/*
* 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 <cassert>
#include "configuration.h"
#include "equipment.h"
#include "floor_item.h"
#include "game.h"
#include "graphics.h"
#include "inventory.h"
#include "item.h"
#include "localplayer.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 "net/messageout.h"
#include "net/protocol.h"
#include "resources/animation.h"
#include "resources/imageset.h"
#include "resources/resourcemanager.h"
#include "utils/tostring.h"
LocalPlayer *player_node = NULL;
static const int NAME_X_OFFSET = 15;
static const int NAME_Y_OFFSET = 30;
LocalPlayer::LocalPlayer(Uint32 id, Uint16 job, Map *map):
Player(id, job, map),
mCharId(0),
mJobXp(0),
mLevel(0),
mJobLevel(0),
mXpForNextLevel(0), mJobXpForNextLevel(0),
mHp(0), mMaxHp(0), mMp(0), mMaxMp(0),
mGp(0),
mAttackRange(0),
mTotalWeight(0), mMaxWeight(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), mNetwork(0),
mTarget(NULL), mPickUpTarget(NULL),
mTrading(false), mGoingToTarget(false),
mTargetTime(-1), mLastAction(-1),
mLastTarget(-1), mWalkingDir(0),
mDestX(0), mDestY(0),
mInventory(new Inventory(INVENTORY_SIZE)),
mStorage(new Inventory(STORAGE_SIZE))
{
// 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;
delete mStorage;
delete mName;
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()
{
switch (mAction) {
case STAND:
break;
case SIT:
break;
case DEAD:
break;
case HURT:
break;
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();
break;
}
// Actions are allowed once per second
if (get_elapsed_time(mLastAction) >= 1000)
mLastAction = -1;
// 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)
{
// 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);
}
Being::logic();
}
void LocalPlayer::setGM()
{
mIsGM = !mIsGM;
mNameColor = mIsGM ? 0x009000: 0x202020;
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()
{
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 (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;
}
if (mTarget)
mTarget->untarget();
if (mTarget && mTarget->getType() == Being::MONSTER)
static_cast<Monster *>(mTarget)->showName(false);
mTarget = target;
if (target && target->getType() == Being::MONSTER)
static_cast<Monster *>(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)
{
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)
{
mKeepAttacking = keep;
if (!target)
return;
if ((mTarget != target) || !mTarget)
{
mLastTarget = -1;
setTarget(target);
}
int dist_x = target->mX - mX;
int dist_y = target->mY - mY;
// Must be standing and be within attack range to continue
if ((mAction != STAND) || (mAttackRange < abs(dist_x)) ||
(mAttackRange < abs(dist_y)))
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);
}
// Implement charging attacks here
mLastAttackTime = 0;
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");
}
MessageOut outMsg(mNetwork);
outMsg.writeInt16(0x0089);
outMsg.writeInt32(target->getId());
outMsg.writeInt8(0);
if (!keep)
stopAttack();
}
void LocalPlayer::stopAttack()
{
if (mTarget)
{
setAction(STAND);
mLastTarget = -1;
}
setTarget(NULL);
mLastTarget = -1;
}
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)
{
mLastTarget = -1;
setTarget(target);
mGoingToTarget = true;
setDestination(target->mX, target->mY);
}
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);
ImageSet* currentImageSet;
SimpleAnimation* currentCursor;
ResourceManager *resman = ResourceManager::getInstance();
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)));
}
currentCursor = new SimpleAnimation(anim);
const int index = outRange ? 1 : 0;
mTargetCursorImages[index][size] = currentImageSet;
mTargetCursor[index][size] = currentCursor;
}