/*
* 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 "game.h"
#include "equipment.h"
#include "floor_item.h"
#include "inventory.h"
#include "item.h"
#include "main.h"
#include "sound.h"
#include "net/messageout.h"
#include "net/protocol.h"
LocalPlayer *player_node = NULL;
LocalPlayer::LocalPlayer(Uint32 id, Uint16 job, Map *map):
Player(id, job, map),
mInventory(new Inventory()),
mEquipment(new Equipment()),
mTarget(NULL), mPickUpTarget(NULL),
mTrading(false)
{
}
LocalPlayer::~LocalPlayer()
{
delete mInventory;
}
void LocalPlayer::logic()
{
switch (action) {
case WALK:
mFrame = (get_elapsed_time(walk_time) * 4) / mWalkSpeed;
if (mFrame >= 4) {
nextStep();
}
break;
case ATTACK:
mFrame = (get_elapsed_time(walk_time) * 4) / aspd;
if (mFrame >= 4) {
nextStep();
attack();
}
break;
}
Being::logic();
}
void LocalPlayer::nextStep()
{
if (mPath.empty() && mPickUpTarget) {
pickUp(mPickUpTarget);
}
Player::nextStep();
}
Being::Type LocalPlayer::getType() const
{
return LOCALPLAYER;
}
void LocalPlayer::clearInventory()
{
mInventory->clear();
}
void LocalPlayer::addInvItem(int id, int quantity, bool equipment)
{
mInventory->addItem(id, quantity, equipment);
}
void LocalPlayer::addInvItem(int index, int id, int quantity, bool equipment)
{
mInventory->addItem(index, id, quantity, equipment);
}
Item* LocalPlayer::getInvItem(int index)
{
return mInventory->getItem(index);
}
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, by instance
mEquipment->removeEquipment(item);
}
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() - x;
int dy = item->getY() - y;
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(Being::Direction dir)
{
if (!mMap || dir == DIR_NONE)
return;
if (action == WALK)
{
// Avoid sending the coordinates to the server
Being::setDestination(x, y);
return;
}
Sint16 dx = 0, dy = 0;
switch (dir)
{
case SOUTH:
dy = 1;
break;
case WEST:
dx = -1;
break;
case NORTH:
dy = -1;
break;
case EAST:
dx = 1;
break;
case SW:
dx = -1;
dy = 1;
break;
case NW:
dx = -1;
dy = -1;
break;
case NE:
dx = 1;
dy = -1;
break;
case SE:
dx = 1;
dy = 1;
break;
default:
break;
}
// Prevent skipping corners over colliding tiles
if (dx && mMap->tileCollides(x + dx, y))
dx = 0;
if (dy && mMap->tileCollides(x, y + dy))
dy = 0;
// Choose a straight direction when diagonal target is blocked
if (dx && dy && !mMap->getWalk(x + dx, y + dy))
dx = 0;
// Walk to where the player can actually go
if ((dx || dy) && mMap->getWalk(x + dx, y + dy))
{
setDestination(x + dx, y + dy);
}
else if (dir != DIR_NONE)
{
// Update the player direction to where he wants to walk
// Warning: Not communicated to the server yet
direction = dir;
}
}
void LocalPlayer::setDestination(Uint16 x, Uint16 y)
{
char temp[3];
MessageOut outMsg(mNetwork);
set_coordinates(temp, x, y, direction);
outMsg.writeInt16(0x0085);
outMsg.writeString(temp, 3);
mPickUpTarget = NULL;
Being::setDestination(x, y);
}
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 (skillPoint <= 0)
return;
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_SKILL_LEVELUP_REQUEST);
outMsg.writeInt16(skillId);
}
void LocalPlayer::toggleSit()
{
char type;
switch (action)
{
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)
{
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 (action != STAND)
return;
if (keep && target)
mTarget = target;
else if (mTarget)
target = mTarget;
if (!target)
return;
int dist_x = target->x - x;
int dist_y = target->y - y;
if (abs(dist_y) >= abs(dist_x))
{
if (dist_y > 0)
direction = SOUTH;
else
direction = NORTH;
}
else
{
if (dist_x > 0)
direction = EAST;
else
direction = WEST;
}
// Implement charging attacks here
lastAttackTime = 0;
action = ATTACK;
walk_time = tick_time;
if (getWeapon() == 2)
sound.playSfx("sfx/bow_shoot_1.ogg");
else
sound.playSfx("sfx/fist-swish.ogg");
MessageOut outMsg(mNetwork);
outMsg.writeInt16(0x0089);
outMsg.writeInt32(target->getId());
outMsg.writeInt8(0);
}
void LocalPlayer::stopAttack()
{
mTarget = NULL;
}
Being* LocalPlayer::getTarget() const
{
return mTarget;
}
void LocalPlayer::revive()
{
MessageOut outMsg(mNetwork);
outMsg.writeInt16(0x00b2);
outMsg.writeInt8(0);
}