/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "localplayer.h"
#include "configuration.h"
#include "equipment.h"
#include "floor_item.h"
#include "game.h"
#include "graphics.h"
#include "inventory.h"
#include "item.h"
#include "map.h"
#include "monster.h"
#include "particle.h"
#include "simpleanimation.h"
#include "sound.h"
#include "statuseffect.h"
#include "text.h"
#include "gui/gui.h"
#include "gui/ministatus.h"
#include "gui/palette.h"
#ifdef EATHENA_SUPPORT
#include "gui/storagewindow.h"
#endif
#include "net/net.h"
#ifdef TMWSERV_SUPPORT
#include "effectmanager.h"
#include "guild.h"
#include "net/tmwserv/gameserver/player.h"
#include "net/tmwserv/chatserver/guild.h"
#include "net/tmwserv/chatserver/party.h"
#else
#include "net/ea/inventoryhandler.h"
#include "net/ea/partyhandler.h"
#include "net/ea/playerhandler.h"
#include "net/ea/skillhandler.h"
#include "net/ea/tradehandler.h"
#endif
#include "resources/animation.h"
#include "resources/imageset.h"
#include "resources/iteminfo.h"
#include "resources/resourcemanager.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include <cassert>
#ifdef TMWSERV_SUPPORT
const short walkingKeyboardDelay = 100;
#endif
LocalPlayer *player_node = NULL;
#ifdef TMWSERV_SUPPORT
LocalPlayer::LocalPlayer():
Player(65535, 0, NULL),
mEquipment(new Equipment),
mAttributeBase(NB_CHARACTER_ATTRIBUTES, -1),
mAttributeEffective(NB_CHARACTER_ATTRIBUTES, -1),
mExpCurrent(CHAR_SKILL_NB, -1),
mExpNext(CHAR_SKILL_NB, -1),
mCharacterPoints(-1),
mCorrectionPoints(-1),
mLevelProgress(0),
#else
LocalPlayer::LocalPlayer(int id, int job, Map *map):
Player(id, job, map),
mCharId(0),
mJobXp(0),
mJobLevel(0),
mXpForNextLevel(0), mJobXpForNextLevel(0),
mMp(0), mMaxMp(0),
mAttackRange(0),
ATK(0), MATK(0), DEF(0), MDEF(0), HIT(0), FLEE(0),
ATK_BONUS(0), MATK_BONUS(0), DEF_BONUS(0), MDEF_BONUS(0), FLEE_BONUS(0),
mStatPoint(0), mSkillPoint(0),
mStatsPointsToAttribute(0),
mEquipment(new Equipment),
mXp(0),
mInStorage(false),
mTargetTime(-1),
mLastTarget(-1),
#endif
mLevel(1),
mMoney(0),
mTotalWeight(1), mMaxWeight(1),
mHp(1), mMaxHp(1),
mTarget(NULL), mPickUpTarget(NULL),
mTrading(false), mGoingToTarget(false),
mLastAction(-1),
mWalkingDir(0),
mDestX(0), mDestY(0),
mInventory(new Inventory(INVENTORY_SIZE)),
#ifdef TMWSERV_SUPPORT
mLocalWalkTime(-1),
mExpMessageTime(0)
#else
mStorage(new Inventory(STORAGE_SIZE))
#endif
{
// Variable to keep the local player from doing certain actions before a map
// is initialized. e.g. drawing a player's name using the TextManager, since
// it appears to be dependant upon map coordinates for updating drawing.
mMapInitialized = false;
mUpdateName = true;
initTargetCursor();
}
LocalPlayer::~LocalPlayer()
{
delete mInventory;
#ifdef EATHENA_SUPPORT
delete mStorage;
#endif
for (int i = Being::TC_SMALL; i < Being::NUM_TC; i++)
{
delete mTargetCursor[0][i];
delete mTargetCursor[1][i];
mTargetCursorImages[0][i]->decRef();
mTargetCursorImages[1][i]->decRef();
}
}
void LocalPlayer::logic()
{
#ifdef EATHENA_SUPPORT
switch (mAction)
{
case STAND:
break;
case SIT:
break;
case DEAD:
break;
case HURT:
break;
case WALK:
mFrame = (get_elapsed_time(mWalkTime) * 6) / getWalkSpeed();
if (mFrame >= 6)
nextStep();
break;
case ATTACK:
int rotation = 0;
std::string particleEffect = "";
int frames = 4;
if (mEquippedWeapon &&
mEquippedWeapon->getAttackType() == ACTION_ATTACK_BOW)
frames = 5;
mFrame = (get_elapsed_time(mWalkTime) * frames) / mAttackSpeed;
//attack particle effect
if (mEquippedWeapon)
particleEffect = mEquippedWeapon->getParticleEffect();
if (!particleEffect.empty() && mParticleEffects && mFrame == 1)
{
switch (mDirection)
{
case DOWN: rotation = 0; break;
case LEFT: rotation = 90; break;
case UP: rotation = 180; break;
case RIGHT: rotation = 270; break;
default: break;
}
Particle *p;
p = particleEngine->addEffect("graphics/particles/" +
particleEffect, 0, 0, rotation);
controlParticle(p);
}
if (mFrame >= frames)
nextStep();
break;
}
#endif
// Actions are allowed once per second
if (get_elapsed_time(mLastAction) >= 1000)
mLastAction = -1;
#ifdef TMWSERV_SUPPORT
// Show XP messages
if (!mExpMessages.empty())
{
if (mExpMessageTime == 0)
{
const Vector &pos = getPosition();
particleEngine->addTextRiseFadeOutEffect(
mExpMessages.front(),
(int) pos.x + 16,
(int) pos.y - 16,
&guiPalette->getColor(Palette::EXP_INFO),
gui->getInfoParticleFont(), true);
mExpMessages.pop_front();
mExpMessageTime = 30;
}
mExpMessageTime--;
}
#else
// Targeting allowed 4 times a second
if (get_elapsed_time(mLastTarget) >= 250)
mLastTarget = -1;
// Remove target if its been on a being for more than a minute
if (get_elapsed_time(mTargetTime) >= 60000)
{
mTargetTime = -1;
setTarget(NULL);
mLastTarget = -1;
}
if (mTarget)
{
if (mTarget->getType() == Being::NPC)
{
// NPCs are always in range
mTarget->setTargetAnimation(
mTargetCursor[0][mTarget->getTargetCursorSize()]);
}
else
{
// Find whether target is in range
const int rangeX = abs(mTarget->mX - mX);
const int rangeY = abs(mTarget->mY - mY);
const int attackRange = getAttackRange();
const int inRange = rangeX > attackRange || rangeY > attackRange
? 1 : 0;
mTarget->setTargetAnimation(
mTargetCursor[inRange][mTarget->getTargetCursorSize()]);
if (mTarget->mAction == DEAD)
stopAttack();
if (mKeepAttacking && mTarget)
attack(mTarget, true);
}
}
#endif
Being::logic();
}
void LocalPlayer::setGM()
{
mIsGM = !mIsGM;
mNameColor = mIsGM ?
&guiPalette->getColor(Palette::GM) :
&guiPalette->getColor(Palette::PLAYER);
setName(getName());
config.setValue(getName() + "GMassert", mIsGM);
}
void LocalPlayer::setName(const std::string &name)
{
if (mName)
{
delete mName;
mName = 0;
}
if (config.getValue("showownname", false) && mMapInitialized)
Player::setName(name);
else
Being::setName(name);
}
void LocalPlayer::nextStep()
{
// TODO: Fix picking up when reaching target (this method is obsolete)
// TODO: Fix holding walking button to keep walking smoothly
if (mPath.empty())
{
if (mPickUpTarget)
pickUp(mPickUpTarget);
if (mWalkingDir)
walk(mWalkingDir);
}
// TODO: Fix automatically walking within range of target, when wanted
if (mGoingToTarget && mTarget && withinAttackRange(mTarget))
{
mAction = Being::STAND;
#ifdef EATHENA_SUPPORT
attack(mTarget, true);
#endif
mGoingToTarget = false;
mPath.clear();
return;
}
else if (mGoingToTarget && !mTarget)
{
mGoingToTarget = false;
mPath.clear();
}
#ifdef EATHENA_SUPPORT
Player::nextStep();
#endif
}
#ifdef TMWSERV_SUPPORT
bool LocalPlayer::checkInviteRights(const std::string &guildName)
{
Guild *guild = getGuild(guildName);
if (guild)
{
return guild->getInviteRights();
}
return false;
}
void LocalPlayer::inviteToGuild(Being *being)
{
// TODO: Allow user to choose which guild to invite being to
// For now, just invite to the first guild you have permissions to invite with
std::map<int, Guild*>::iterator itr = mGuilds.begin();
std::map<int, Guild*>::iterator itr_end = mGuilds.end();
for (; itr != itr_end; ++itr)
{
if (checkInviteRights(itr->second->getName()))
{
Net::ChatServer::Guild::invitePlayer(being->getName(), itr->second->getId());
return;
}
}
}
void LocalPlayer::clearInventory()
{
mEquipment->clear();
mInventory->clear();
}
void LocalPlayer::setInvItem(int index, int id, int amount)
{
mInventory->setItem(index, id, amount);
}
#endif
void LocalPlayer::inviteToParty(const std::string &name)
{
#ifdef TMWSERV_SUPPORT
Net::ChatServer::Party::invitePlayer(name);
#else
// need an id
#endif
}
void LocalPlayer::inviteToParty(Player *player)
{
// Net::getPartyHandler()->invite(player->getId());
#ifdef TMWSERV_SUPPORT
Net::ChatServer::Party::invitePlayer(player->getName());
#else
partyHandler->invite(player->getId());
#endif
}
void LocalPlayer::moveInvItem(Item *item, int newIndex)
{
// special case, the old and new cannot copy over each other.
if (item->getInvIndex() == newIndex)
return;
#ifdef TMWSERV_SUPPORT
Net::GameServer::Player::moveItem(
item->getInvIndex(), newIndex, item->getQuantity());
#endif
// TODO: eAthena support
}
void LocalPlayer::equipItem(Item *item)
{
// Net::getInvyHandler()->equipItem(item);
#ifdef TMWSERV_SUPPORT
Net::GameServer::Player::equip(item->getInvIndex());
#else
invyHandler->equipItem(item);
#endif
}
#ifdef TMWSERV_SUPPORT
void LocalPlayer::unequipItem(int slot)
{
Net::GameServer::Player::unequip(slot);
// Tidy equipment directly to avoid weapon still shown bug, for instance
mEquipment->setEquipment(slot, 0);
}
#else
void LocalPlayer::unequipItem(Item *item)
{
// Net::getInvyHandler()->unequipItem(item);
#ifdef TMWSERV_SUPPORT
Net::GameServer::Player::unequip(item->getInvIndex());
#else
invyHandler->unequipItem(item);
#endif
// Tidy equipment directly to avoid weapon still shown bug, for instance
mEquipment->removeEquipment(item->getInvIndex());
}
void LocalPlayer::useItem(Item *item)
{
// Net::getInvyHandler()->useItem(item);
#ifdef TMWSERV_SUPPORT
Net::GameServer::Player::useItem(item->getInvIndex());
#else
invyHandler->useItem(item);
#endif
}
#endif
void LocalPlayer::dropItem(Item *item, int quantity)
{
// Net::getInvyHandler()->dropItem(item, quantity);
#ifdef TMWSERV_SUPPORT
Net::GameServer::Player::drop(item->getInvIndex(), quantity);
#else
invyHandler->dropItem(item, quantity);
#endif
}
#ifdef TMWSERV_SUPPORT
void LocalPlayer::splitItem(Item *item, int quantity)
{
int newIndex = mInventory->getFreeSlot();
if (newIndex > Inventory::NO_SLOT_INDEX)
{
Net::GameServer::Player::moveItem(
item->getInvIndex(), newIndex, quantity);
}
}
#endif
void LocalPlayer::pickUp(FloorItem *item)
{
#ifdef TMWSERV_SUPPORT
int dx = item->getX() - (int) getPosition().x / 32;
int dy = item->getY() - (int) getPosition().y / 32;
#else
int dx = item->getX() - mX;
int dy = item->getY() - mY;
#endif
if (dx * dx + dy * dy < 4)
{
// Net::getPlayerHandler()->pickUp(item);
#ifdef TMWSERV_SUPPORT
int id = item->getId();
Net::GameServer::Player::pickUp(id >> 16, id & 0xFFFF);
#else
playerHandler->pickUp(item);
#endif
mPickUpTarget = NULL;
}
else
{
#ifdef TMWSERV_SUPPORT
setDestination(item->getX() * 32 + 16, item->getY() * 32 + 16);
#else
setDestination(item->getX(), item->getY());
#endif
mPickUpTarget = item;
#ifdef EATHENA_SUPPORT
stopAttack();
#endif
}
}
void LocalPlayer::walk(unsigned char dir)
{
// TODO: Evaluate the implementation of this method for tmwserv
if (!mMap || !dir)
return;
#ifdef TMWSERV_SUPPORT
const Vector &pos = getPosition();
#endif
if (mAction == WALK && !mPath.empty())
{
// Just finish the current action, otherwise we get out of sync
#ifdef TMWSERV_SUPPORT
Being::setDestination(pos.x, pos.y);
#else
Being::setDestination(mX, mY);
#endif
return;
}
int dx = 0, dy = 0;
#ifdef TMWSERV_SUPPORT
if (dir & UP)
dy -= 32;
if (dir & DOWN)
dy += 32;
if (dir & LEFT)
dx -= 32;
if (dir & RIGHT)
dx += 32;
#else
if (dir & UP)
dy--;
if (dir & DOWN)
dy++;
if (dir & LEFT)
dx--;
if (dir & RIGHT)
dx++;
#endif
// Prevent skipping corners over colliding tiles
#ifdef TMWSERV_SUPPORT
if (dx && !mMap->getWalk(((int) pos.x + dx) / 32,
(int) pos.y / 32, getWalkMask()))
dx = 16 - (int) pos.x % 32;
if (dy && !mMap->getWalk((int) pos.x / 32,
((int) pos.y + dy) / 32, getWalkMask()))
dy = 16 - (int) pos.y % 32;
#else
if (dx && !mMap->getWalk(mX + dx, mY, getWalkMask()))
dx = 0;
if (dy && !mMap->getWalk(mX, mY + dy, getWalkMask()))
dy = 0;
#endif
// Choose a straight direction when diagonal target is blocked
#ifdef TMWSERV_SUPPORT
if (dx && dy && !mMap->getWalk((pos.x + dx) / 32,
(pos.y + dy) / 32, getWalkMask()))
dx = 16 - (int) pos.x % 32;
int dScaler; // Distance to walk
// Checks our path up to 5 tiles, if a blocking tile is found
// We go to the last good tile, and break out of the loop
for (dScaler = 1; dScaler <= 10; dScaler++)
{
if ( (dx || dy) &&
!mMap->getWalk( ((int) pos.x + (dx * dScaler)) / 32,
((int) pos.y + (dy * dScaler)) / 32, getWalkMask()) )
{
dScaler--;
break;
}
}
if (dScaler >= 0)
{
setDestination((int) pos.x + (dx * dScaler), (int) pos.y + (dy * dScaler));
}
#else
if (dx && dy && !mMap->getWalk(mX + dx, mY + dy, getWalkMask()))
dx = 0;
// Walk to where the player can actually go
if ((dx || dy) && mMap->getWalk(mX + dx, mY + dy, getWalkMask()))
{
setDestination(mX + dx, mY + dy);
}
#endif
else if (dir)
{
// If the being can't move, just change direction
#ifdef TMWSERV_SUPPORT
Net::GameServer::Player::changeDir(dir);
#else
// TODO: Communicate this to the server
#endif
setDirection(dir);
}
}
Being* LocalPlayer::getTarget() const
{
return mTarget;
}
void LocalPlayer::setTarget(Being *target)
{
#ifdef EATHENA_SUPPORT
if (mLastTarget != -1 || target == this)
return;
mLastTarget = tick_time;
if (target == mTarget)
target = NULL;
if (target || mAction == ATTACK)
{
mTargetTime = tick_time;
}
else
{
mKeepAttacking = false;
mTargetTime = -1;
}
#endif
if (mTarget)
mTarget->untarget();
if (mTarget && mTarget->getType() == Being::MONSTER)
static_cast<Monster *>(mTarget)->setShowName(false);
mTarget = target;
if (target && target->getType() == Being::MONSTER)
static_cast<Monster *>(target)->setShowName(true);
}
#ifdef TMWSERV_SUPPORT
void LocalPlayer::setDestination(int x, int y)
#else
void LocalPlayer::setDestination(Uint16 x, Uint16 y)
#endif
{
#ifdef TMWSERV_SUPPORT
// Fix coordinates so that the player does not seem to dig into walls.
const int tx = x / 32;
const int ty = y / 32;
int fx = x % 32;
int fy = y % 32;
if (fx != 16 && !mMap->getWalk(tx + fx / 16 * 2 - 1, ty, getWalkMask()))
fx = 16;
if (fy != 16 && !mMap->getWalk(tx, ty + fy / 16 * 2 - 1, getWalkMask()))
fy = 16;
if (fx != 16 && fy != 16 && !mMap->getWalk(tx + fx / 16 * 2 - 1,
ty + fy / 16 * 2 - 1,
getWalkMask()))
fx = 16;
x = tx * 32 + fx;
y = ty * 32 + fy;
#endif
// Only send a new message to the server when destination changes
if (x != mDestX || y != mDestY)
{
mDestX = x;
mDestY = y;
// Net::getPlayerHandler()->setDestination(x, y, mDirection);
#ifdef TMWSERV_SUPPORT
Net::GameServer::Player::walk(x, y);
//Debugging fire burst
effectManager->trigger(15,x,y);
#else
playerHandler->setDestination(x, y, mDirection);
#endif
}
mPickUpTarget = NULL;
Being::setDestination(x, y);
}
void LocalPlayer::setWalkingDir(int dir)
{
mWalkingDir = dir;
// If we're not already walking, start walking.
if (mAction != WALK && dir
#ifdef TMWSERV_SUPPORT
&& get_elapsed_time(mLocalWalkTime) >= walkingKeyboardDelay
#endif
)
{
walk(dir);
}
}
#ifdef TMWSERV_SUPPORT
void LocalPlayer::stopWalking(bool sendToServer)
{
if (mAction == WALK && mWalkingDir) {
mWalkingDir = 0;
mLocalWalkTime = 0;
Being::setDestination(getPosition().x,getPosition().y);
if (sendToServer)
Net::GameServer::Player::walk(getPosition().x, getPosition().y);
setAction(STAND);
}
clearPath();
}
#endif
#ifdef EATHENA_SUPPORT
void LocalPlayer::raiseSkill(Uint16 skillId)
{
if (mSkillPoint <= 0)
return;
// Net::getSkillHandler()->up(skillId);
skillHandler->up(skillId);
}
#endif
void LocalPlayer::toggleSit()
{
if (mLastAction != -1)
return;
mLastAction = tick_time;
Being::Action newAction;
switch (mAction)
{
case STAND: newAction = SIT; break;
case SIT: newAction = STAND; break;
default: return;
}
// Net::getPlayerHandler()->changeAction(newAction);
#ifdef TMWSERV_SUPPORT
setAction(newAction);
Net::GameServer::Player::changeAction(newAction);
#else
playerHandler->changeAction(newAction);
#endif
}
void LocalPlayer::emote(Uint8 emotion)
{
if (mLastAction != -1)
return;
mLastAction = tick_time;
// Net::getPlayerHandler()->emote(emotion);
#ifdef EATHENA_SUPPORT
playerHandler->emote(emotion);
#endif
}
#ifdef EATHENA_SUPPORT
void LocalPlayer::tradeReply(bool accept)
{
if (!accept)
mTrading = false;
// Net::getTradeHandler()->respond(accept);
tradeHandler->respond(accept);
}
#endif
void LocalPlayer::trade(Being *being) const
{
// Net::getTradeHandler()->request(being);
#ifdef TMWSERV_SUPPORT
extern std::string tradePartnerName;
extern int tradePartnerID;
tradePartnerName = being->getName();
tradePartnerID = being->getId();
Net::GameServer::Player::requestTrade(tradePartnerID);
#else
tradeHandler->request(being);
#endif
}
bool LocalPlayer::tradeRequestOk() const
{
return !mTrading;
}
#ifdef TMWSERV_SUPPORT
void LocalPlayer::attack()
{
if (mLastAction != -1)
return;
// Can only attack when standing still
if (mAction != STAND && mAction != ATTACK)
return;
//Face direction of the target
if(mTarget){
unsigned char dir = 0;
int x = 0, y = 0;
Vector plaPos = this->getPosition();
Vector tarPos = mTarget->getPosition();
x = plaPos.x - tarPos.x;
y = plaPos.y - tarPos.y;
if(abs(x) < abs(y)){
//Check to see if target is above me or below me
if(y > 0){
dir = UP;
} else {
dir = DOWN;
}
} else {
//check to see if the target is to the left or right of me
if(x > 0){
dir = LEFT;
} else {
dir = RIGHT;
}
}
setDirection(dir);
}
mLastAction = tick_time;
setAction(ATTACK);
if (mEquippedWeapon)
{
std::string soundFile = mEquippedWeapon->getSound(EQUIP_EVENT_STRIKE);
if (soundFile != "") sound.playSfx(soundFile);
}
else {
sound.playSfx("sfx/fist-swish.ogg");
}
Net::GameServer::Player::attack(getSpriteDirection());
}
void LocalPlayer::useSpecial(int special)
{
Net::GameServer::Player::useSpecial(special);
}
#else
void LocalPlayer::attack(Being *target, bool keep)
{
mKeepAttacking = keep;
if (!target || target->getType() == Being::NPC)
return;
if ((mTarget != target) || !mTarget)
{
mLastTarget = -1;
setTarget(target);
}
int dist_x = target->mX - mX;
int dist_y = target->mY - mY;
// Must be standing to attack
if (mAction != STAND) return;
if (abs(dist_y) >= abs(dist_x))
{
if (dist_y > 0)
setDirection(DOWN);
else
setDirection(UP);
}
else
{
if (dist_x > 0)
setDirection(RIGHT);
else
setDirection(LEFT);
}
mWalkTime = tick_time;
mTargetTime = tick_time;
setAction(ATTACK);
if (mEquippedWeapon)
{
std::string soundFile = mEquippedWeapon->getSound(EQUIP_EVENT_STRIKE);
if (!soundFile.empty())
sound.playSfx(soundFile);
}
else
{
sound.playSfx("sfx/fist-swish.ogg");
}
playerHandler->attack(target);
if (!keep)
stopAttack();
}
void LocalPlayer::stopAttack()
{
if (mTarget)
{
setAction(STAND);
mLastTarget = -1;
}
setTarget(NULL);
mLastTarget = -1;
}
#endif // no TMWSERV_SUPPORT
void LocalPlayer::revive()
{
// Net::getPlayerHandler()->respawn();
playerHandler->respawn();
}
#ifdef TMWSERV_SUPPORT
void LocalPlayer::raiseAttribute(size_t attr)
{
// we assume that the server allows the change. When not we will undo it later.
mCharacterPoints--;
mAttributeBase.at(attr)++;
Net::GameServer::Player::raiseAttribute(attr + CHAR_ATTR_BEGIN);
}
void LocalPlayer::lowerAttribute(size_t attr)
{
// we assume that the server allows the change. When not we will undo it later.
mCorrectionPoints--;
mCharacterPoints++;
mAttributeBase.at(attr)--;
Net::GameServer::Player::lowerAttribute(attr + CHAR_ATTR_BEGIN);
}
const struct LocalPlayer::SkillInfo& LocalPlayer::getSkillInfo(int skill)
{
static const SkillInfo skills[CHAR_SKILL_NB + 1] =
{
{ _("Unarmed"), "graphics/images/unarmed.png" }, // CHAR_SKILL_WEAPON_NONE
{ _("Knife"), "graphics/images/knife.png" }, // CHAR_SKILL_WEAPON_KNIFE
{ _("Sword"), "graphics/images/sword.png" }, // CHAR_SKILL_WEAPON_SWORD
{ _("Polearm"), "graphics/images/polearm.png" }, // CHAR_SKILL_WEAPON_POLEARM
{ _("Staff"), "graphics/images/staff.png" }, // CHAR_SKILL_WEAPON_STAFF
{ _("Whip"), "graphics/images/whip.png" }, // CHAR_SKILL_WEAPON_WHIP
{ _("Bow"), "graphics/images/bow.png" }, // CHAR_SKILL_WEAPON_BOW
{ _("Shooting"), "graphics/images/shooting.png" }, // CHAR_SKILL_WEAPON_SHOOTING
{ _("Mace"), "graphics/images/mace.png" }, // CHAR_SKILL_WEAPON_MACE
{ _("Axe"), "graphics/images/axe.png" }, // CHAR_SKILL_WEAPON_AXE
{ _("Thrown"), "graphics/images/thrown.png" }, // CHAR_SKILL_WEAPON_THROWN
{ _("Magic"), "graphics/images/magic.png" }, // CHAR_SKILL_MAGIC_IAMJUSTAPLACEHOLDER
{ _("Craft"), "graphics/images/craft.png" }, // CHAR_SKILL_CRAFT_IAMJUSTAPLACEHOLDER
{ _("Unknown Skill"), "graphics/images/unknown.png" }
};
if ((skill < 0) || (skill > CHAR_SKILL_NB))
{
return skills[CHAR_SKILL_NB];
}
else
{
return skills[skill];
}
}
void LocalPlayer::setExperience(int skill, int current, int next)
{
int diff = current - mExpCurrent.at(skill);
if (mMap && mExpCurrent.at(skill) != -1 && diff > 0)
{
const std::string text = toString(diff) + " " + getSkillInfo(skill).name + " xp";
mExpMessages.push_back(text);
}
mExpCurrent.at(skill) = current;
mExpNext.at(skill) = next;
}
std::pair<int, int> LocalPlayer::getExperience(int skill)
{
return std::pair<int, int> (mExpCurrent.at(skill), mExpNext.at(skill));
}
#else
void LocalPlayer::setXp(int xp)
{
if (mMap && xp > mXp)
{
const std::string text = toString(xp - mXp) + " xp";
// Show XP number
particleEngine->addTextRiseFadeOutEffect(
text,
getPixelX() + 16,
getPixelY() - 16,
&guiPalette->getColor(Palette::EXP_INFO),
gui->getInfoParticleFont(), true);
}
mXp = xp;
}
#endif
void LocalPlayer::pickedUp(const std::string &item)
{
if (mMap)
{
// Show pickup notification
particleEngine->addTextRiseFadeOutEffect(
item,
getPixelX() + 16,
getPixelY() - 16,
&guiPalette->getColor(Palette::PICKUP_INFO),
gui->getInfoParticleFont (), true);
}
}
int LocalPlayer::getAttackRange()
{
#ifdef TMWSERV_SUPPORT
Item *weapon = mEquipment->getEquipment(EQUIP_FIGHT1_SLOT);
if (weapon)
{
const ItemInfo info = weapon->getInfo();
return info.getAttackRange();
}
return 32; // unarmed range
#else
return mAttackRange;
#endif
}
bool LocalPlayer::withinAttackRange(Being *target)
{
#ifdef TMWSERV_SUPPORT
const Vector &targetPos = target->getPosition();
const Vector &pos = getPosition();
const int dx = abs(targetPos.x - pos.x);
const int dy = abs(targetPos.y - pos.y);
const int range = getAttackRange();
return !(dx > range || dy > range);
#else
int dist_x = abs(target->mX - mX);
int dist_y = abs(target->mY - mY);
if (dist_x > getAttackRange() || dist_y > getAttackRange())
{
return false;
}
return true;
#endif
}
void LocalPlayer::setGotoTarget(Being *target)
{
#ifdef TMWSERV_SUPPORT
mTarget = target;
mGoingToTarget = true;
const Vector &targetPos = target->getPosition();
setDestination(targetPos.x, targetPos.y);
#else
mLastTarget = -1;
setTarget(target);
mGoingToTarget = true;
setDestination(target->mX, target->mY);
#endif
}
extern MiniStatusWindow *miniStatusWindow;
void LocalPlayer::handleStatusEffect(StatusEffect *effect, int effectId)
{
Being::handleStatusEffect(effect, effectId);
if (effect) {
effect->deliverMessage();
effect->playSFX();
AnimatedSprite *sprite = effect->getIcon();
if (!sprite) {
// delete sprite, if necessary
for (unsigned int i = 0; i < mStatusEffectIcons.size();)
if (mStatusEffectIcons[i] == effectId) {
mStatusEffectIcons.erase(mStatusEffectIcons.begin() + i);
miniStatusWindow->eraseIcon(i);
} else i++;
} else {
// replace sprite or append
bool found = false;
for (unsigned int i = 0; i < mStatusEffectIcons.size(); i++)
if (mStatusEffectIcons[i] == effectId) {
miniStatusWindow->setIcon(i, sprite);
found = true;
break;
}
if (!found) { // add new
int offset = mStatusEffectIcons.size();
miniStatusWindow->setIcon(offset, sprite);
mStatusEffectIcons.push_back(effectId);
}
}
}
}
void LocalPlayer::initTargetCursor()
{
// Load target cursors
loadTargetCursor("graphics/gui/target-cursor-blue-s.png", 44, 35,
false, TC_SMALL);
loadTargetCursor("graphics/gui/target-cursor-red-s.png", 44, 35,
true, TC_SMALL);
loadTargetCursor("graphics/gui/target-cursor-blue-m.png", 62, 44,
false, TC_MEDIUM);
loadTargetCursor("graphics/gui/target-cursor-red-m.png", 62, 44,
true, TC_MEDIUM);
loadTargetCursor("graphics/gui/target-cursor-blue-l.png", 82, 60,
false, TC_LARGE);
loadTargetCursor("graphics/gui/target-cursor-red-l.png", 82, 60,
true, TC_LARGE);
}
void LocalPlayer::loadTargetCursor(std::string filename, int width, int height,
bool outRange, TargetCursorSize size)
{
assert(size > -1);
assert(size < 3);
ResourceManager *resman = ResourceManager::getInstance();
ImageSet *currentImageSet = resman->getImageSet(filename, width, height);
Animation *anim = new Animation;
for (unsigned int i = 0; i < currentImageSet->size(); ++i)
{
anim->addFrame(currentImageSet->get(i), 75,
(16 - (currentImageSet->getWidth() / 2)),
(16 - (currentImageSet->getHeight() / 2)));
}
SimpleAnimation *currentCursor = new SimpleAnimation(anim);
const int index = outRange ? 1 : 0;
mTargetCursorImages[index][size] = currentImageSet;
mTargetCursor[index][size] = currentCursor;
}
#ifdef EATHENA_SUPPORT
void LocalPlayer::setInStorage(bool inStorage)
{
mInStorage = inStorage;
storageWindow->setVisible(inStorage);
}
#endif