/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "player.h"
#include "animatedsprite.h"
#include "client.h"
#include "configuration.h"
#include "guild.h"
#include "localplayer.h"
#include "particle.h"
#include "party.h"
#include "text.h"
#include "gui/socialwindow.h"
#include "gui/theme.h"
#include "gui/userpalette.h"
#include "net/charhandler.h"
#include "net/net.h"
#include "resources/colordb.h"
#include "resources/itemdb.h"
#include "resources/iteminfo.h"
#include "utils/stringutils.h"
Player::Player(int id, int subtype, Map *map, bool isNPC):
Being(id, subtype, map),
mGender(GENDER_UNSPECIFIED),
mParty(NULL),
mIsGM(false),
mIp(0)
{
if (!isNPC)
{
for (int i = 0; i < Net::getCharHandler()->maxSprite(); i++)
{
mSprites.push_back(NULL);
mSpriteIDs.push_back(0);
mSpriteColors.push_back("");
}
setSubtype(subtype);
}
mShowName = config.getValue("visiblenames", 1);
config.addListener("visiblenames", this);
updateColors();
}
Player::~Player()
{
config.removeListener("visiblenames", this);
}
void Player::logic()
{
if (Net::getNetworkType() == ServerInfo::TMWATHENA)
{
switch (mAction)
{
case STAND:
case SIT:
case DEAD:
case HURT:
break;
case WALK:
mFrame = (int) ((get_elapsed_time(mWalkTime) * 6)
/ getWalkSpeed().x);
if (mFrame >= 6)
nextTile();
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() && Particle::enabled && 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(
paths.getValue("particles",
"graphics/particles/")
+ particleEffect, 0, 0, rotation);
controlParticle(p);
}
if (mFrame >= frames)
nextTile();
break;
}
}
Being::logic();
}
void Player::setSubtype(Uint16 subtype)
{
Being::setSubtype(subtype);
int id = -100 - subtype;
if (ItemDB::exists(id)) // Prevent showing errors when sprite doesn't exist
setSprite(Net::getCharHandler()->baseSprite(), id);
else
setSprite(Net::getCharHandler()->baseSprite(), -100);
}
void Player::setGender(Gender gender)
{
if (gender != mGender)
{
mGender = gender;
// Reload all subsprites
for (unsigned int i = 0; i < mSprites.size(); i++)
{
if (mSpriteIDs.at(i) != 0)
setSprite(i, mSpriteIDs.at(i), mSpriteColors.at(i));
}
}
}
void Player::setGM(bool gm)
{
mIsGM = gm;
updateColors();
}
void Player::setSprite(int slot, int id, const std::string &color,
bool isWeapon)
{
if (getType() == NPC)
return;
assert(slot < Net::getCharHandler()->maxSprite());
// id = 0 means unequip
if (id == 0)
{
delete mSprites[slot];
mSprites[slot] = NULL;
if (isWeapon)
mEquippedWeapon = NULL;
}
else
{
std::string filename = ItemDB::get(id).getSprite(mGender);
AnimatedSprite *equipmentSprite = NULL;
if (!filename.empty())
{
if (!color.empty())
filename += "|" + color;
equipmentSprite = AnimatedSprite::load(
paths.getValue("sprites", "graphics/sprites/") + filename);
}
if (equipmentSprite)
equipmentSprite->setDirection(getSpriteDirection());
if (mSprites[slot])
delete mSprites[slot];
mSprites[slot] = equipmentSprite;
if (isWeapon)
mEquippedWeapon = &ItemDB::get(id);
setAction(mAction);
}
mSpriteIDs[slot] = id;
mSpriteColors[slot] = color;
}
void Player::setSpriteID(unsigned int slot, int id)
{
setSprite(slot, id, mSpriteColors[slot]);
}
void Player::setSpriteColor(unsigned int slot, const std::string &color)
{
setSprite(slot, mSpriteIDs[slot], color);
}
void Player::addGuild(Guild *guild)
{
mGuilds[guild->getId()] = guild;
guild->addMember(mId, mName);
if (this == player_node && socialWindow)
{
socialWindow->addTab(guild);
}
}
void Player::removeGuild(int id)
{
if (this == player_node && socialWindow)
{
socialWindow->removeTab(mGuilds[id]);
}
mGuilds[id]->removeMember(mId);
mGuilds.erase(id);
}
Guild *Player::getGuild(const std::string &guildName) const
{
std::map<int, Guild*>::const_iterator itr, itr_end = mGuilds.end();
for (itr = mGuilds.begin(); itr != itr_end; ++itr)
{
Guild *guild = itr->second;
if (guild->getName() == guildName)
{
return guild;
}
}
return NULL;
}
Guild *Player::getGuild(int id) const
{
std::map<int, Guild*>::const_iterator itr;
itr = mGuilds.find(id);
if (itr != mGuilds.end())
{
return itr->second;
}
return NULL;
}
const std::map<int, Guild*> &Player::getGuilds() const
{
return mGuilds;
}
void Player::clearGuilds()
{
std::map<int, Guild*>::const_iterator itr, itr_end = mGuilds.end();
for (itr = mGuilds.begin(); itr != itr_end; ++itr)
{
Guild *guild = itr->second;
if (this == player_node && socialWindow)
socialWindow->removeTab(guild);
guild->removeMember(mId);
}
mGuilds.clear();
}
void Player::setParty(Party *party)
{
if (party == mParty)
return;
Party *old = mParty;
mParty = party;
if (old)
{
old->removeMember(mId);
}
if (party)
{
party->addMember(mId, mName);
}
updateColors();
if (this == player_node && socialWindow)
{
if (old)
socialWindow->removeTab(old);
if (party)
socialWindow->addTab(party);
}
}
void Player::optionChanged(const std::string &value)
{
if (value == "visiblenames")
{
setShowName(config.getValue("visiblenames", 1));
}
}
void Player::updateColors()
{
mTextColor = &userPalette->getColor(Theme::PLAYER);
if (mIsGM)
{
mTextColor = &userPalette->getColor(Theme::GM);
mNameColor = &userPalette->getColor(UserPalette::GM);
}
else if (mParty && mParty == player_node->getParty())
{
mNameColor = &userPalette->getColor(UserPalette::PARTY);
}
else
{
mNameColor = &userPalette->getColor(UserPalette::PC);
}
if (mDispName)
{
mDispName->setColor(mNameColor);
}
}