/* * 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); }