/* * 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 "guild.h" #include "inventory.h" #include "item.h" #include "main.h" #include "particle.h" #include "sound.h" #include "log.h" #include "effectmanager.h" #include "net/gameserver/player.h" #include "net/chatserver/guild.h" #include "net/chatserver/party.h" #include "gui/gui.h" #include "net/messageout.h" #include "net/protocol.h" #include "utils/tostring.h" #include "utils/gettext.h" const short walkingKeyboardDelay = 100; LocalPlayer *player_node = NULL; LocalPlayer::LocalPlayer(): Player(65535, 0, NULL), mInventory(new Inventory), mEquipment(new Equipment), mAttributeBase(NB_CHARACTER_ATTRIBUTES, -1), mAttributeEffective(NB_CHARACTER_ATTRIBUTES, -1), mExpCurrent(CHAR_SKILL_NB, -1), mExpNext(CHAR_SKILL_NB, -1), mCharacterPoints(-1), mCorrectionPoints(-1), mLevel(1), mLevelProgress(0), mMoney(0), mTotalWeight(1), mMaxWeight(1), mHP(1), mMaxHP(1), mTarget(NULL), mPickUpTarget(NULL), mTrading(false), mGoingToTarget(false), mLastAction(-1), mWalkingDir(0), mDestX(0), mDestY(0), mLocalWalkTime(-1), mExpMessageTime(0) { } LocalPlayer::~LocalPlayer() { delete mInventory; } void LocalPlayer::logic() { // Actions are allowed once per second if (get_elapsed_time(mLastAction) >= 1000) { mLastAction = -1; } // Show XP messages if (!mExpMessages.empty()) { if (mExpMessageTime == 0) { const Vector &pos = getPosition(); particleEngine->addTextRiseFadeOutEffect(mExpMessages.front(), 0, 128, 255, speechFont, (int) pos.x + 16, (int) pos.y - 16); mExpMessages.pop_front(); mExpMessageTime = 30; } mExpMessageTime--; } Being::logic(); } void LocalPlayer::nextStep() { // TODO: Fix picking up when reaching target (this method is obsolete) // TODO: Fix holding walking button to keep walking smoothly if (mPath.empty()) { if (mPickUpTarget) { pickUp(mPickUpTarget); } if (mWalkingDir) { walk(mWalkingDir); } } // TODO: Fix automatically walking within range of target, when wanted if (mGoingToTarget && mTarget && withinAttackRange(mTarget)) { mAction = Being::STAND; //attack(mTarget, true); mGoingToTarget = false; mPath.clear(); return; } else if (mGoingToTarget && !mTarget) { mGoingToTarget = false; mPath.clear(); } } bool LocalPlayer::checkInviteRights(const std::string &guildName) { Guild *guild = getGuild(guildName); if (guild) { return guild->getInviteRights(); } return false; } void LocalPlayer::inviteToGuild(Being *being) { // 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::iterator itr = mGuilds.begin(); std::map::iterator itr_end = mGuilds.end(); for (; itr != itr_end; ++itr) { if (checkInviteRights(itr->second->getName())) { Net::ChatServer::Guild::invitePlayer(being->getName(), itr->second->getId()); return; } } } void LocalPlayer::inviteToParty(const std::string &name) { Net::ChatServer::Party::invitePlayer(name); } void LocalPlayer::clearInventory() { mEquipment->clear(); mInventory->clear(); } void LocalPlayer::setInvItem(int index, int id, int amount) { mInventory->setItem(index, id, amount); } void LocalPlayer::moveInvItem(Item *item, int newIndex) { // special case, the old and new cannot copy over each other. if (item->getInvIndex() == newIndex) return; Net::GameServer::Player::moveItem( item->getInvIndex(), newIndex, item->getQuantity()); } Item* LocalPlayer::searchForItem(int itemId) { for (int i = 0; i < INVENTORY_SIZE; i++) { if (Item *item = mInventory->getItem(i)) { if (item->getId() == itemId) { return item; } } } return NULL; } void LocalPlayer::equipItem(Item *item) { Net::GameServer::Player::equip(item->getInvIndex()); } void LocalPlayer::unequipItem(int slot) { Net::GameServer::Player::unequip(slot); // Tidy equipment directly to avoid weapon still shown bug, for instance mEquipment->setEquipment(slot, 0); } void LocalPlayer::useItem(int slot) { Net::GameServer::Player::useItem(slot); } void LocalPlayer::dropItem(Item *item, int quantity) { Net::GameServer::Player::drop(item->getInvIndex(), quantity); } void LocalPlayer::splitItem(Item *item, int quantity) { int newIndex = mInventory->getFreeSlot(); if (newIndex > Inventory::NO_SLOT_INDEX) { Net::GameServer::Player::moveItem( item->getInvIndex(), newIndex, quantity); } } void LocalPlayer::pickUp(FloorItem *item) { int dx = item->getX() - (int) getPosition().x / 32; int dy = item->getY() - (int) getPosition().y / 32; if (dx * dx + dy * dy < 4) { int id = item->getId(); Net::GameServer::Player::pickUp(id >> 16, id & 0xFFFF); mPickUpTarget = NULL; } else { setDestination(item->getX() * 32 + 16, item->getY() * 32 + 16); mPickUpTarget = item; } } void LocalPlayer::walk(unsigned char dir) { // TODO: Evaluate the implementation of this method if (!mMap || !dir) return; const Vector &pos = getPosition(); int dScaler; // Distance to walk if (mAction == WALK && !mPath.empty()) { // Just finish the current action, otherwise we get out of sync Being::setDestination(pos.x, pos.y); return; } int dx = 0, dy = 0; if (dir & UP) dy -= 32; if (dir & DOWN) dy += 32; if (dir & LEFT) dx -= 32; if (dir & RIGHT) dx += 32; // Prevent skipping corners over colliding tiles if (dx && !mMap->getWalk(((int) pos.x + dx) / 32, (int) pos.y / 32, getWalkMask())) dx = 16 - (int) pos.x % 32; if (dy && !mMap->getWalk((int) pos.x / 32, ((int) pos.y + dy) / 32, getWalkMask())) dy = 16 - (int) pos.y % 32; // Choose a straight direction when diagonal target is blocked if (dx && dy && !mMap->getWalk((pos.x + dx) / 32, (pos.y + dy) / 32, getWalkMask())) dx = 16 - (int) pos.x % 32; // Checks our path up to 5 tiles, if a blocking tile is found // We go to the last good tile, and break out of the loop for (dScaler = 1; dScaler <= 10; dScaler++) { if ( (dx || dy) && !mMap->getWalk( ((int) pos.x + (dx * dScaler)) / 32, ((int) pos.y + (dy * dScaler)) / 32, getWalkMask()) ) { dScaler--; break; } } if (dScaler >= 0) { setDestination((int) pos.x + (dx * dScaler), (int) pos.y + (dy * dScaler)); } else if (dir) { // If the being can't move, just change direction Net::GameServer::Player::changeDir(dir); setDirection(dir); } } void LocalPlayer::setDestination(Uint16 x, Uint16 y) { // Fix coordinates so that the player does not seem to dig into walls. const int tx = x / 32; const int ty = y / 32; int fx = x % 32; int fy = y % 32; if (fx != 16 && !mMap->getWalk(tx + fx / 16 * 2 - 1, ty, getWalkMask())) fx = 16; if (fy != 16 && !mMap->getWalk(tx, ty + fy / 16 * 2 - 1, getWalkMask())) fy = 16; if (fx != 16 && fy != 16 && !mMap->getWalk(tx + fx / 16 * 2 - 1, ty + fy / 16 * 2 - 1, getWalkMask())) fx = 16; x = tx * 32 + fx; y = ty * 32 + fy; // Only send a new message to the server when destination changes if (x != mDestX || y != mDestY) { mDestX = x; mDestY = y; Net::GameServer::Player::walk(x, y); //Debugging fire burst effectManager->trigger(15,x,y); } 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 && get_elapsed_time(mLocalWalkTime) >= walkingKeyboardDelay) { walk(dir); } } void LocalPlayer::stopWalking(bool sendToServer) { if(mAction == WALK && mWalkingDir){ mWalkingDir = 0; mLocalWalkTime = 0; Being::setDestination(getPosition().x,getPosition().y); if (sendToServer) Net::GameServer::Player::walk(getPosition().x, getPosition().y); setAction(STAND); } clearPath(); } void LocalPlayer::toggleSit() { if (mLastAction != -1) return; mLastAction = tick_time; Being::Action newAction; switch (mAction) { case Being::STAND: newAction = Being::SIT; break; case Being::SIT: newAction = Being::STAND; break; default: return; } setAction(newAction); Net::GameServer::Player::changeAction(newAction); } void LocalPlayer::emote(Uint8 emotion) { if (mLastAction != -1) return; mLastAction = tick_time; // XXX Convert for new server /* MessageOut outMsg(0x00bf); outMsg.writeInt8(emotion); */ } void LocalPlayer::trade(Being *being) const { extern std::string tradePartnerName; extern int tradePartnerID; tradePartnerName = being->getName(); tradePartnerID = being->getId(); Net::GameServer::Player::requestTrade(tradePartnerID); } bool LocalPlayer::tradeRequestOk() const { return !mTrading; } void LocalPlayer::attack() { if (mLastAction != -1) return; // Can only attack when standing still if (mAction != STAND && mAction != ATTACK) return; //Face direction of the target if(mTarget){ unsigned char dir = 0; int x = 0, y = 0; Vector plaPos = this->getPosition(); Vector tarPos = mTarget->getPosition(); x = plaPos.x - tarPos.x; y = plaPos.y - tarPos.y; if(abs(x) < abs(y)){ //Check to see if target is above me or below me if(y > 0){ dir = UP; } else { dir = DOWN; } } else { //check to see if the target is to the left or right of me if(x > 0){ dir = LEFT; } else { dir = RIGHT; } } setDirection(dir); } mLastAction = tick_time; setAction(ATTACK); if (mEquippedWeapon) { std::string soundFile = mEquippedWeapon->getSound(EQUIP_EVENT_STRIKE); if (soundFile != "") sound.playSfx(soundFile); } else { sound.playSfx("sfx/fist-swish.ogg"); } Net::GameServer::Player::attack(getSpriteDirection()); } void LocalPlayer::useSpecial(int special) { Net::GameServer::Player::useSpecial(special); } Being* LocalPlayer::getTarget() const { return mTarget; } void LocalPlayer::revive() { // XXX Convert for new server /* MessageOut outMsg(0x00b2); outMsg.writeInt8(0); */ } void LocalPlayer::raiseAttribute(size_t attr) { // we assume that the server allows the change. When not we will undo it later. mCharacterPoints--; mAttributeBase.at(attr)++; Net::GameServer::Player::raiseAttribute(attr + CHAR_ATTR_BEGIN); } void LocalPlayer::lowerAttribute(size_t attr) { // we assume that the server allows the change. When not we will undo it later. mCorrectionPoints--; mCharacterPoints++; mAttributeBase.at(attr)--; Net::GameServer::Player::lowerAttribute(attr + CHAR_ATTR_BEGIN); } const struct LocalPlayer::SkillInfo& LocalPlayer::getSkillInfo(int skill) { static const SkillInfo skills[CHAR_SKILL_NB + 1] = { { _("Unarmed"), "graphics/images/unarmed.png" }, // CHAR_SKILL_WEAPON_NONE { _("Knife"), "graphics/images/knife.png" }, // CHAR_SKILL_WEAPON_KNIFE { _("Sword"), "graphics/images/sword.png" }, // CHAR_SKILL_WEAPON_SWORD { _("Polearm"), "graphics/images/polearm.png" }, // CHAR_SKILL_WEAPON_POLEARM { _("Staff"), "graphics/images/staff.png" }, // CHAR_SKILL_WEAPON_STAFF { _("Whip"), "graphics/images/whip.png" }, // CHAR_SKILL_WEAPON_WHIP { _("Bow"), "graphics/images/bow.png" }, // CHAR_SKILL_WEAPON_BOW { _("Shooting"), "graphics/images/shooting.png" }, // CHAR_SKILL_WEAPON_SHOOTING { _("Mace"), "graphics/images/mace.png" }, // CHAR_SKILL_WEAPON_MACE { _("Axe"), "graphics/images/axe.png" }, // CHAR_SKILL_WEAPON_AXE { _("Thrown"), "graphics/images/thrown.png" }, // CHAR_SKILL_WEAPON_THROWN { _("Magic"), "graphics/images/magic.png" }, // CHAR_SKILL_MAGIC_IAMJUSTAPLACEHOLDER { _("Craft"), "graphics/images/craft.png" }, // CHAR_SKILL_CRAFT_IAMJUSTAPLACEHOLDER { _("Unknown Skill"), "graphics/images/unknown.png" } }; if ((skill < 0) || (skill > CHAR_SKILL_NB)) { return skills[CHAR_SKILL_NB]; } else { return skills[skill]; } } void LocalPlayer::setExperience(int skill, int current, int next) { int diff = current - mExpCurrent.at(skill); if (mMap && mExpCurrent.at(skill) != -1 && diff > 0) { const std::string text = toString(diff) + " " + getSkillInfo(skill).name + " xp"; mExpMessages.push_back(text); } mExpCurrent.at(skill) = current; mExpNext.at(skill) = next; } std::pair LocalPlayer::getExperience(int skill) { return std::pair (mExpCurrent.at(skill), mExpNext.at(skill)); } int LocalPlayer::getAttackRange() { Item *weapon = mEquipment->getEquipment(EQUIP_FIGHT1_SLOT); if (weapon) { const ItemInfo info = weapon->getInfo(); return info.getAttackRange(); } return 32; // unarmed range } bool LocalPlayer::withinAttackRange(Being *target) { 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); const int range = getAttackRange(); return !(dx > range || dy > range); } void LocalPlayer::setGotoTarget(Being *target) { mTarget = target; mGoingToTarget = true; const Vector &targetPos = target->getPosition(); setDestination(targetPos.x, targetPos.y); }