/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "localplayer.h"
#include "client.h"
#include "configuration.h"
#include "event.h"
#include "flooritem.h"
#include "graphics.h"
#include "guild.h"
#include "item.h"
#include "map.h"
#include "particle.h"
#include "playerinfo.h"
#include "simpleanimation.h"
#include "sound.h"
#include "gui/gui.h"
#include "gui/okdialog.h"
#include "gui/widgets/chattab.h"
#include "net/chathandler.h"
#include "net/gamehandler.h"
#include "net/guildhandler.h"
#include "net/inventoryhandler.h"
#include "net/net.h"
#include "net/partyhandler.h"
#include "net/playerhandler.h"
#include "net/specialhandler.h"
#include "net/tradehandler.h"
#include "resources/animation.h"
#include "resources/imageset.h"
#include "resources/iteminfo.h"
#include "resources/userpalette.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include <cassert>
const int AWAY_LIMIT_TIMER = 60;
LocalPlayer *local_player = 0;
LocalPlayer::LocalPlayer(int id, int subtype):
Being(id, PLAYER, subtype, 0),
mAttackRange(-1),
mTargetTime(-1),
mLastTargetTime(-1),
mTarget(0),
mPickUpTarget(0),
mGoingToTarget(false), mKeepAttacking(false),
mLastActionTime(-1),
mWalkingDir(0),
mPathSetByMouse(false),
mMessageTime(0),
mShowIp(false),
mAwayDialog(0),
mAfkTime(0),
mAwayMode(false)
{
listen(Event::AttributesChannel);
mAwayListener = new AwayListener();
mUpdateName = true;
setShowName(config.getValue("showownname", 1));
listen(Event::ConfigChannel);
listen(Event::ActorSpriteChannel);
}
LocalPlayer::~LocalPlayer()
{
delete mAwayDialog;
delete mAwayListener;
}
void LocalPlayer::logic()
{
// Actions are allowed at 5.5 per second
if (get_elapsed_time(mLastActionTime) >= 182)
mLastActionTime = -1;
// Show XP messages
if (!mMessages.empty())
{
if (mMessageTime == 0)
{
MessagePair info = mMessages.front();
particleEngine->addTextRiseFadeOutEffect(
info.first,
getPixelX(),
getPixelY() - 32 - 16,
&userPalette->getColor(info.second),
gui->getInfoParticleFont(), true);
mMessages.pop_front();
mMessageTime = 30;
}
mMessageTime--;
}
PlayerInfo::logic();
// Targeting allowed 4 times a second
if (get_elapsed_time(mLastTargetTime) >= 250)
mLastTargetTime = -1;
if (mTarget)
{
ActorSprite::Type targetType = mTarget->getType();
switch (targetType)
{
case ActorSprite::NPC:
mTarget->setTargetType(
withinRange(mTarget,
Net::getGameHandler()->getNpcTalkRange()) ?
TCT_IN_RANGE : TCT_NORMAL);
break;
case ActorSprite::MONSTER:
case ActorSprite::PLAYER:
{
// Dealing with attacks
bool withinAttackRange = withinRange(mTarget, getAttackRange());
mTarget->setTargetType(withinAttackRange ?
TCT_IN_RANGE : TCT_NORMAL);
if (!mTarget->isAlive())
{
stopAttack();
}
else if (mGoingToTarget)
{
if (!withinAttackRange && getPath().empty())
{
setDestination(mTarget->getPosition());
}
else if (withinAttackRange)
{
// Truncate the path to terminate at the next node.
// This permits to avoid a walking glitch in tile path
// mode.
if (!mPath.empty())
{
pathSetByMouse();
setDestination(mPath.front());
}
mKeepAttacking = true;
mGoingToTarget = false;
}
}
else if (withinAttackRange && mKeepAttacking)
{
attack(mTarget, true);
}
break;
}
default:
break;
}
}
else if (mPickUpTarget
&& withinRange(mPickUpTarget, Net::getGameHandler()->getPickupRange()))
{
Net::getPlayerHandler()->pickUp(mPickUpTarget);
mPickUpTarget = 0;
}
Being::logic();
}
void LocalPlayer::setAction(Action action, int attackId)
{
if (action == DEAD)
{
mLastTargetTime = -1;
setTarget(0);
}
Being::setAction(action, attackId);
}
void LocalPlayer::setGMLevel(int level)
{
mGMLevel = level;
if (level > 0)
setGM(true);
}
Position LocalPlayer::getNextWalkPosition(unsigned char dir)
{
// Compute where the next tile will be set.
int dx = 0, dy = 0;
if (dir & Being::UP)
dy--;
if (dir & Being::DOWN)
dy++;
if (dir & Being::LEFT)
dx--;
if (dir & Being::RIGHT)
dx++;
Vector pos = getPosition();
// If no map or no direction is given, give back the current player position
if (!mMap || (!dx && !dy))
return Position((int)pos.x, (int)pos.y);
const int tileW = mMap->getTileWidth();
const int tileH = mMap->getTileHeight();
// Get the current tile pos and its offset
const int tileX = (int)pos.x / tileW;
const int tileY = (int)pos.y / tileH;
int offsetX = (int)pos.x % tileW;
int offsetY = (int)pos.y % tileH;
// Get the walkability of every surrounding tiles.
bool wTopLeft = mMap->getWalk(tileX - 1, tileY - 1, getWalkMask());
bool wTop = mMap->getWalk(tileX, tileY - 1, getWalkMask());
bool wTopRight = mMap->getWalk(tileX + 1, tileY - 1, getWalkMask());
bool wLeft = mMap->getWalk(tileX - 1, tileY, getWalkMask());
bool wRight = mMap->getWalk(tileX + 1, tileY, getWalkMask());
bool wBottomLeft = mMap->getWalk(tileX - 1, tileY + 1, getWalkMask());
bool wBottom = mMap->getWalk(tileX, tileY + 1, getWalkMask());
bool wBottomRight = mMap->getWalk(tileX + 1, tileY + 1, getWalkMask());
// Make diagonals unwalkable when both straight directions are blocking
if (!wTop)
{
if (!wRight)
wTopRight = false;
if (!wLeft)
wTopLeft = false;
}
if (!wBottom)
{
if (!wRight)
wBottomRight = false;
if (!wLeft)
wBottomLeft = false;
}
// We'll make tests for each desired direction
// Handle diagonal cases by setting the way back to a straight direction
// when necessary.
if (dx && dy)
{
// Going top-right
if (dx > 0 && dy < 0)
{
// Choose a straight direction when diagonal target is blocked
if (!wTop && wRight)
dy = 0;
else if (wTop && !wRight)
dx = 0;
else if (!wTop && !wRight)
return Position(tileX * tileW + tileW
- getCollisionRadius(),
tileY * tileH + getCollisionRadius());
else if (!wTopRight)
{
// Both straight direction are walkable
// Go right when below the corner
if (offsetY >=
(offsetX / tileH - (offsetX / tileW * tileH)))
dy = 0;
else // Go up otherwise
dx = 0;
}
else // The top-right diagonal is walkable
{
return mMap->checkNodeOffsets(getCollisionRadius(),
getWalkMask(),
Position((int)pos.x + tileW,
(int)pos.y - tileH));
}
}
// Going top-left
if (dx < 0 && dy < 0)
{
// Choose a straight direction when diagonal target is blocked
if (!wTop && wLeft)
dy = 0;
else if (wTop && !wLeft)
dx = 0;
else if (!wTop && !wLeft)
return Position(tileX * tileW + getCollisionRadius(),
tileY * tileH + getCollisionRadius());
else if (!wTopLeft)
{
// Go left when below the corner
if (offsetY >= (offsetX / mMap->getTileWidth()
* mMap->getTileHeight()))
dy = 0;
else // Go up otherwise
dx = 0;
}
else // The diagonal is walkable
return mMap->checkNodeOffsets(getCollisionRadius(),
getWalkMask(),
Position((int)pos.x - tileW,
(int)pos.y - tileH));
}
// Going bottom-left
if (dx < 0 && dy > 0)
{
// Choose a straight direction when diagonal target is blocked
if (!wBottom && wLeft)
dy = 0;
else if (wBottom && !wLeft)
dx = 0;
else if (!wBottom && !wLeft)
return Position(tileX * tileW + getCollisionRadius(),
tileY * tileH + tileH - getCollisionRadius());
else if (!wBottomLeft)
{
// Both straight direction are walkable
// Go down when below the corner
if (offsetY >= (offsetX / mMap->getTileHeight()
- (offsetX / mMap->getTileWidth()
* mMap->getTileHeight()) ))
dx = 0;
else // Go left otherwise
dy = 0;
}
else // The diagonal is walkable
return mMap->checkNodeOffsets(getCollisionRadius(),
getWalkMask(),
Position((int)pos.x - tileW,
(int)pos.y + tileH));
}
// Going bottom-right
if (dx > 0 && dy > 0)
{
// Choose a straight direction when diagonal target is blocked
if (!wBottom && wRight)
dy = 0;
else if (wBottom && !wRight)
dx = 0;
else if (!wBottom && !wRight)
return Position(tileX * tileW + tileW - getCollisionRadius(),
tileY * tileH + tileH - getCollisionRadius());
else if (!wBottomRight)
{
// Both straight direction are walkable
// Go down when below the corner
if (offsetY >= (offsetX / mMap->getTileWidth()
* mMap->getTileHeight()))
dx = 0;
else // Go right otherwise
dy = 0;
}
else // The diagonal is walkable
return mMap->checkNodeOffsets(getCollisionRadius(),
getWalkMask(),
Position((int)pos.x + tileW,
(int)pos.y + tileH));
}
} // End of diagonal cases
// Straight directions
// Right direction
if (dx > 0 && !dy)
{
// If the straight destination is blocked,
// Make the player go the closest possible.
if (!wRight)
return Position(tileX * tileW + tileW - getCollisionRadius(),
(int)pos.y);
else
{
if (!wTopRight)
{
// If we're going to collide with the top-right corner
if (offsetY - getCollisionRadius() < 0)
{
// We make the player corrects its offset
// before going further
return Position(tileX * tileW
+ tileW - getCollisionRadius(),
tileY * tileH + getCollisionRadius());
}
}
if (!wBottomRight)
{
// If we're going to collide with the bottom-right corner
if (offsetY + getCollisionRadius() > tileH)
{
// We make the player corrects its offset
// before going further
return Position(tileX * tileW
+ tileW - getCollisionRadius(),
tileY * tileH
+ tileH - getCollisionRadius());
}
}
// If the way is clear, step up one checked tile ahead.
return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
Position((int)pos.x + tileW,
(int)pos.y));
}
}
// Left direction
if (dx < 0 && !dy)
{
// If the straight destination is blocked,
// Make the player go the closest possible.
if (!wLeft)
return Position(tileX * tileW + getCollisionRadius(), (int)pos.y);
else
{
if (!wTopLeft)
{
// If we're going to collide with the top-left corner
if (offsetY - getCollisionRadius() < 0)
{
// We make the player corrects its offset
// before going further
return Position(tileX * tileW + getCollisionRadius(),
tileY * tileH + getCollisionRadius());
}
}
if (!wBottomLeft)
{
// If we're going to collide with the bottom-left corner
if (offsetY + getCollisionRadius() > tileH)
{
// We make the player corrects its offset
// before going further
return Position(tileX * tileW + getCollisionRadius(),
tileY * tileH
+ tileH - getCollisionRadius());
}
}
// If the way is clear, step up one checked tile ahead.
return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
Position((int)pos.x - tileW,
(int)pos.y));
}
}
// Up direction
if (!dx && dy < 0)
{
// If the straight destination is blocked,
// Make the player go the closest possible.
if (!wTop)
return Position((int)pos.x, tileY * tileH + getCollisionRadius());
else
{
if (!wTopLeft)
{
// If we're going to collide with the top-left corner
if (offsetX - getCollisionRadius() < 0)
{
// We make the player corrects its offset
// before going further
return Position(tileX * tileW + getCollisionRadius(),
tileY * tileH + getCollisionRadius());
}
}
if (!wTopRight)
{
// If we're going to collide with the top-right corner
if (offsetX + getCollisionRadius() > tileW)
{
// We make the player corrects its offset
// before going further
return Position(tileX * tileW
+ tileW - getCollisionRadius(),
tileY * tileH + getCollisionRadius());
}
}
// If the way is clear, step up one checked tile ahead.
return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
Position((int)pos.x,
(int)pos.y - tileH));
}
}
// Down direction
if (!dx && dy > 0)
{
// If the straight destination is blocked,
// Make the player go the closest possible.
if (!wBottom)
return Position((int)pos.x, tileY * tileH
+ tileH - getCollisionRadius());
else
{
if (!wBottomLeft)
{
// If we're going to collide with the bottom-left corner
if (offsetX - getCollisionRadius() < 0)
{
// We make the player corrects its offset
// before going further
return Position(tileX * tileW + getCollisionRadius(),
tileY * tileH
+ tileH - getCollisionRadius());
}
}
if (!wBottomRight)
{
// If we're going to collide with the bottom-right corner
if (offsetX + getCollisionRadius() > tileW)
{
// We make the player corrects its offset
// before going further
return Position(tileX * tileW
+ tileW - getCollisionRadius(),
tileY * tileH
+ tileH - getCollisionRadius());
}
}
// If the way is clear, step up one checked tile ahead.
return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
Position((int)pos.x,
(int)pos.y + tileH));
}
}
// Return the current position if everything else has failed.
return Position((int)pos.x, (int)pos.y);
}
void LocalPlayer::nextTile(unsigned char dir = 0)
{
if (!mMap || !dir)
return;
const Vector &pos = getPosition();
Position destination = getNextWalkPosition(dir);
if ((int)pos.x != destination.x
|| (int)pos.y != destination.y)
{
lookAt(destination);
setDestination(destination.x, destination.y);
}
else if (dir != mDirection)
{
// If the being can't move, just change direction
Net::getPlayerHandler()->setDirection(dir);
setDirection(dir);
}
}
bool LocalPlayer::checkInviteRights(const std::string &guildName)
{
if (Guild *guild = getGuild(guildName))
return guild->getInviteRights();
return false;
}
void LocalPlayer::inviteToGuild(Being *being)
{
if (being->getType() != PLAYER)
return;
// 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::getGuildHandler()->invite(itr->second->getId(), being);
return;
}
}
}
void LocalPlayer::pickUp(FloorItem *item)
{
if (!item)
return;
cancelGoToTarget();
if (withinRange(item, Net::getGameHandler()->getPickupRange()))
{
Net::getPlayerHandler()->pickUp(item);
// We found it, so set the player direction to it
// if the player does not move
if (getDestination() == getPosition())
lookAt(item->getPosition());
mPickUpTarget = 0;
}
else
{
pathSetByMouse();
setDestination(item->getPixelX(), item->getPixelY());
mPickUpTarget = item;
}
}
Being *LocalPlayer::getTarget() const
{
return mTarget;
}
void LocalPlayer::setTarget(Being *target)
{
if ((mLastTargetTime != -1 || target == this) && target)
return;
if (target)
mLastTargetTime = tick_time;
if (target == mTarget)
return;
if (target || mAction == ATTACK)
{
mTargetTime = tick_time;
}
else
{
mKeepAttacking = false;
mTargetTime = -1;
}
Being *oldTarget = 0;
if (mTarget)
{
mTarget->untarget();
oldTarget = mTarget;
}
if (mTarget && mTarget->getType() == ActorSprite::MONSTER)
mTarget->setShowName(false);
mTarget = target;
if (oldTarget)
oldTarget->updateName();
if (mTarget)
mTarget->updateName();
if (target && target->getType() == ActorSprite::MONSTER)
target->setShowName(true);
}
void LocalPlayer::setDestination(int x, int y)
{
if (!mMap)
return;
int srcX = x;
int srcY = y;
int dstX = (int)mDest.x;
int dstY = (int)mDest.y;
int tileWidth = mMap->getTileWidth();
int tileHeight = mMap->getTileHeight();
if (!Net::getPlayerHandler()->usePixelPrecision())
{
// For tile-based clients, we accept positions on the same tile.
srcX = srcX / tileWidth;
srcY = srcY / tileHeight;
dstX = dstX / tileWidth;
dstY = dstY / tileHeight;
}
// Only send a new message to the server when destination changes
if (srcX != dstX || srcY != dstY)
{
Being::setDestination(x, y);
// Note: Being::setDestination() updates mDest, so we get the new
// destination.
dstX = (int)mDest.x;
dstY = (int)mDest.y;
if (!Net::getPlayerHandler()->usePixelPrecision())
{
dstX = dstX / tileWidth;
dstY = dstY / tileHeight;
}
// If the destination given to being class is accepted,
// we inform the Server.
if (srcX == dstX && srcY == dstY)
Net::getPlayerHandler()->setDestination(x, y, mDirection);
}
}
void LocalPlayer::setWalkingDir(int dir)
{
// This function is called by Game::handleInput()
// Don't compute a new path before the last one set by keyboard is finished.
// This permits to avoid movement glitches and server spamming.
const Vector &pos = getPosition();
const Vector &dest = getDestination();
if (!isPathSetByMouse() && (pos.x != dest.x || pos.y != dest.y))
return;
// If the player is pressing a key, and its different from what he has
// been pressing, stop (do not send this stop to the server) and
// start in the new direction
if (dir && (dir != getWalkingDir()))
local_player->stopWalking(false);
// Else, he is not pressing a key,
// and the current path hasn't been sent by mouse,
// then let the path die (1/2 tile after that.)
// This permit to avoid desyncs with other clients.
else if (!dir)
return;
cancelGoToTarget();
mWalkingDir = dir;
// If we're not already walking, start walking.
if (mAction != MOVE && dir)
{
startWalking(dir);
}
else if (mAction == MOVE)
{
nextTile(dir);
}
}
void LocalPlayer::startWalking(unsigned char dir)
{
if (!mMap || !dir)
return;
if (mAction == MOVE && !mPath.empty())
{
// Just finish the current action, otherwise we get out of sync
const Vector &pos = getPosition();
Being::setDestination(pos.x, pos.y);
return;
}
int dx = 0, dy = 0;
if (dir & UP)
dy--;
if (dir & DOWN)
dy++;
if (dir & LEFT)
dx--;
if (dir & RIGHT)
dx++;
nextTile(dir);
}
void LocalPlayer::stopWalking(bool sendToServer)
{
if (mAction == MOVE)
{
mWalkingDir = 0;
setDestination((int) getPosition().x, (int) getPosition().y);
if (sendToServer)
Net::getPlayerHandler()->setDestination((int) getPosition().x,
(int) getPosition().y);
setAction(STAND);
}
// No path set anymore, so we reset the path by mouse flag
mPathSetByMouse = false;
clearPath();
}
void LocalPlayer::toggleSit()
{
if (mLastActionTime != -1)
return;
mLastActionTime = tick_time;
Being::Action newAction;
switch (mAction)
{
case STAND: newAction = SIT; break;
case SIT: newAction = STAND; break;
default: return;
}
Net::getPlayerHandler()->changeAction(newAction);
}
void LocalPlayer::emote(Uint8 emotion)
{
if (mLastActionTime != -1)
return;
mLastActionTime = tick_time;
Net::getPlayerHandler()->emote(emotion);
}
void LocalPlayer::attack(Being *target, bool keep)
{
if (mLastActionTime != -1)
return;
// Can only attack when standing still
if (mAction != STAND && mAction != ATTACK)
return;
if (!target || target->getType() == ActorSprite::NPC)
return;
// Can't attack more times than its attack speed
static int lastAttackTime = 0;
if (get_elapsed_time(lastAttackTime) < mAttackSpeed)
return;
lastAttackTime = tick_time;
mKeepAttacking = keep;
if (mTarget != target || !mTarget)
{
mLastTargetTime = -1;
setTarget(target);
}
lookAt(mTarget->getPosition());
mLastActionTime = tick_time;
setAction(ATTACK);
if (mEquippedWeapon)
{
std::string soundFile = mEquippedWeapon->getSound(EQUIP_EVENT_STRIKE);
if (!soundFile.empty())
sound.playSfx(soundFile);
}
else
{
sound.playSfx(paths.getValue("attackSfxFile", "fist-swish.ogg"));
}
Net::getPlayerHandler()->attack(target->getId());
}
void LocalPlayer::stopAttack()
{
if (mTarget)
{
if (mAction == ATTACK)
setAction(STAND);
setTarget(0);
}
mLastTargetTime = -1;
cancelGoToTarget();
}
void LocalPlayer::pickedUp(const ItemInfo &itemInfo, int amount,
unsigned char fail)
{
if (fail)
{
const char* msg;
switch (fail)
{
case PICKUP_BAD_ITEM:
msg = N_("Tried to pick up nonexistent item."); break;
case PICKUP_TOO_HEAVY: msg = N_("Item is too heavy."); break;
case PICKUP_TOO_FAR: msg = N_("Item is too far away"); break;
case PICKUP_INV_FULL: msg = N_("Inventory is full."); break;
case PICKUP_STACK_FULL: msg = N_("Stack is too big."); break;
case PICKUP_DROP_STEAL:
msg = N_("Item belongs to someone else."); break;
default: msg = N_("Unknown problem picking up item."); break;
}
if (config.getValue("showpickupchat", 1))
{
SERVER_NOTICE(_(msg))
}
if (mMap && config.getBoolValue("showpickupparticle"))
{
// Show pickup notification
addMessageToQueue(_(msg), UserPalette::PICKUP_INFO);
}
}
else
{
if (config.getBoolValue("showpickupchat"))
{
// TRANSLATORS: This sentence may be translated differently
// for different grammatical numbers (singular, plural, ...)
SERVER_NOTICE(strprintf(ngettext("You picked up %d "
"[@@%d|%s@@].", "You picked up %d [@@%d|%s@@].", amount),
amount, itemInfo.getId(), itemInfo.getName().c_str()))
}
if (mMap && config.getBoolValue("showpickupparticle"))
{
// Show pickup notification
std::string msg = "";
if (amount > 1)
msg = strprintf("%i ", amount);
msg += itemInfo.getName();
addMessageToQueue(msg, UserPalette::PICKUP_INFO);
}
}
}
void LocalPlayer::setAttackRange(int range)
{
// When the range is more than the minimal, we accept it
if (range > -1)
{
mAttackRange = range;
}
else if (Net::getNetworkType() == ServerInfo::TMWATHENA)
{
// TODO: Fix this to be more generic
Item *weapon = PlayerInfo::getEquipment(TmwAthena::EQUIP_FIGHT1_SLOT);
if (weapon)
{
const ItemInfo info = weapon->getInfo();
if (info.getAttackRange() > -1)
mAttackRange = info.getAttackRange();
}
}
}
bool LocalPlayer::withinRange(Actor *target, int range) const
{
if (!target || range < 0)
return false;
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);
return !(dx > range || dy > range);
}
void LocalPlayer::setGotoTarget(Being *target)
{
if (!target)
return;
mLastTargetTime = -1;
setTarget(target);
mGoingToTarget = true;
mKeepAttacking = true;
pathSetByMouse();
setDestination(target->getPosition());
}
void LocalPlayer::addMessageToQueue(const std::string &message, int color)
{
mMessages.push_back(MessagePair(message, color));
}
void LocalPlayer::event(Event::Channel channel, const Event &event)
{
if (channel == Event::ActorSpriteChannel)
{
if (event.getType() == Event::Destroyed)
{
ActorSprite *actor = event.getActor("source");
if (mPickUpTarget == actor)
mPickUpTarget = 0;
if (mTarget == actor)
mTarget = 0;
}
}
else if (channel == Event::AttributesChannel)
{
if (event.getType() == Event::UpdateAttribute)
{
if (event.getInt("id") == EXP)
{
int change = 0;
int oldXp = event.getInt("oldValue");
int newXp = event.getInt("newValue");
// When the new XP is lower than the old one,
// it means that a new level has been reached.
// Thus, the xp difference can only be obtained
// with the exp needed for the next level.
// The new XP value is then the XP obtained for the new level.
if (newXp < oldXp)
{
change = PlayerInfo::getAttribute(EXP_NEEDED)
- oldXp + newXp;
}
else
{
change = newXp - oldXp;
}
if (change > 0)
addMessageToQueue(toString(change) + " xp");
}
}
}
else if (channel == Event::ConfigChannel)
{
if (event.getType() == Event::ConfigOptionChanged &&
event.getString("option") == "showownname")
{
setShowName(config.getValue("showownname", 1));
}
}
Being::event(channel, event);
}
void LocalPlayer::changeAwayMode()
{
mAwayMode = !mAwayMode;
mAfkTime = 0;
if (mAwayMode)
{
mAwayDialog = new OkDialog(_("Away"),
config.getValue("afkMessage", "I am away from keyboard"));
mAwayDialog->addActionListener(mAwayListener);
}
mAwayDialog = 0;
}
void LocalPlayer::setAway(const std::string &message)
{
if (!message.empty())
config.setValue("afkMessage", message);
changeAwayMode();
}
void LocalPlayer::afkRespond(ChatTab *tab, const std::string &nick)
{
if (mAwayMode)
{
if (mAfkTime == 0
|| cur_time < mAfkTime
|| cur_time - mAfkTime > AWAY_LIMIT_TIMER)
{
std::string msg = "*AFK*: "
+ config.getValue("afkMessage", "I am away from keyboard");
Net::getChatHandler()->privateMessage(nick, msg);
if (!tab)
{
localChatTab->chatLog(getName() + " : " + msg,
ACT_WHISPER, false);
}
else
{
tab->chatLog(getName(), msg);
}
mAfkTime = cur_time;
}
}
}
void AwayListener::action(const gcn::ActionEvent &event)
{
if (event.getId() == "ok" && local_player->getAwayMode())
{
local_player->changeAwayMode();
}
}