/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <cassert>
#include "configuration.h"
#include "equipment.h"
#include "floor_item.h"
#include "game.h"
#include "inventory.h"
#include "item.h"
#include "localplayer.h"
#include "main.h"
#include "monster.h"
#include "particle.h"
#include "sound.h"
#include "monster.h"
#include "gui/gui.h"
#include "net/messageout.h"
#include "net/protocol.h"
#include "resources/imageset.h"
#include "resources/resourcemanager.h"
#include "utils/tostring.h"
LocalPlayer *player_node = NULL;
static const int NAME_X_OFFSET = 15;
static const int NAME_Y_OFFSET = 30;
LocalPlayer::LocalPlayer(Uint32 id, Uint16 job, Map *map):
Player(id, job, map),
mCharId(0),
mJobXp(0),
mLevel(0),
mJobLevel(0),
mXpForNextLevel(0), mJobXpForNextLevel(0),
mHp(0), mMaxHp(0), mMp(0), mMaxMp(0),
mGp(0),
mAttackRange(0),
mTotalWeight(0), mMaxWeight(0),
ATK(0), MATK(0), DEF(0), MDEF(0), HIT(0), FLEE(0),
ATK_BONUS(0), MATK_BONUS(0), DEF_BONUS(0), MDEF_BONUS(0), FLEE_BONUS(0),
mStatPoint(0), mSkillPoint(0),
mStatsPointsToAttribute(0),
mXp(0), mNetwork(0),
mTarget(NULL), mPickUpTarget(NULL),
mTrading(false), mGoingToTarget(false),
mTargetTime(-1), mLastAction(-1),
mLastTarget(-1), mWalkingDir(0),
mDestX(0), mDestY(0),
mInventory(new Inventory(INVENTORY_SIZE)),
mStorage(new Inventory(STORAGE_SIZE))
{
// Variable to keep the local player from doing certain actions before a map
// is initialized. e.g. drawing a player's name using the TextManager, since
// it appears to be dependant upon map coordinates for updating drawing.
mMapInitialized = false;
mUpdateName = true;
initTargetCursor();
}
LocalPlayer::~LocalPlayer()
{
delete mInventory;
delete mStorage;
delete mName;
for (int i = Being::TC_SMALL; i < Being::NUM_TC; i++)
{
delete mTargetCursorInRange[i];
delete mTargetCursorOutRange[i];
mInRangeImages[i]->decRef();
mOutRangeImages[i]->decRef();
}
}
void LocalPlayer::logic()
{
switch (mAction) {
case STAND:
break;
case SIT:
break;
case DEAD:
break;
case HURT:
break;
case WALK:
mFrame = (get_elapsed_time(mWalkTime) * 6) / mWalkSpeed;
if (mFrame >= 6) {
nextStep();
}
break;
case ATTACK:
int frames = 4;
if ( mEquippedWeapon
&& mEquippedWeapon->getAttackType() == ACTION_ATTACK_BOW)
{
frames = 5;
}
mFrame = (get_elapsed_time(mWalkTime) * frames) / mAttackSpeed;
if (mFrame >= frames) {
nextStep();
}
break;
}
// Actions are allowed once per second
if (get_elapsed_time(mLastAction) >= 1000) {
mLastAction = -1;
}
// 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 = -1;
setTarget(NULL);
mLastTarget = -1;
}
if (mTarget)
{
if (mTarget->mAction == DEAD)
{
stopAttack();
}
if (mKeepAttacking && mTarget)
{
attack(mTarget, true);
}
for (int i = Being::TC_SMALL; i < Being::NUM_TC; i++)
{
player_node->mTargetCursorInRange[i]->update(10);
player_node->mTargetCursorOutRange[i]->update(10);
}
}
Being::logic();
}
void LocalPlayer::setGM()
{
mIsGM = !mIsGM;
setName(getName());
config.setValue(getName() + "GMassert", mIsGM);
}
void LocalPlayer::setName(const std::string &name)
{
if (mName)
{
delete mName;
mName = 0;
}
if (config.getValue("showownname", false) && mMapInitialized)
{
Player::setName(name);
}
else
{
Being::setName(name);
}
}
void LocalPlayer::nextStep()
{
if (mPath.empty())
{
if (mPickUpTarget)
{
pickUp(mPickUpTarget);
}
if (mWalkingDir)
{
walk(mWalkingDir);
}
}
if (mGoingToTarget && mTarget && withinAttackRange(mTarget))
{
mAction = Being::STAND;
attack(mTarget, true);
mGoingToTarget = false;
mPath.clear();
return;
}
else if (mGoingToTarget && !mTarget)
{
mGoingToTarget = false;
mPath.clear();
}
Player::nextStep();
}
void LocalPlayer::equipItem(Item *item)
{
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_PLAYER_EQUIP);
outMsg.writeInt16(item->getInvIndex());
outMsg.writeInt16(0);
}
void LocalPlayer::unequipItem(Item *item)
{
if (!item)
return;
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_PLAYER_UNEQUIP);
outMsg.writeInt16(item->getInvIndex());
// Tidy equipment directly to avoid weapon still shown bug, for instance
mEquipment->removeEquipment(item->getInvIndex());
}
void LocalPlayer::useItem(Item *item)
{
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_PLAYER_INVENTORY_USE);
outMsg.writeInt16(item->getInvIndex());
outMsg.writeInt32(item->getId());
// Note: id is dest of item, usually player_node->account_ID ??
}
void LocalPlayer::dropItem(Item *item, int quantity)
{
// TODO: Fix wrong coordinates of drops, serverside?
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_PLAYER_INVENTORY_DROP);
outMsg.writeInt16(item->getInvIndex());
outMsg.writeInt16(quantity);
}
void LocalPlayer::pickUp(FloorItem *item)
{
int dx = item->getX() - mX;
int dy = item->getY() - mY;
if (dx * dx + dy * dy < 4) {
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_ITEM_PICKUP);
outMsg.writeInt32(item->getId());
mPickUpTarget = NULL;
} else {
setDestination(item->getX(), item->getY());
mPickUpTarget = item;
stopAttack();
}
}
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;
}
Sint16 dx = 0, dy = 0;
if (dir & UP)
dy--;
if (dir & DOWN)
dy++;
if (dir & LEFT)
dx--;
if (dir & RIGHT)
dx++;
// Prevent skipping corners over colliding tiles
if (dx && mMap->tileCollides(mX + dx, mY))
dx = 0;
if (dy && mMap->tileCollides(mX, mY + dy))
dy = 0;
// Choose a straight direction when diagonal target is blocked
if (dx && dy && mMap->tileCollides(mX + dx, mY + dy))
dx = 0;
// Walk to where the player can actually go
if ((dx || dy) && !mMap->tileCollides(mX + dx, mY + dy))
{
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::setTarget(Being *target)
{
if (mLastTarget != -1 || target == this)
return;
mLastTarget = tick_time;
if ((target == NULL) || target == mTarget)
{
target = NULL;
mKeepAttacking = false;
mTargetTime = -1;
}
if (target)
{
mTargetTime = tick_time;
}
if (mTarget && mTarget->getType() == Being::MONSTER)
{
static_cast<Monster *>(mTarget)->showName(false);
}
mTarget = target;
if (target && target->getType() == Being::MONSTER)
{
static_cast<Monster *>(target)->showName(true);
}
}
void LocalPlayer::setDestination(Uint16 x, Uint16 y)
{
// Only send a new message to the server when destination changes
if (x != mDestX || y != mDestY)
{
mDestX = x;
mDestY = y;
char temp[4] = "";
MessageOut outMsg(mNetwork);
set_coordinates(temp, x, y, mDirection);
outMsg.writeInt16(0x0085);
outMsg.writeString(temp, 3);
}
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::raiseAttribute(Attribute attr)
{
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_STAT_UPDATE_REQUEST);
switch (attr)
{
case STR:
outMsg.writeInt16(0x000d);
break;
case AGI:
outMsg.writeInt16(0x000e);
break;
case VIT:
outMsg.writeInt16(0x000f);
break;
case INT:
outMsg.writeInt16(0x0010);
break;
case DEX:
outMsg.writeInt16(0x0011);
break;
case LUK:
outMsg.writeInt16(0x0012);
break;
}
outMsg.writeInt8(1);
}
void LocalPlayer::raiseSkill(Uint16 skillId)
{
if (mSkillPoint <= 0)
return;
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_SKILL_LEVELUP_REQUEST);
outMsg.writeInt16(skillId);
}
void LocalPlayer::toggleSit()
{
if (mLastAction != -1)
return;
mLastAction = tick_time;
char type;
switch (mAction)
{
case STAND: type = 2; break;
case SIT: type = 3; break;
default: return;
}
MessageOut outMsg(mNetwork);
outMsg.writeInt16(0x0089);
outMsg.writeInt32(0);
outMsg.writeInt8(type);
}
void LocalPlayer::emote(Uint8 emotion)
{
if (mLastAction != -1)
return;
mLastAction = tick_time;
MessageOut outMsg(mNetwork);
outMsg.writeInt16(0x00bf);
outMsg.writeInt8(emotion);
}
void LocalPlayer::tradeReply(bool accept)
{
if (!accept)
mTrading = false;
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_TRADE_RESPONSE);
outMsg.writeInt8(accept ? 3 : 4);
}
void LocalPlayer::trade(Being *being) const
{
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_TRADE_REQUEST);
outMsg.writeInt32(being->getId());
}
bool LocalPlayer::tradeRequestOk() const
{
return !mTrading;
}
void LocalPlayer::attack(Being *target, bool keep)
{
mKeepAttacking = keep;
if (!target)
return;
if ((mTarget != target) || !mTarget)
{
mLastTarget = -1;
setTarget(target);
}
int dist_x = target->mX - mX;
int dist_y = target->mY - mY;
// Must be standing and be within attack range to continue
if ((mAction != STAND) || (mAttackRange < abs(dist_x)) ||
(mAttackRange < abs(dist_y)))
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);
}
// Implement charging attacks here
mLastAttackTime = 0;
mWalkTime = tick_time;
mTargetTime = tick_time;
setAction(ATTACK);
if (mEquippedWeapon)
{
std::string soundFile = mEquippedWeapon->getSound(EQUIP_EVENT_STRIKE);
if (soundFile != "") sound.playSfx(soundFile);
}
else {
sound.playSfx("sfx/fist-swish.ogg");
}
MessageOut outMsg(mNetwork);
outMsg.writeInt16(0x0089);
outMsg.writeInt32(target->getId());
outMsg.writeInt8(0);
if (!keep)
{
stopAttack();
}
}
void LocalPlayer::stopAttack()
{
if (mTarget)
{
setAction(STAND);
mLastTarget = -1;
}
setTarget(NULL);
mLastTarget = -1;
}
Being* LocalPlayer::getTarget() const
{
return mTarget;
}
void LocalPlayer::revive()
{
MessageOut outMsg(mNetwork);
outMsg.writeInt16(0x00b2);
outMsg.writeInt8(0);
}
void LocalPlayer::setXp(int xp)
{
if (mMap && xp > mXp)
{
const std::string text = toString(xp - mXp) + " xp";
// Show XP number
particleEngine->addTextRiseFadeOutEffect(text, hitYellowFont,
mPx + 16, mPy - 16);
}
mXp = xp;
}
bool LocalPlayer::withinAttackRange(Being *target)
{
int dist_x = abs(target->mX - mX);
int dist_y = abs(target->mY - mY);
if (dist_x > getAttackRange() || dist_y > getAttackRange())
{
return false;
}
return true;
}
void LocalPlayer::setGotoTarget(Being *target)
{
mLastTarget = -1;
setTarget(target);
mGoingToTarget = true;
setDestination(target->mX, target->mY);
}
void LocalPlayer::initTargetCursor()
{
// Load target cursors
loadTargetCursor("graphics/gui/target-cursor-blue-s.png", 44, 35,
false, TC_SMALL);
loadTargetCursor("graphics/gui/target-cursor-red-s.png", 44, 35,
true, TC_SMALL);
loadTargetCursor("graphics/gui/target-cursor-blue-m.png", 62, 44,
false, TC_MEDIUM);
loadTargetCursor("graphics/gui/target-cursor-red-m.png", 62, 44,
true, TC_MEDIUM);
loadTargetCursor("graphics/gui/target-cursor-blue-l.png", 82, 60,
false, TC_LARGE);
loadTargetCursor("graphics/gui/target-cursor-red-l.png", 82, 60,
true, TC_LARGE);
}
void LocalPlayer::loadTargetCursor(std::string filename, int width, int height,
bool outRange, TargetCursorSize size)
{
assert(size > -1);
assert(size < 3);
ImageSet* currentImageSet;
SimpleAnimation* currentCursor;
ResourceManager *resman = ResourceManager::getInstance();
currentImageSet = resman->getImageSet(filename, width, height);
Animation *anim = new Animation();
for (unsigned int i = 0; i < currentImageSet->size(); ++i)
{
anim->addFrame(currentImageSet->get(i), 75, 0, 0);
}
currentCursor = new SimpleAnimation(anim);
if (outRange)
{
mOutRangeImages[size] = currentImageSet;
mTargetCursorOutRange[size] = currentCursor;
}
else
{
mInRangeImages[size] = currentImageSet;
mTargetCursorInRange[size] = currentCursor;
}
}
void LocalPlayer::drawTargetCursor(Graphics *graphics, int scrollX, int scrollY)
{
// Draw target marker if needed
if (mTarget)
{
// Calculate target circle position
// Find whether target is in range
int rangeX = abs(mTarget->mX - mX);
int rangeY = abs(mTarget->mY - mY);
int attackRange = getAttackRange();
// Get the correct target cursors graphic
TargetCursorSize cursorSize = mTarget->getTargetCursorSize();
if (rangeX > attackRange || rangeY > attackRange)
{
mTarget->mTargetCursor = mTargetCursorOutRange[cursorSize]->getCurrentImage();
}
else
{
mTarget->mTargetCursor = mTargetCursorInRange[cursorSize]->getCurrentImage();
}
// Draw the target cursor at the correct position
int posX = mTarget->getPixelX() + 16 - mTarget->mTargetCursor->getWidth() / 2 - scrollX;
int posY = mTarget->getPixelY() + 16 - mTarget->mTargetCursor->getHeight() / 2 - scrollY;
graphics->drawImage(mTarget->mTargetCursor, posX, posY);
}
return;
}