    // for now blocking all types of collisions
    return Map::BLOCKMASK_WALL | Map::BLOCKMASK_AIR | Map::BLOCKMASK_WATER;
}

void LocalPlayer::removeHome()
{
    if (!mMap)
        return;

    std::string key = mMap->getProperty("_realfilename");
    std::map<std::string, Vector>::iterator iter = mHomes.find(key);

    if (iter != mHomes.end())
        mHomes.erase(key);
}

void LocalPlayer::stopAdvert()
{
    mBlockAdvert = true;
}

bool LocalPlayer::checAttackPermissions(Being *target)
{
    if (!target)
        return false;

    switch (mPvpAttackType)
    {
        case 0:
            return true;
        case 1:
            return !(player_relations.getRelation(target->getName())
                == PlayerRelation::FRIEND);
        case 2:
            return player_relations.checkBadRelation(target->getName());
        default:
        case 3:
            return false;
    }
}


const char *LocalPlayer::getVarItem(const char **arr, unsigned index,
                                    unsigned sz)
{
    if (index < sz)
        return arr[index];
    return arr[sz];
}

void LocalPlayer::updateStatus()
{
    if (serverVersion >= 4 && mEnableAdvert)
    {
        Uint8 status = 0;
        if (mTradebot && shopWindow && !shopWindow->isShopEmpty())
            status += FLAG_SHOP;

        if (mAwayMode || mPseudoAwayMode)
            status += FLAG_AWAY;

        if (mInactive)
            status += FLAG_INACTIVE;

        Net::getPlayerHandler()->updateStatus(status);
    }
}

void AwayListener::action(const gcn::ActionEvent &event)
{
    if (event.getId() == "ok" && player_node && player_node->getAway())
    {
        player_node->changeAwayMode();
        player_node->updateStatus();
        if (outfitWindow)
            outfitWindow->unwearAwayOutfit();
        if (miniStatusWindow)
            miniStatusWindow->updateStatus();
    }
}