/*
* 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
*/
#include "localplayer.h"
#include "equipment.h"
#include "floor_item.h"
#include "game.h"
#include "guild.h"
#include "inventory.h"
#include "item.h"
#include "main.h"
#include "particle.h"
#include "sound.h"
#include "log.h"
#include "effectmanager.h"
#include "net/gameserver/player.h"
#include "net/chatserver/guild.h"
#include "net/chatserver/party.h"
#include "gui/gui.h"
#include "net/messageout.h"
#include "net/protocol.h"
#include "utils/tostring.h"
#include "utils/gettext.h"
const short walkingKeyboardDelay = 100;
LocalPlayer *player_node = NULL;
LocalPlayer::LocalPlayer():
Player(65535, 0, NULL),
mInventory(new Inventory),
mEquipment(new Equipment),
mAttributeBase(NB_CHARACTER_ATTRIBUTES, -1),
mAttributeEffective(NB_CHARACTER_ATTRIBUTES, -1),
mExpCurrent(CHAR_SKILL_NB, -1),
mExpNext(CHAR_SKILL_NB, -1),
mCharacterPoints(-1),
mCorrectionPoints(-1),
mLevel(1), mLevelProgress(0),
mMoney(0),
mTotalWeight(1), mMaxWeight(1),
mHP(1), mMaxHP(1),
mTarget(NULL), mPickUpTarget(NULL),
mTrading(false), mGoingToTarget(false),
mLastAction(-1),
mWalkingDir(0),
mDestX(0), mDestY(0),
mLocalWalkTime(-1),
mExpMessageTime(0)
{
}
LocalPlayer::~LocalPlayer()
{
delete mInventory;
}
void LocalPlayer::logic()
{
// Actions are allowed once per second
if (get_elapsed_time(mLastAction) >= 1000) {
mLastAction = -1;
}
// Show XP messages
if (!mExpMessages.empty())
{
if (mExpMessageTime == 0)
{
const Vector &pos = getPosition();
particleEngine->addTextRiseFadeOutEffect(mExpMessages.front(),
0, 128, 255,
speechFont,
(int) pos.x + 16,
(int) pos.y - 16);
mExpMessages.pop_front();
mExpMessageTime = 30;
}
mExpMessageTime--;
}
Being::logic();
}
void LocalPlayer::nextStep()
{
// 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)
{
walk(mWalkingDir);
}
}
// 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();
}
}
bool LocalPlayer::checkInviteRights(const std::string &guildName)
{
Guild *guild = getGuild(guildName);
if (guild)
{
return guild->getInviteRights();
}
return false;
}
void LocalPlayer::inviteToGuild(Being *being)
{
// 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*>::iterator itr = mGuilds.begin();
std::map<int, Guild*>::iterator itr_end = mGuilds.end();
for (; itr != itr_end; ++itr)
{
if (checkInviteRights(itr->second->getName()))
{
Net::ChatServer::Guild::invitePlayer(being->getName(), itr->second->getId());
return;
}
}
}
void LocalPlayer::inviteToParty(const std::string &name)
{
Net::ChatServer::Party::invitePlayer(name);
}
void LocalPlayer::clearInventory()
{
mEquipment->clear();
mInventory->clear();
}
void LocalPlayer::setInvItem(int index, int id, int amount)
{
mInventory->setItem(index, id, amount);
}
void LocalPlayer::moveInvItem(Item *item, int newIndex)
{
// special case, the old and new cannot copy over each other.
if (item->getInvIndex() == newIndex)
return;
Net::GameServer::Player::moveItem(
item->getInvIndex(), newIndex, item->getQuantity());
}
Item* LocalPlayer::searchForItem(int itemId)
{
for (int i = 0; i < INVENTORY_SIZE; i++)
{
if (Item *item = mInventory->getItem(i)) {
if (item->getId() == itemId) {
return item;
}
}
}
return NULL;
}
void LocalPlayer::equipItem(Item *item)
{
Net::GameServer::Player::equip(item->getInvIndex());
}
void LocalPlayer::unequipItem(int slot)
{
Net::GameServer::Player::unequip(slot);
// Tidy equipment directly to avoid weapon still shown bug, for instance
mEquipment->setEquipment(slot, 0);
}
void LocalPlayer::useItem(int slot)
{
Net::GameServer::Player::useItem(slot);
}
void LocalPlayer::dropItem(Item *item, int quantity)
{
Net::GameServer::Player::drop(item->getInvIndex(), quantity);
}
void LocalPlayer::splitItem(Item *item, int quantity)
{
int newIndex = mInventory->getFreeSlot();
if (newIndex > Inventory::NO_SLOT_INDEX)
{
Net::GameServer::Player::moveItem(
item->getInvIndex(), newIndex, quantity);
}
}
void LocalPlayer::pickUp(FloorItem *item)
{
int dx = item->getX() - (int) getPosition().x / 32;
int dy = item->getY() - (int) getPosition().y / 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)
{
// TODO: Evaluate the implementation of this method
if (!mMap || !dir)
return;
const Vector &pos = getPosition();
int dScaler; // Distance to walk
if (mAction == WALK && !mPath.empty())
{
// Just finish the current action, otherwise we get out of sync
Being::setDestination(pos.x, pos.y);
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->getWalk(((int) pos.x + dx) / 32,
(int) pos.y / 32, getWalkMask()))
dx = 16 - (int) pos.x % 32;
if (dy && !mMap->getWalk((int) pos.x / 32,
((int) pos.y + dy) / 32, getWalkMask()))
dy = 16 - (int) pos.y % 32;
// Choose a straight direction when diagonal target is blocked
if (dx && dy && !mMap->getWalk((pos.x + dx) / 32,
(pos.y + dy) / 32, getWalkMask()))
dx = 16 - (int) pos.x % 32;
// Checks our path up to 5 tiles, if a blocking tile is found
// We go to the last good tile, and break out of the loop
for (dScaler = 1; dScaler <= 10; dScaler++)
{
if ( (dx || dy) &&
!mMap->getWalk( ((int) pos.x + (dx * dScaler)) / 32,
((int) pos.y + (dy * dScaler)) / 32, getWalkMask()) )
{
dScaler--;
break;
}
}
if (dScaler >= 0)
{
setDestination((int) pos.x + (dx * dScaler), (int) pos.y + (dy * dScaler));
}
else if (dir)
{
// If the being can't move, just change direction
Net::GameServer::Player::changeDir(dir);
setDirection(dir);
}
}
void LocalPlayer::setDestination(Uint16 x, Uint16 y)
{
// Fix coordinates so that the player does not seem to dig into walls.
const int tx = x / 32;
const int ty = y / 32;
int fx = x % 32;
int fy = y % 32;
if (fx != 16 && !mMap->getWalk(tx + fx / 16 * 2 - 1, ty, getWalkMask()))
fx = 16;
if (fy != 16 && !mMap->getWalk(tx, ty + fy / 16 * 2 - 1, getWalkMask()))
fy = 16;
if (fx != 16 && fy != 16 && !mMap->getWalk(tx + fx / 16 * 2 - 1,
ty + fy / 16 * 2 - 1,
getWalkMask()))
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);
//Debugging fire burst
effectManager->trigger(15,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
&& get_elapsed_time(mLocalWalkTime) >= walkingKeyboardDelay)
{
walk(dir);
}
}
void LocalPlayer::stopWalking(bool sendToServer)
{
if(mAction == WALK && mWalkingDir){
mWalkingDir = 0;
mLocalWalkTime = 0;
Being::setDestination(getPosition().x,getPosition().y);
if (sendToServer)
Net::GameServer::Player::walk(getPosition().x, getPosition().y);
setAction(STAND);
}
clearPath();
}
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.writeInt8(emotion);
*/
}
void LocalPlayer::trade(Being *being) const
{
extern std::string tradePartnerName;
extern int tradePartnerID;
tradePartnerName = being->getName();
tradePartnerID = being->getId();
Net::GameServer::Player::requestTrade(tradePartnerID);
}
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;
//Face direction of the target
if(mTarget){
unsigned char dir = 0;
int x = 0, y = 0;
Vector plaPos = this->getPosition();
Vector tarPos = mTarget->getPosition();
x = plaPos.x - tarPos.x;
y = plaPos.y - tarPos.y;
if(abs(x) < abs(y)){
//Check to see if target is above me or below me
if(y > 0){
dir = UP;
} else {
dir = DOWN;
}
} else {
//check to see if the target is to the left or right of me
if(x > 0){
dir = LEFT;
} else {
dir = RIGHT;
}
}
setDirection(dir);
}
mLastAction = 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");
}
Net::GameServer::Player::attack(getSpriteDirection());
}
void LocalPlayer::useSpecial(int special)
{
Net::GameServer::Player::useSpecial(special);
}
Being* LocalPlayer::getTarget() const
{
return mTarget;
}
void LocalPlayer::revive()
{
// XXX Convert for new server
/*
MessageOut outMsg(0x00b2);
outMsg.writeInt8(0);
*/
}
void LocalPlayer::raiseAttribute(size_t attr)
{
// we assume that the server allows the change. When not we will undo it later.
mCharacterPoints--;
mAttributeBase.at(attr)++;
Net::GameServer::Player::raiseAttribute(attr + CHAR_ATTR_BEGIN);
}
void LocalPlayer::lowerAttribute(size_t attr)
{
// we assume that the server allows the change. When not we will undo it later.
mCorrectionPoints--;
mCharacterPoints++;
mAttributeBase.at(attr)--;
Net::GameServer::Player::lowerAttribute(attr + CHAR_ATTR_BEGIN);
}
const struct LocalPlayer::SkillInfo& LocalPlayer::getSkillInfo(int skill)
{
static const SkillInfo skills[CHAR_SKILL_NB + 1] =
{
{ _("Unarmed"), "graphics/images/unarmed.png" }, // CHAR_SKILL_WEAPON_NONE
{ _("Knife"), "graphics/images/knife.png" }, // CHAR_SKILL_WEAPON_KNIFE
{ _("Sword"), "graphics/images/sword.png" }, // CHAR_SKILL_WEAPON_SWORD
{ _("Polearm"), "graphics/images/polearm.png" }, // CHAR_SKILL_WEAPON_POLEARM
{ _("Staff"), "graphics/images/staff.png" }, // CHAR_SKILL_WEAPON_STAFF
{ _("Whip"), "graphics/images/whip.png" }, // CHAR_SKILL_WEAPON_WHIP
{ _("Bow"), "graphics/images/bow.png" }, // CHAR_SKILL_WEAPON_BOW
{ _("Shooting"), "graphics/images/shooting.png" }, // CHAR_SKILL_WEAPON_SHOOTING
{ _("Mace"), "graphics/images/mace.png" }, // CHAR_SKILL_WEAPON_MACE
{ _("Axe"), "graphics/images/axe.png" }, // CHAR_SKILL_WEAPON_AXE
{ _("Thrown"), "graphics/images/thrown.png" }, // CHAR_SKILL_WEAPON_THROWN
{ _("Magic"), "graphics/images/magic.png" }, // CHAR_SKILL_MAGIC_IAMJUSTAPLACEHOLDER
{ _("Craft"), "graphics/images/craft.png" }, // CHAR_SKILL_CRAFT_IAMJUSTAPLACEHOLDER
{ _("Unknown Skill"), "graphics/images/unknown.png" }
};
if ((skill < 0) || (skill > CHAR_SKILL_NB))
{
return skills[CHAR_SKILL_NB];
}
else
{
return skills[skill];
}
}
void LocalPlayer::setExperience(int skill, int current, int next)
{
int diff = current - mExpCurrent.at(skill);
if (mMap && mExpCurrent.at(skill) != -1 && diff > 0)
{
const std::string text = toString(diff) + " " + getSkillInfo(skill).name + " xp";
mExpMessages.push_back(text);
}
mExpCurrent.at(skill) = current;
mExpNext.at(skill) = next;
}
std::pair<int, int> LocalPlayer::getExperience(int skill)
{
return std::pair<int, int> (mExpCurrent.at(skill), mExpNext.at(skill));
}
int LocalPlayer::getAttackRange()
{
Item *weapon = mEquipment->getEquipment(EQUIP_FIGHT1_SLOT);
if (weapon)
{
const ItemInfo info = weapon->getInfo();
return info.getAttackRange();
}
return 32; // unarmed range
}
bool LocalPlayer::withinAttackRange(Being *target)
{
const Vector &targetPos = target->getPosition();
const Vector &pos = getPosition();
const int dx = abs(targetPos.x - pos.x);
const int dy = abs(targetPos.y - pos.y);
const int range = getAttackRange();
return !(dx > range || dy > range);
}
void LocalPlayer::setGotoTarget(Being *target)
{
mTarget = target;
mGoingToTarget = true;
const Vector &targetPos = target->getPosition();
setDestination(targetPos.x, targetPos.y);
}