/* * The Mana World * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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. * * The Mana World 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 The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id$ */ #include "localplayer.h" #include "equipment.h" #include "floor_item.h" #include "game.h" #include "inventory.h" #include "item.h" #include "main.h" #include "particle.h" #include "sound.h" #include "monster.h" #include "gui/gui.h" #include "net/messageout.h" #include "net/protocol.h" #include "utils/tostring.h" LocalPlayer *player_node = NULL; LocalPlayer::LocalPlayer(Uint32 id, Uint16 job, Map *map): Player(id, job, map), mXpForNextLevel(0), mAttackRange(0), mXp(0), mNetwork(0), mTarget(NULL), mPickUpTarget(NULL), mTrading(false), mGoingToTarget(false), mLastAction(-1), mWalkingDir(0), mDestX(0), mDestY(0), mInventory(new Inventory) { } LocalPlayer::~LocalPlayer() { delete mInventory; } void LocalPlayer::logic() { switch (mAction) { case WALK: mFrame = (get_elapsed_time(mWalkTime) * 6) / mWalkSpeed; if (mFrame >= 6) { nextStep(); } break; case ATTACK: int frames = 4; if ( mEquippedWeapon && mEquippedWeapon->getAttackType() == ACTION_ATTACK_BOW) { frames = 5; } mFrame = (get_elapsed_time(mWalkTime) * frames) / mAttackSpeed; if (mFrame >= frames) { nextStep(); attack(); } break; } // Actions are allowed once per second if (get_elapsed_time(mLastAction) >= 1000) { mLastAction = -1; } Being::logic(); } void LocalPlayer::nextStep() { if (mPath.empty()) { if (mPickUpTarget) { pickUp(mPickUpTarget); } if (mWalkingDir) { walk(mWalkingDir); } } if (mGoingToTarget && mTarget && withinAttackRange(mTarget)) { mAction = Being::STAND; attack(mTarget, true); mGoingToTarget = false; mPath.clear(); return; } else if (mGoingToTarget && !mTarget) { mGoingToTarget = false; mPath.clear(); } Player::nextStep(); } void LocalPlayer::equipItem(Item *item) { MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_PLAYER_EQUIP); outMsg.writeInt16(item->getInvIndex()); outMsg.writeInt16(0); } void LocalPlayer::unequipItem(Item *item) { if (!item) return; MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_PLAYER_UNEQUIP); outMsg.writeInt16(item->getInvIndex()); // Tidy equipment directly to avoid weapon still shown bug, for instance mEquipment->removeEquipment(item->getInvIndex()); } void LocalPlayer::useItem(Item *item) { MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_PLAYER_INVENTORY_USE); outMsg.writeInt16(item->getInvIndex()); outMsg.writeInt32(item->getId()); // Note: id is dest of item, usually player_node->account_ID ?? } void LocalPlayer::dropItem(Item *item, int quantity) { // TODO: Fix wrong coordinates of drops, serverside? MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_PLAYER_INVENTORY_DROP); outMsg.writeInt16(item->getInvIndex()); outMsg.writeInt16(quantity); } void LocalPlayer::pickUp(FloorItem *item) { int dx = item->getX() - mX; int dy = item->getY() - mY; if (dx * dx + dy * dy < 4) { MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_ITEM_PICKUP); outMsg.writeInt32(item->getId()); mPickUpTarget = NULL; } else { setDestination(item->getX(), item->getY()); mPickUpTarget = item; stopAttack(); } } void LocalPlayer::walk(unsigned char dir) { if (!mMap || !dir) return; if (mAction == WALK && !mPath.empty()) { // Just finish the current action, otherwise we get out of sync Being::setDestination(mX, mY); return; } Sint16 dx = 0, dy = 0; if (dir & UP) dy--; if (dir & DOWN) dy++; if (dir & LEFT) dx--; if (dir & RIGHT) dx++; // Prevent skipping corners over colliding tiles if (dx && mMap->tileCollides(mX + dx, mY)) dx = 0; if (dy && mMap->tileCollides(mX, mY + dy)) dy = 0; // Choose a straight direction when diagonal target is blocked if (dx && dy && mMap->tileCollides(mX + dx, mY + dy)) dx = 0; // Walk to where the player can actually go if ((dx || dy) && !mMap->tileCollides(mX + dx, mY + dy)) { setDestination(mX + dx, mY + dy); } else if (dir) { // If the being can't move, just change direction // TODO: Communicate this to the server (waiting on tmwserv) setDirection(dir); } } void LocalPlayer::setTarget(Being *target) { if (target == mTarget) { return; } if (mTarget && mTarget->getType() == Being::MONSTER) { static_cast(mTarget)->showName(false); } mTarget = target; if (target && target->getType() == Being::MONSTER) { static_cast(target)->showName(true); } } void LocalPlayer::setDestination(Uint16 x, Uint16 y) { // Only send a new message to the server when destination changes if (x != mDestX || y != mDestY) { mDestX = x; mDestY = y; char temp[4] = ""; MessageOut outMsg(mNetwork); set_coordinates(temp, x, y, mDirection); outMsg.writeInt16(0x0085); outMsg.writeString(temp, 3); } mPickUpTarget = NULL; Being::setDestination(x, y); } void LocalPlayer::setWalkingDir(int dir) { if (mWalkingDir != dir) { mWalkingDir = dir; } // If we're not already walking, start walking. if (mAction != WALK && dir) { walk(dir); } } void LocalPlayer::raiseAttribute(Attribute attr) { MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_STAT_UPDATE_REQUEST); switch (attr) { case STR: outMsg.writeInt16(0x000d); break; case AGI: outMsg.writeInt16(0x000e); break; case VIT: outMsg.writeInt16(0x000f); break; case INT: outMsg.writeInt16(0x0010); break; case DEX: outMsg.writeInt16(0x0011); break; case LUK: outMsg.writeInt16(0x0012); break; } outMsg.writeInt8(1); } void LocalPlayer::raiseSkill(Uint16 skillId) { if (mSkillPoint <= 0) return; MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_SKILL_LEVELUP_REQUEST); outMsg.writeInt16(skillId); } void LocalPlayer::toggleSit() { if (mLastAction != -1) return; mLastAction = tick_time; char type; switch (mAction) { case STAND: type = 2; break; case SIT: type = 3; break; default: return; } MessageOut outMsg(mNetwork); outMsg.writeInt16(0x0089); outMsg.writeInt32(0); outMsg.writeInt8(type); } void LocalPlayer::emote(Uint8 emotion) { if (mLastAction != -1) return; mLastAction = tick_time; MessageOut outMsg(mNetwork); outMsg.writeInt16(0x00bf); outMsg.writeInt8(emotion); } void LocalPlayer::tradeReply(bool accept) { if (!accept) mTrading = false; MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_TRADE_RESPONSE); outMsg.writeInt8(accept ? 3 : 4); } void LocalPlayer::trade(Being *being) const { MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_TRADE_REQUEST); outMsg.writeInt32(being->getId()); } bool LocalPlayer::tradeRequestOk() const { return !mTrading; } void LocalPlayer::attack(Being *target, bool keep) { // Can only attack when standing still if (mAction != STAND) return; if (keep && target) { setTarget(target); } else if (mTarget) { target = mTarget; } if (!target) return; int dist_x = target->mX - mX; int dist_y = target->mY - mY; 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); } // Implement charging attacks here mLastAttackTime = 0; setAction(ATTACK); mWalkTime = tick_time; if (mEquippedWeapon) { std::string soundFile = mEquippedWeapon->getSound(EQUIP_EVENT_STRIKE); if (soundFile != "") sound.playSfx(soundFile); } else { sound.playSfx("sfx/fist-swish.ogg"); } MessageOut outMsg(mNetwork); outMsg.writeInt16(0x0089); outMsg.writeInt32(target->getId()); outMsg.writeInt8(0); } void LocalPlayer::stopAttack() { setTarget(NULL); } Being* LocalPlayer::getTarget() const { return mTarget; } void LocalPlayer::revive() { MessageOut outMsg(mNetwork); outMsg.writeInt16(0x00b2); outMsg.writeInt8(0); } void LocalPlayer::setXp(int xp) { if (mMap && xp > mXp) { const std::string text = toString(xp - mXp) + " xp"; // Show XP number particleEngine->addTextRiseFadeOutEffect(text, hitYellowFont, mPx + 16, mPy - 16); } mXp = xp; } bool LocalPlayer::withinAttackRange(Being *target) { 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; } void LocalPlayer::setGotoTarget(Being *target) { setTarget(target); mGoingToTarget = true; setDestination(target->mX, target->mY); }