/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * * This file is part of The Mana 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 . */ #ifndef LOCALPLAYER_H #define LOCALPLAYER_H #include "being.h" #include "resources/userpalette.h" #include #include #include class ChatTab; class FloorItem; class ImageSet; class Item; class Map; class OkDialog; class AwayListener : public gcn::ActionListener { public: void action(const gcn::ActionEvent &event); }; /** * Reasons an item can fail to be picked up. */ enum { PICKUP_OKAY, PICKUP_BAD_ITEM, PICKUP_TOO_HEAVY, PICKUP_TOO_FAR, PICKUP_INV_FULL, PICKUP_STACK_FULL, PICKUP_DROP_STEAL }; /** * Attack range not set value */ enum { ATTACK_RANGE_NOT_SET = -1 }; /** * The local player character. */ class LocalPlayer : public Being { public: LocalPlayer(int id= 65535, int subtype = 0); ~LocalPlayer(); virtual void logic(); virtual void setAction(Action action, int attackId = 1); /** * Compute the next pathnode location when walking using keyboard. * used by nextTile(). */ Position getNextWalkPosition(unsigned char dir); /** * 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. */ virtual void nextTile() { nextTile(0); } virtual void nextTile(unsigned char dir); /** * Check the player has permission to invite users to specific guild */ bool checkInviteRights(const std::string &guildName); /** * Invite a player to join guild */ void inviteToGuild(Being *being); void pickUp(FloorItem *item); /** * Sets the attack range. */ void setAttackRange(int range); /** * Gets the attack range. */ int getAttackRange() { return mAttackRange; } void attack(Being *target = NULL, bool keep = false); void setGMLevel(int level); void stopAttack(); /** * Overridden to do nothing. The attacks of the local player are * displayed as soon as the player attacks, not when the server says * the player does. * * @param victim the victim being * @param damage the amount of damage dealt (0 means miss) * @param type the attack type */ //virtual void handleAttack(Being *victim, int damage, AttackType type) {} virtual void handleAttack() {} /** * Returns the current target of the player. Returns 0 if no being is * currently targeted. */ Being *getTarget() const; /** * Sets the target being of the player. */ void setTarget(Being *target); /** * Sets a new destination for this being to walk to. */ virtual void setDestination(int x, int y); /** * Sets a new direction to keep walking in. */ void setWalkingDir(int dir); /** * Gets the walking direction */ int getWalkingDir() const { return mWalkingDir; } /** * Sets going to being to attack */ void setGotoTarget(Being *target); /** * Returns whether the target is in range to attack */ bool withinAttackRange(Being *target); /** * Stops the player dead in his tracks */ void stopWalking(bool sendToServer = true); void toggleSit(); void emote(uint8_t emotion); /** * Shows item pickup notifications. */ void pickedUp(const ItemInfo &itemInfo, int amount, unsigned char fail); void setShowIp(bool show) { mShowIp = show; } bool getShowIp() const { return mShowIp; } /** 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 { return mPathSetByMouse; } void changeAwayMode(); bool getAwayMode() { return mAwayMode; } void setAway(const std::string &message); void afkRespond(ChatTab *tab, const std::string &nick); void addMessageToQueue(const std::string &message, int color = UserPalette::EXP_INFO); void event(Event::Channel channel, const Event &event); /** * Tells the engine wether to check * if the Player Name is to be displayed. */ void setCheckNameSetting(bool checked) { mUpdateName = checked; } /** * Gets if the engine has to check * if the Player Name is to be displayed. */ bool getCheckNameSetting() const { return mUpdateName; } protected: /** Whether or not the name settings have changed */ bool mUpdateName; void startWalking(unsigned char dir); int mAttackRange; int mTargetTime; /** How long the being has been targeted **/ int mLastTarget; /** Time stamp of last targeting action, -1 if none. */ int mGMLevel; Being *mTarget; FloorItem *mPickUpTarget; bool mGoingToTarget; bool mKeepAttacking; /** Whether or not to continue to attack */ int mLastAction; /**< Time stamp of the last action, -1 if none. */ int mWalkingDir; /**< The direction the player is walking in. */ bool mPathSetByMouse; /**< Tells if the path was set using mouse */ int mLocalWalkTime; /**< Timestamp used to control keyboard walk messages flooding */ typedef std::pair MessagePair; /** Queued messages*/ std::list mMessages; int mMessageTime; bool mShowIp; AwayListener *mAwayListener; OkDialog *mAwayDialog; int mAfkTime; bool mAwayMode; }; extern LocalPlayer *player_node; #endif // LOCALPLAYER_H