/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2012 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 "utils/time.h"
#include
class ChatTab;
class FloorItem;
class ImageSet;
class Map;
class OkDialog;
class AwayListener : public gcn::ActionListener
{
public:
void action(const gcn::ActionEvent &event) override;
};
/**
* 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
};
/**
* The local player character.
*/
class LocalPlayer final : public Being
{
public:
LocalPlayer(int id= 65535, int subtype = 0);
~LocalPlayer() override;
void logic() override;
void setAction(Action action, int attackId = 1) override;
/**
* 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() const
{ return mAttackRange; }
void attack(Being *target = nullptr, 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);
virtual void setDestination(const Vector &dest)
{ setDestination((int)dest.x, (int)dest.y); }
virtual void setDestination(const Position &dest)
{ setDestination(dest.x, dest.y); }
/**
* Sets a new direction to keep walking in, when using the keyboard
* or the joystick.
*/
void setWalkingDir(int dir);
/**
* Gets the walking direction
*/
int getWalkingDir() const
{ return mWalkingDir; }
/**
* Sets going to being to attack
*/
void setGotoTarget(Being *target);
/**
* Cancel a possible target destination in progress,
* but not the targeting.
*/
void cancelGoToTarget()
{ mGoingToTarget = mKeepAttacking = false; }
/**
* Returns whether the target is in range (in pixels).
*/
bool withinRange(Actor *target, int range) const;
void toggleSit();
void emote(int emoteId);
/**
* 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() const
{ 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) override;
protected:
/** Make the character starts to walk. */
void startWalking(unsigned char dir);
/**
* Stops the player dead in his tracks
*/
void stopWalking(bool sendToServer = true);
/**
* set the next path tile when walking and using the keyboard.
*/
virtual void nextTile(unsigned char dir);
/**
* Compute the next pathnode location when walking using keyboard.
* used by nextTile().
*/
Position getNextWalkPosition(unsigned char dir);
int mAttackRange = -1;
Timer mLastTargetTimer; /**< Timer for last targeting action. */
int mGMLevel = 0;
Being *mTarget = nullptr;
FloorItem *mPickUpTarget = nullptr;
bool mGoingToTarget = false;
bool mKeepAttacking = false; /**< Whether or not to continue to attack */
Timer mLastActionTimer; /**< Timeout for the last action. */
int mWalkingDir = 0; /**< The direction the player is walking in. */
bool mPathSetByMouse = false; /**< Tells if the path was set using mouse */
/** Queued messages */
std::list> mMessages;
Timer mMessageTimer;
bool mShowIp = false;
AwayListener *mAwayListener;
OkDialog *mAwayDialog = nullptr;
Timer mAfkTimer;
bool mAwayMode = false;
};
extern LocalPlayer *local_player;
#endif // LOCALPLAYER_H