/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana World is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "localplayer.h"
#include "equipment.h"
#include "floor_item.h"
#include "game.h"
#include "inventory.h"
#include "item.h"
#include "main.h"
#include "sound.h"
#include "log.h"
#include "net/gameserver/player.h"
LocalPlayer *player_node = NULL;
LocalPlayer::LocalPlayer():
Player(65535, 0, NULL),
mAttackRange(0),
mInventory(new Inventory()),
mAttributeBase(NB_BASE_ATTRIBUTES, 0),
mAttributeEffective(NB_BASE_ATTRIBUTES, 0),
mAttributeIncreasePoints(0),
mLevel(1), mMoney(0),
mTotalWeight(1), mMaxWeight(1),
mHP(1), mMaxHP(1),
mTarget(NULL), mPickUpTarget(NULL),
mTrading(false),
mLastAction(-1), mWalkingDir(0),
mDestX(0), mDestY(0)
{
}
LocalPlayer::~LocalPlayer()
{
}
void LocalPlayer::logic()
{
// Actions are allowed once per second
if (get_elapsed_time(mLastAction) >= 1000) {
mLastAction = -1;
}
Being::logic();
}
void LocalPlayer::nextStep()
{
if (mPath.empty())
{
if (mPickUpTarget)
{
pickUp(mPickUpTarget);
}
if (mWalkingDir)
{
walk(mWalkingDir);
}
}
Player::nextStep();
}
Being::Type LocalPlayer::getType() const
{
return LOCALPLAYER;
}
void LocalPlayer::clearInventory()
{
mInventory->clear();
}
void LocalPlayer::addInvItem(int id, int quantity, bool equipment)
{
mInventory->addItem(id, quantity, equipment);
}
void LocalPlayer::addInvItem(int index, int id, int quantity, bool equipment)
{
mInventory->addItem(index, id, quantity, equipment);
}
Item* LocalPlayer::getInvItem(int index)
{
return mInventory->getItem(index);
}
void LocalPlayer::equipItem(Item *item)
{
Net::GameServer::Player::equip(item->getInvIndex());
}
void LocalPlayer::unequipItem(Item *item)
{
if (!item)
return;
// XXX Convert for new server
/*
MessageOut outMsg(CMSG_PLAYER_UNEQUIP);
outMsg.writeShort(item->getInvIndex());
*/
// Tidy equipment directly to avoid weapon still shown bug, by instance
mEquipment->removeEquipment(item);
}
void LocalPlayer::useItem(Item *item)
{
// XXX Convert for new server
/*
MessageOut outMsg(CMSG_PLAYER_INVENTORY_USE);
outMsg.writeShort(item->getInvIndex());
outMsg.writeLong(item->getId());
// Note: id is dest of item, usually player_node->account_ID ??
*/
}
void LocalPlayer::dropItem(Item *item, int quantity)
{
Net::GameServer::Player::drop(item->getInvIndex(), quantity);
}
void LocalPlayer::pickUp(FloorItem *item)
{
int dx = item->getX() - mX / 32;
int dy = item->getY() - mY / 32;
if (dx * dx + dy * dy < 4) {
int id = item->getId();
Net::GameServer::Player::pickUp(id >> 16, id & 0xFFFF);
mPickUpTarget = NULL;
} else {
setDestination(item->getX() * 32 + 16, item->getY() * 32 + 16);
mPickUpTarget = item;
}
}
void LocalPlayer::walk(unsigned char dir)
{
if (!mMap || !dir)
return;
if (mAction == WALK && !mPath.empty())
{
// Just finish the current action, otherwise we get out of sync
Being::setDestination(mX, mY);
return;
}
int dx = 0, dy = 0;
if (dir & UP)
dy -= 32;
if (dir & DOWN)
dy += 32;
if (dir & LEFT)
dx -= 32;
if (dir & RIGHT)
dx += 32;
// Prevent skipping corners over colliding tiles
if (dx && mMap->tileCollides((mX + dx) / 32, mY / 32))
dx = 16 - mX % 32;
if (dy && mMap->tileCollides(mX / 32, (mY + dy) / 32))
dy = 16 - mY % 32;
// Choose a straight direction when diagonal target is blocked
if (dx && dy && !mMap->getWalk((mX + dx) / 32, (mY + dy) / 32))
dx = 16 - mX % 32;
// Walk to where the player can actually go
if ((dx || dy) && mMap->getWalk((mX + dx) / 32, (mY + dy) / 32))
{
setDestination(mX + dx, mY + dy);
}
else if (dir)
{
// If the being can't move, just change direction
// TODO: Communicate this to the server (waiting on tmwserv)
setDirection(dir);
}
}
void LocalPlayer::setDestination(Uint16 x, Uint16 y)
{
// Fix coordinates so that the player does not seem to dig into walls.
int tx = x / 32, ty = y / 32, fx = x % 32, fy = y % 32;
if (fx != 16 && mMap->tileCollides(tx + fx / 16 * 2 - 1, ty)) fx = 16;
if (fy != 16 && mMap->tileCollides(tx, ty + fy / 16 * 2 - 1)) fy = 16;
if (fx != 16 && fy != 16 && mMap->tileCollides(tx + fx / 16 * 2 - 1, ty + fy / 16 * 2 - 1)) fx = 16;
x = tx * 32 + fx;
y = ty * 32 + fy;
// Only send a new message to the server when destination changes
if (x != mDestX || y != mDestY)
{
mDestX = x;
mDestY = y;
Net::GameServer::Player::walk(x, y);
}
mPickUpTarget = NULL;
Being::setDestination(x, y);
}
void LocalPlayer::setWalkingDir(int dir)
{
if (mWalkingDir != dir)
{
mWalkingDir = dir;
}
// If we're not already walking, start walking.
if (mAction != WALK && dir)
{
walk(dir);
}
}
void LocalPlayer::toggleSit()
{
if (mLastAction != -1)
return;
mLastAction = tick_time;
Being::Action newAction;
switch (mAction)
{
case Being::STAND: newAction = Being::SIT; break;
case Being::SIT: newAction = Being::STAND; break;
default: return;
}
setAction(newAction);
Net::GameServer::Player::changeAction(newAction);
}
void LocalPlayer::emote(Uint8 emotion)
{
if (mLastAction != -1)
return;
mLastAction = tick_time;
// XXX Convert for new server
/*
MessageOut outMsg(0x00bf);
outMsg.writeByte(emotion);
*/
}
void LocalPlayer::tradeReply(bool accept)
{
if (!accept)
mTrading = false;
// XXX Convert for new server
/*
MessageOut outMsg(CMSG_TRADE_RESPONSE);
outMsg.writeByte(accept ? 3 : 4);
*/
}
void LocalPlayer::trade(Being *being) const
{
// XXX Convert for new server
/*
MessageOut outMsg(CMSG_TRADE_REQUEST);
outMsg.writeLong(being->getId());
*/
}
bool LocalPlayer::tradeRequestOk() const
{
return !mTrading;
}
void LocalPlayer::attack()
{
if (mLastAction != -1)
return;
// Can only attack when standing still
if (mAction != STAND && mAction != ATTACK)
return;
mLastAction = tick_time;
mWalkTime = tick_time;
setAction(ATTACK);
if (getWeapon() == 2)
sound.playSfx("sfx/bow_shoot_1.ogg");
else
sound.playSfx("sfx/fist-swish.ogg");
Net::GameServer::Player::attack(getSpriteDirection());
}
Being* LocalPlayer::getTarget() const
{
return mTarget;
}
void LocalPlayer::revive()
{
// XXX Convert for new server
/*
MessageOut outMsg(0x00b2);
outMsg.writeByte(0);
*/
}
void LocalPlayer::raiseAttribute(size_t attr)
{
mAttributeBase.at(attr)++;
// TODO: Inform the server about our desire to raise the attribute
}