/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2014 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/>. */ #ifndef BEING_LOCALPLAYER_H #define BEING_LOCALPLAYER_H #include "being/being.h" #include "gui/userpalette.h" #include "listeners/actorspritelistener.h" #include "listeners/attributelistener.h" #include "listeners/statlistener.h" #include <vector> #include "localconsts.h" class AwayListener; class ChatTab; class FloorItem; class Map; class OkDialog; /** * The local player character. */ class LocalPlayer final : public Being, public ActorSpriteListener, public AttributeListener, public StatListener { public: /** * Constructor. */ explicit LocalPlayer(const int id = 65535, const uint16_t subtype = 0U); A_DELETE_COPY(LocalPlayer) /** * Destructor. */ ~LocalPlayer(); void logic() override final; void slowLogic(); void setAction(const BeingAction::Action &action, const int attackType = 0) override final; /** * Compute the next pathnode location when walking using keyboard. * used by nextTile(). */ Position getNextWalkPosition(const unsigned char dir) const A_WARN_UNUSED; /** * Adds a new tile to the path when walking. * @note Eathena * Also, when specified, it picks up an item at the end of a path * or attack target. */ void nextTile() override final { nextTile(0); } void nextTile(unsigned char dir); bool pickUp(FloorItem *const item); /** * Called when an ActorSprite has been destroyed. * @param actorSprite the ActorSprite being destroyed. */ void actorSpriteDestroyed(const ActorSprite &actorSprite) override final; /** * Gets the attack range. */ int getAttackRange() const A_WARN_UNUSED; int getAttackRange2() const A_WARN_UNUSED; void attack(Being *const target = nullptr, const bool keep = false, const bool dontChangeEquipment = false); void attack2(Being *const target = nullptr, const bool keep = false, const bool dontChangeEquipment = false); void setGMLevel(const int level); int getGMLevel() const A_WARN_UNUSED { return mGMLevel; } void stopAttack(const bool keepAttack = false); void untarget(); /** * Returns the current target of the player. Returns 0 if no being is * currently targeted. */ Being *getTarget() const A_WARN_UNUSED; /** * Sets the target being of the player. */ void setTarget(Being *const target); /** * Sets a new destination for this being to walk to. */ void setDestination(const int x, const int y); /** * Sets a new direction to keep walking in. */ void setWalkingDir(const unsigned char dir); /** * Gets the walking direction */ unsigned char getWalkingDir() const A_WARN_UNUSED { return mWalkingDir; } /** * Sets going to being to attack */ void setGotoTarget(Being *const target); /** * Returns whether the target is in range to attack */ bool withinAttackRange(const Being *const target, const bool fixDistance = false, const int addRange = 0) const A_WARN_UNUSED; /** * Stops the player dead in his tracks */ void stopWalking(const bool sendToServer = true); bool toggleSit() const; bool updateSit() const; static bool emote(const uint8_t emotion); /** * Shows item pickup notifications. */ void pickedUp(const ItemInfo &itemInfo, const int amount, const unsigned char color, const int floorItemId, const unsigned char fail); int getLevel() const override final A_WARN_UNUSED; /** Tells that the path has been set by mouse. */ void pathSetByMouse() { mPathSetByMouse = true; } /** Tells if the path has been set by mouse. */ bool isPathSetByMouse() const A_WARN_UNUSED { return mPathSetByMouse; } unsigned int getMoveState() const A_WARN_UNUSED { return mMoveState; } void setMoveState(const unsigned int n) { mMoveState = n; } unsigned int getCrazyMoveState() const A_WARN_UNUSED { return mCrazyMoveState; } void setCrazyMoveState(const unsigned int n) { mCrazyMoveState = n; } std::string getPingTime() const A_WARN_UNUSED; void tryPingRequest(); void magicAttack() const; void specialMove(const unsigned char direction); void moveByDirection(const unsigned char dir); bool pickUpItems(int pickUpType = 0); void crazyMove(); void moveTo(const int x, const int y); void move(const int dX, const int dY); void moveToTarget(int dist = -1); void moveToHome(); bool isReachable(Being *const being, const int maxCost = 0) A_WARN_UNUSED; bool isReachable(const int x, const int y, const bool allowCollision) const A_WARN_UNUSED; void setHome(); void pingRequest(); void pingResponse(); void changeAwayMode(); void setAway(const std::string &message); void setPseudoAway(const std::string &message); bool getAway() const A_WARN_UNUSED { return mAwayMode; } bool getPseudoAway() const A_WARN_UNUSED { return mPseudoAwayMode; } void setHalfAway(const bool n) { mInactive = n; } bool getHalfAway() const A_WARN_UNUSED { return mInactive; } void afkRespond(ChatTab *const tab, const std::string &nick); static void setAfkMessage(std::string message); bool navigateTo(const int x, const int y); void navigateTo(const Being *const being); void navigateClean(); void imitateEmote(const Being *const being, const unsigned char emote) const; void imitateAction(const Being *const being, const BeingAction::Action &action); void imitateDirection(const Being *const being, const unsigned char dir); void imitateOutfit(const Being *const player, const int sprite = -1) const; void followMoveTo(const Being *const being, const int x, const int y); void followMoveTo(const Being *const being, const int x1, const int y1, const int x2, const int y2); bool allowAction() A_WARN_UNUSED; void setRealPos(const int x, const int y); bool isServerBuggy() const A_WARN_UNUSED { return mIsServerBuggy; } void fixPos(const int maxDist = 1); /** * Sets the map the being is on */ void setMap(Map *const map); void addMessageToQueue(const std::string &message, const int color = UserPalette::EXP_INFO); /** * Called when a option (set with config.addListener()) is changed */ void optionChanged(const std::string &value) override final; /** * set a following player. */ void setFollow(const std::string &player); /** * set an imitation player. */ void setImitate(const std::string &player); /** * setting the next destination of the following, in case of warp */ void setNextDest(const int x, const int y); int getNextDestX() const A_WARN_UNUSED { return mNextDestX; } int getNextDestY() const A_WARN_UNUSED { return mNextDestY; } void respawn(); const FloorItem *getPickUpTarget() const A_WARN_UNUSED { return mPickUpTarget; } void unSetPickUpTarget() { mPickUpTarget = nullptr; } /** * Stop following a player. */ void cancelFollow(); /** * Get the playername followed by the current player. */ const std::string &getFollow() const A_WARN_UNUSED { return mPlayerFollowed; } /** * Get the playername imitated by the current player. */ const std::string &getImitate() const A_WARN_UNUSED { return mPlayerImitated; } /** * Tells the engine whether to check * if the Player Name is to be displayed. */ void setCheckNameSetting(const bool checked) { mUpdateName = checked; } /** * Gets if the engine has to check * if the Player Name is to be displayed. */ bool getCheckNameSetting() const A_WARN_UNUSED { return mUpdateName; } void fixAttackTarget(); void updateNavigateList(); int getPathLength(const Being *const being) const A_WARN_UNUSED; void targetMoved() const; void setLastHitFrom(const std::string &n) { mLastHitFrom = n; } void waitFor(const std::string &nick); void checkNewName(Being *const being); void resetYellowBar(); unsigned char getWalkMask() const override final A_WARN_UNUSED; void saveHomes(); void removeHome(); void stopAdvert(); bool checAttackPermissions(const Being *const target) const A_WARN_UNUSED; void updateStatus() const; void setTestParticle(const std::string &fileName, const bool updateHash = true); static std::string getMapDrawTypeString(); std::string getAwayModeString(); static std::string getCameraModeString(); int getLastAttackX() const override final { return mTarget ? mTarget->getTileX() : mLastAttackX; } int getLastAttackY() const override final { return mTarget ? mTarget->getTileY() : mLastAttackY; } void attributeChanged(const int id, const int oldVal, const int newVal) override final; void statChanged(const int id, const int oldVal1, const int oldVal2) override final; void updateMusic(); protected: void updateCoords() override final; void handleStatusEffect(const StatusEffect *const effect, const int effectId) override final; void startWalking(const unsigned char dir); void changeEquipmentBeforeAttack(const Being *const target) const; static void tryMagic(const std::string &spell, const int baseMagic, const int schoolMagic, const int mana); static const char *getVarItem(const char *const *const arr, const unsigned index, const unsigned sz) A_WARN_UNUSED; void changeMode(unsigned *restrict const var, const unsigned limit, const char *restrict const conf, std::string (LocalPlayer::*const func)(), const unsigned def, const bool save, const bool forward); void crazyMove1(); void crazyMove2(); void crazyMove3(); void crazyMove4(); void crazyMove5(); void crazyMove6(); void crazyMove7(); void crazyMove8(); void crazyMove9(); void crazyMoveA(); void loadHomes(); int mGMLevel; // crazy move state unsigned int mCrazyMoveState; // move state. used if mMoveType == 2 unsigned int mMoveState; unsigned int mImitationMode; int mLastTargetX; int mLastTargetY; std::map<std::string, Vector> mHomes; Being *mTarget; /** Follow system **/ std::string mPlayerFollowed; std::string mPlayerImitated; int mNextDestX; int mNextDestY; FloorItem *mPickUpTarget; int mLastAction; // Time stamp of the last action, -1 if none. std::vector<int> mStatusEffectIcons; int mLocalWalkTime; // Timestamp used to control keyboard walk // messages flooding typedef std::pair<std::string, int> MessagePair; /** Queued messages*/ std::list<MessagePair> mMessages; int mMessageTime; AwayListener *mAwayListener; OkDialog *mAwayDialog; int mPingSendTick; int mPingTime; int mAfkTime; int mActivityTime; int mNavigateX; int mNavigateY; int mNavigateId; int mCrossX; int mCrossY; int mOldX; int mOldY; int mOldTileX; int mOldTileY; Path mNavigatePath; std::string mLastHitFrom; std::string mWaitFor; int mAdvertTime; Particle *mTestParticle; std::string mTestParticleName; int mTestParticleTime; unsigned long mTestParticleHash; unsigned char mWalkingDir; // The direction the player is walking in. /** Whether or not the name settings have changed */ bool mUpdateName; bool mBlockAdvert; bool mTargetDeadPlayers; bool mServerAttack; bool mEnableAdvert; bool mTradebot; bool mTargetOnlyReachable; bool mIsServerBuggy; bool mSyncPlayerMove; bool mDrawPath; bool mAttackMoving; bool mAttackNext; bool mShowJobExp; bool mShowServerPos; bool mNextStep; // temporary disable crazy moves in moves bool mDisableCrazyMove; bool mGoingToTarget; // Whether or not to continue to attack bool mKeepAttacking; // Tells if the path was set using mouse bool mPathSetByMouse; bool mWaitPing; bool mAwayMode; bool mPseudoAwayMode; bool mShowNavigePath; }; extern LocalPlayer *player_node; #endif // BEING_LOCALPLAYER_H