/* * 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