/* * 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 }