/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011 The ManaPlus Developers
*
* This file is part of The ManaPlus 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 <http://www.gnu.org/licenses/>.
*/
#ifndef LOCALPLAYER_H
#define LOCALPLAYER_H
#include "actorspritelistener.h"
#include "being.h"
#include "client.h"
#include "game.h"
#include "listener.h"
#include "gui/userpalette.h"
#include <guichan/actionlistener.hpp>
#include <memory>
#include <vector>
class ChatTab;
class FloorItem;
class ImageSet;
class Item;
class Map;
class OkDialog;
struct SkillInfo;
class AwayListener : public gcn::ActionListener
{
public:
void action(const gcn::ActionEvent &event);
};
/**
* Reasons an item can fail to be picked up.
*/
enum
{
PICKUP_OKAY = 0,
PICKUP_BAD_ITEM,
PICKUP_TOO_HEAVY,
PICKUP_TOO_FAR,
PICKUP_INV_FULL,
PICKUP_STACK_FULL,
PICKUP_DROP_STEAL
};
/**
* The local player character.
*/
class LocalPlayer : public Being, public ActorSpriteListener,
public Mana::Listener
{
public:
/**
* Constructor.
*/
LocalPlayer(int id = 65535, int subtype = 0);
/**
* Destructor.
*/
~LocalPlayer();
virtual void logic();
virtual void setAction(Action action, int attackType = 0);
/**
* 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 clearInventory();
// void setInvItem(int index, int id, int amount);
bool pickUp(FloorItem *item);
/**
* Called when an ActorSprite has been destroyed.
* @param actorSprite the ActorSprite being destroyed.
*/
void actorSpriteDestroyed(const ActorSprite &actorSprite);
/**
* Sets the attack range.
*/
void setAttackRange(int range) { mAttackRange = range; }
/**
* Gets the attack range.
*/
int getAttackRange();
void attack(Being *target = NULL, bool keep = false,
bool dontChangeEquipment = false);
void attack2(Being *target = NULL, bool keep = false,
bool dontChangeEquipment = false);
void setGMLevel(int level);
int getGMLevel()
{ return mGMLevel; }
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(unsigned char dir);
/**
* Gets the walking direction
*/
unsigned char 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, bool fixDistance = false,
int addRange = 0);
/**
* Stops the player dead in his tracks
*/
void stopWalking(bool sendToServer = true);
bool toggleSit();
bool updateSit();
bool emote(Uint8 emotion);
/**
* Shows item pickup notifications.
*/
void pickedUp(const ItemInfo &itemInfo, int amount,
unsigned char fail);
int getLevel() const;
int getTargetTime();
// int getSkillPoints() const
// { return mSkillPoints; }
// void setSkillPoints(int points);
/** 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; }
int getInvertDirection()
{ return mInvertDirection; }
void setInvertDirection(int n)
{ mInvertDirection = n; }
void invertDirection();
int getAttackWeaponType()
{ return mAttackWeaponType; }
int getAttackType()
{ return mAttackType; }
int getFollowMode()
{ return mFollowMode; }
int getImitationMode()
{ return mImitationMode; }
void changeAttackWeaponType();
void changeAttackType();
void changeFollowMode();
void changeImitationMode();
void changePickUpType();
int getCrazyMoveType()
{ return mCrazyMoveType ; }
int getPickUpType()
{ return mPickUpType ; }
int getQuickDropCounter()
{ return mQuickDropCounter ; }
void changeQuickDropCounter();
int getMoveState()
{ return mMoveState ; }
void setMoveState(int n)
{ mMoveState = n ; }
void switchMagicAttack();
int getMagicAttackType()
{ return mMagicAttackType ; }
int getMoveToTargetType()
{ return mMoveToTargetType ; }
int getDisableGameModifiers()
{ return mDisableGameModifiers ; }
int getPingTime()
{ return mPingTime ; }
void tryPingRequest();
void changeMoveToTargetType();
void switchGameModifiers();
void magicAttack();
void specialMove(unsigned char direction);
void moveByDirection(unsigned char dir);
bool pickUpItems(int pickUpType = 0);
void changeCrazyMoveType();
void crazyMove();
void moveTo(int x, int y);
void move(int dX, int dY);
void moveToTarget(unsigned int dist = -1);
void moveToHome();
void debugMsg(std::string str);
// int getSkillLv(int id);
bool isReachable(int x, int y, int maxCost = 0);
bool isReachable(Being *being, int maxCost = 0);
void setHome();
void pingRequest();
void pingResponse();
void changeAwayMode();
bool getAwayMode()
{ return mAwayMode; }
void setAway(const std::string &message);
void afkRespond(ChatTab *tab, const std::string &nick);
void navigateTo(int x, int y);
void navigateTo(Being *being);
void naviageClean();
void updateCoords();
void imitateEmote(Being* being, unsigned char emote);
void imitateAction(Being *being, Being::Action action);
void imitateDirection(Being *being, unsigned char dir);
void imitateOutfit(Being *player, int sprite = -1);
void followMoveTo(Being *being, int x, int y);
void followMoveTo(Being *being, int x1, int y1, int x2, int y2);
bool allowAction();
bool allowMove();
void setRealPos(int x, int y);
bool isServerBuggy()
{ return mIsServerBuggy; }
void fixPos(int maxDist = 1);
/**
* Sets the map the being is on
*/
void setMap(Map *map);
void addMessageToQueue(const std::string &message,
int color = UserPalette::EXP_INFO);
/**
* Called when a option (set with config.addListener()) is changed
*/
void optionChanged(const std::string &value);
void event(Channels channel, const Mana::Event &event);
/**
* set a following player.
*/
void setFollow(std::string player);
/**
* set an imitation player.
*/
void setImitate(std::string player);
/**
* setting the next destination of the following, in case of warp
*/
void setNextDest(int x, int y);
int getNextDestX() const
{ return mNextDestX; }
int getNextDestY() const
{ return mNextDestY; }
void respawn();
FloorItem *getPickUpTarget()
{ return mPickUpTarget; }
void unSetPickUpTarget()
{ mPickUpTarget = 0; }
/**
* Stop following a player.
*/
void cancelFollow();
/**
* Get the playername followed by the current player.
*/
std::string getFollow() const
{ return mPlayerFollowed; }
/**
* Get the playername imitated by the current player.
*/
std::string getImitate() const
{ return mPlayerImitated; }
/**
* Tells the engine whether 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; }
void fixAttackTarget();
void updateNavigateList();
int getPathLength(Being* being);
void targetMoved();
void setLastHitFrom(std::string n)
{ mLastHitFrom = n; }
void waitFor(std::string nick);
void checkNewName(Being *being);
protected:
/** Whether or not the name settings have changed */
bool mUpdateName;
virtual void handleStatusEffect(StatusEffect *effect, int effectId);
void startWalking(unsigned char dir);
void changeEquipmentBeforeAttack(Being* target);
void tryMagic(std::string spell, int baseMagic,
int schoolMagic, int mana);
void crazyMove1();
void crazyMove2();
void crazyMove3();
void crazyMove4();
void crazyMove5();
void crazyMove6();
void crazyMove7();
void crazyMove8();
void crazyMove9();
void crazyMoveA();
void loadHomes();
void saveHomes();
bool mInStorage; /**< Whether storage is currently accessible */
int mAttackRange;
int mTargetTime; /** How long the being has been targeted **/
int mLastTarget; /** Time stamp of last targeting action,
-1 if none. */
int mGMLevel;
//move type
unsigned int mInvertDirection;
//crazy move type
unsigned int mCrazyMoveType;
//crazy move state
unsigned int mCrazyMoveState;
//attack weapon type
unsigned int mAttackWeaponType;
//quick drop counter
unsigned int mQuickDropCounter;
//move state. used if mInvertDirection == 2
unsigned int mMoveState;
//temporary disable crazy moves in moves
bool mDisableCrazyMove;
//pick up type 1x1, normal aka 2x1, forward aka 2x3, 3x3, 3x3 + 1
unsigned int mPickUpType;
//magic attack type
unsigned int mMagicAttackType;
//type how move to target
unsigned int mMoveToTargetType;
unsigned int mAttackType;
unsigned int mFollowMode;
unsigned int mImitationMode;
bool mDisableGameModifiers;
int mLastTargetX;
int mLastTargetY;
std::map<std::string, Vector> mHomes;
Being *mTarget;
/** Follow system **/
std::string mPlayerFollowed;
std::string mPlayerImitated;
int mNextDestX;
int mNextDestY;
FloorItem *mPickUpTarget;
bool mGoingToTarget;
bool mKeepAttacking; /** Whether or not to continue to attack */
int mLastAction; /**< Time stamp of the last action, -1 if none.*/
unsigned char mWalkingDir; /**< The direction the player is
walking in. */
bool mPathSetByMouse; /**< Tells if the path was set using mouse */
std::vector<int> mStatusEffectIcons;
int mLocalWalkTime; /**< Timestamp used to control keyboard walk
messages flooding */
typedef std::pair<std::string, int> MessagePair;
/** Queued messages*/
std::list<MessagePair> mMessages;
int mMessageTime;
AwayListener *mAwayListener;
OkDialog *mAwayDialog;
int mPingSendTick;
bool mWaitPing;
int mPingTime;
int mAfkTime;
bool mAwayMode;
bool mShowNavigePath;
bool mIsServerBuggy;
bool mSyncPlayerMove;
bool mDrawPath;
bool mAttackMoving;
bool mShowJobExp;
int mActivityTime;
int mNavigateX;
int mNavigateY;
int mNavigateId;
int mCrossX;
int mCrossY;
int mOldX;
int mOldY;
int mOldTileX;
int mOldTileY;
Path mNavigatePath;
bool mTargetDeadPlayers;
bool mServerAttack;
std::string mLastHitFrom;
std::string mWaitFor;
};
extern LocalPlayer *player_node;
#endif