/*
 *  The Mana Client
 *  Copyright (C) 2004-2009  The Mana World Development Team
 *  Copyright (C) 2009-2010  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 "actorspritemanager.h"
#include "client.h"
#include "configuration.h"
#include "effectmanager.h"
#include "flooritem.h"
#include "graphics.h"
#include "guild.h"
#include "item.h"
#include "log.h"
#include "map.h"
#include "particle.h"
#include "playerinfo.h"
#include "simpleanimation.h"
#include "sound.h"
#include "statuseffect.h"
#include "text.h"
#include "dropshortcut.h"

#include "gui/chat.h"
#include "gui/gui.h"
#include "gui/inventorywindow.h"
#include "gui/killstats.h"
#include "gui/ministatus.h"
#include "gui/okdialog.h"
#include "gui/outfitwindow.h"
#include "gui/palette.h"
#include "gui/skilldialog.h"
#include "gui/socialwindow.h"
#include "gui/statuswindow.h"
#include "gui/theme.h"
#include "gui/userpalette.h"

#include "gui/widgets/chattab.h"

#include "net/beinghandler.h"
#include "net/chathandler.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/resourcemanager.h"

#include "utils/gettext.h"
#include "utils/stringutils.h"

#include <cassert>

#include "mumblemanager.h"

// This is the minimal delay between to permitted
// setDestination() calls using the keyboard.
// TODO: This can fine tuned later on when running is added...
const short walkingKeyboardDelay = 1000;
const short awayLimitTimer = 60;

LocalPlayer *player_node = NULL;

extern std::list<BeingCacheEntry*> beingInfoCache;

LocalPlayer::LocalPlayer(int id, int subtype):
    Being(id, PLAYER, subtype, 0),
    mAttackRange(0),
    mTargetTime(-1),
    mLastTarget(-1),
    mTarget(NULL),
    mPlayerFollowed(""),
    mPlayerImitated(""),
    mPickUpTarget(NULL),
    mGoingToTarget(false), mKeepAttacking(false),
    mLastAction(-1),
    mWalkingDir(0),
    mPathSetByMouse(false),
    mLocalWalkTime(-1),
    mMessageTime(0),
    mAwayDialog(0),
    mAfkTime(0),
    mAwayMode(false),
    mShowNavigePath(false),
    mDrawPath(false),
    mActivityTime(0),
    mNavigateX(0), mNavigateY(0),
    mNavigateId(0),
    mCrossX(0), mCrossY(0),
    mOldX(0), mOldY(0)
{
    listen("Attributes");
    mLevel = 1;

    mAwayListener = new AwayListener();

    mUpdateName = true;

    mTextColor = &Theme::getThemeColor(Theme::PLAYER);
    mNameColor = &userPalette->getColor(UserPalette::SELF);

    mLastTargetX = 0;
    mLastTargetY = 0;

    mInvertDirection = config.getValue("invertMoveDirection", 0);
    mCrazyMoveType = config.getValue("crazyMoveType", 1);
    mCrazyMoveState = 0;
    mAttackWeaponType = config.getValue("attackWeaponType", 1);
    mQuickDropCounter = config.getValue("quickDropCounter", 1);
    mMoveState = 0;
    mDisableCrazyMove = false;
    mPickUpType = config.getValue("pickUpType", 2);
    mMagicAttackType = config.getValue("magicAttackType", 0);
    mMoveToTargetType = config.getValue("moveToTargetType", 0);
    mDisableGameModifiers = config.getValueBool("disableGameModifiers", false);
    mTargetDeadPlayers = config.getValueBool("targetDeadPlayers", false);
    mAttackType = config.getValue("attackType", 1);
    mFollowMode = config.getValue("followMode", 0);
    mImitationMode = config.getValue("imitationMode", 0);
    mIsServerBuggy = serverConfig.getValueBool("enableBuggyServers", true);
    mSyncPlayerMove = config.getValueBool("syncPlayerMove", false);
    mDrawPath = config.getValueBool("drawPath", false);

    mPingSendTick = 0;
    mWaitPing = false;
    mPingTime = 0;

    loadHomes();
//    initTargetCursor();

    config.addListener("showownname", this);
    config.addListener("targetDeadPlayers", this);
    serverConfig.addListener("enableBuggyServers", this);
    config.addListener("syncPlayerMove", this);
    config.addListener("drawPath", this);
    setShowName(config.getValue("showownname", 1));
    beingInfoCache.clear();
}

LocalPlayer::~LocalPlayer()
{
    logger->log1("LocalPlayer::~LocalPlayer");

    config.removeListener("showownname", this);
    config.removeListener("targetDeadPlayers", this);
    serverConfig.removeListener("enableBuggyServers", this);
    config.removeListener("syncPlayerMove", this);
    config.removeListener("drawPath", this);

    delete mAwayDialog;
    mAwayDialog = 0;
    delete mAwayListener;
    mAwayListener = 0;
    beingInfoCache.clear();
}

void LocalPlayer::logic()
{
    if (mumbleManager)
        mumbleManager->setPos(getTileX(), getTileY(), getDirection());

    // Actions are allowed once per second
    if (get_elapsed_time(mLastAction) >= 1000)
        mLastAction = -1;

    if (mActivityTime == 0 || mLastAction != -1)
        mActivityTime = cur_time;

    if (mAction != WALK && !mNavigatePath.empty())
    {
        int dist = 1;
        if (!mSyncPlayerMove)
            dist = 20;

        if ((mNavigateX || mNavigateY) &&
            ((mCrossX + dist >= getTileX() && mCrossX <= getTileX() + dist
            && mCrossY + dist >= getTileY() && mCrossY <= getTileY() + dist)
            || (!mCrossX && !mCrossY)))
        {
            for (Path::const_iterator i = mNavigatePath.begin(),
                 i_end = mNavigatePath.end(); i != i_end; ++i)
            {
                moveTo((*i).x, (*i).y);
                break;
            }
        }
    }

    // Show XP messages
    if (!mMessages.empty())
    {
        if (mMessageTime == 0)
        {
            //const Vector &pos = getPosition();

            MessagePair info = mMessages.front();

            particleEngine->addTextRiseFadeOutEffect(
                    info.first,
                    /*(int) pos.x,
                    (int) pos.y - 48,*/
                    getPixelX(),
                    getPixelY() - 48,
                    &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(mLastTarget) >= 250)
        mLastTarget = -1;

//    // Remove target if its been on a being for more than a minute
    if (get_elapsed_time(mTargetTime) >= 60000)
    {
        mTargetTime = tick_time;
//        setTarget(NULL);
        mLastTarget = -1;
    }

    if (mTarget)
    {
        if (mTarget->getType() == ActorSprite::NPC)
        {
            // NPCs are always in range
            mTarget->setTargetType(TCT_IN_RANGE);
        }
        else
        {
            // Find whether target is in range
            // TODO: Make this nicer, probably using getPosition() only
            const int rangeX =
                (Net::getNetworkType() == ServerInfo::MANASERV) ?
                static_cast<int>(abs(mTarget->getPosition().x
                - getPosition().x)) :
                static_cast<int>(abs(mTarget->getTileX() - getTileX()));
            const int rangeY =
                (Net::getNetworkType() == ServerInfo::MANASERV) ?
                static_cast<int>(abs(mTarget->getPosition().y
                - getPosition().y)) :
                static_cast<int>(abs(mTarget->getTileY() - getTileY()));

            const int attackRange = getAttackRange();
            const TargetCursorType targetType = rangeX > attackRange ||
                                                rangeY > attackRange ?
                                                TCT_NORMAL : TCT_IN_RANGE;
            mTarget->setTargetType(targetType);

            if (!mTarget->isAlive() && (!mTargetDeadPlayers
                || mTarget->getType() != Being::PLAYER))
            {
                stopAttack();
            }

            if (mKeepAttacking && mTarget)
                attack(mTarget, true);
        }
    }

    Being::logic();
}

void LocalPlayer::setAction(Action action, int attackType)
{
    if (action == DEAD)
    {
        mLastTarget = -1;
        setTarget(NULL);
    }

    Being::setAction(action, attackType);
    if (mumbleManager)
        mumbleManager->setAction(static_cast<int>(action));
}

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(static_cast<int>(pos.x), static_cast<int>(pos.y));

    // Get the current tile pos and its offset
    int tileX = static_cast<int>(pos.x) / mMap->getTileWidth();
    int tileY = static_cast<int>(pos.y) / mMap->getTileHeight();
    int offsetX = static_cast<int>(pos.x) % mMap->getTileWidth();
    int offsetY = static_cast<int>(pos.y) % mMap->getTileHeight();

    // 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)
        {
            if (!wTopRight)
            {
                // 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 * 32 + 32 - getCollisionRadius(),
                                    tileY * 32 + getCollisionRadius());
                }
                else // Both straight direction are walkable
                {
                    // Go right when below the corner
                    if (offsetY >= (offsetX / mMap->getTileHeight()
                        - (offsetX / mMap->getTileWidth()
                        * mMap->getTileHeight()) ))
                    {
                        dy = 0;
                    }
                    else // Go up otherwise
                    {
                        dx = 0;
                    }
                }
            }
            else // The diagonal is walkable
            {
                return mMap->checkNodeOffsets(getCollisionRadius(),
                        getWalkMask(), Position(static_cast<int>(pos.x) + 32,
                                                static_cast<int>(pos.y) - 32));
            }
        }

        // Going top-left
        if (dx < 0 && dy < 0)
        {
            if (!wTopLeft)
            {
                // 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 * 32 + getCollisionRadius(),
                                    tileY * 32 + getCollisionRadius());
                }
                else // Both straight direction are walkable
                {
                    // 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(static_cast<int>(pos.x) - 32,
                                                static_cast<int>(pos.y) - 32));
            }
        }

        // Going bottom-left
        if (dx < 0 && dy > 0)
        {
            if (!wBottomLeft)
            {
                // 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 * 32 + getCollisionRadius(),
                                    tileY * 32 + 32 - getCollisionRadius());
                }
                else // 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(static_cast<int>(pos.x) - 32,
                                                static_cast<int>(pos.y) + 32));
            }
        }

        // Going bottom-right
        if (dx > 0 && dy > 0)
        {
            if (!wBottomRight)
            {
                // 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 * 32 + 32 - getCollisionRadius(),
                                    tileY * 32 + 32 - getCollisionRadius());
                }
                else // 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(static_cast<int>(pos.x) + 32,
                                                static_cast<int>(pos.y) + 32));
            }
        }

    } // 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 * 32 + 32 - getCollisionRadius(),
                            static_cast<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 * 32 + 32 - getCollisionRadius(),
                                    tileY * 32 + getCollisionRadius());

                }
            }

            if (!wBottomRight)
            {
                // If we're going to collide with the bottom-right corner
                if (offsetY + getCollisionRadius() > 32)
                {
                    // We make the player corrects its offset
                    // before going further
                    return Position(tileX * 32 + 32 - getCollisionRadius(),
                                    tileY * 32 + 32 - getCollisionRadius());

                }
            }
            // If the way is clear, step up one checked tile ahead.
            return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
                    Position(static_cast<int>(pos.x) + 32,
                             static_cast<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 * 32 + getCollisionRadius(),
                            static_cast<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 * 32 + getCollisionRadius(),
                                    tileY * 32 + getCollisionRadius());

                }
            }

            if (!wBottomLeft)
            {
                // If we're going to collide with the bottom-left corner
                if (offsetY + getCollisionRadius() > 32)
                {
                    // We make the player corrects its offset
                    // before going further
                    return Position(tileX * 32 + getCollisionRadius(),
                                    tileY * 32 + 32 - getCollisionRadius());

                }
            }
            // If the way is clear, step up one checked tile ahead.
            return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
                    Position(static_cast<int>(pos.x) - 32,
                             static_cast<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(static_cast<int>(pos.x),
                            tileY * 32 + 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 * 32 + getCollisionRadius(),
                                    tileY * 32 + getCollisionRadius());

                }
            }

            if (!wTopRight)
            {
                // If we're going to collide with the top-right corner
                if (offsetX + getCollisionRadius() > 32)
                {
                    // We make the player corrects its offset
                    // before going further
                    return Position(tileX * 32 + 32 - getCollisionRadius(),
                                    tileY * 32 + getCollisionRadius());

                }
            }
            // If the way is clear, step up one checked tile ahead.
            return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
                    Position(static_cast<int>(pos.x),
                             static_cast<int>(pos.y) - 32));
        }
    }

    // Down direction
    if (!dx && dy > 0)
    {
        // If the straight destination is blocked,
        // Make the player go the closest possible.
        if (!wBottom)
        {
            return Position(static_cast<int>(pos.x),
                            tileY * 32 + 32 - 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 * 32 + getCollisionRadius(),
                                    tileY * 32 + 32 - getCollisionRadius());

                }
            }

            if (!wBottomRight)
            {
                // If we're going to collide with the bottom-right corner
                if (offsetX + getCollisionRadius() > 32)
                {
                    // We make the player corrects its offset
                    // before going further
                    return Position(tileX * 32 + 32 - getCollisionRadius(),
                                    tileY * 32 + 32 - getCollisionRadius());

                }
            }
            // If the way is clear, step up one checked tile ahead.
            return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
                    Position(static_cast<int>(pos.x),
                             static_cast<int>(pos.y) + 32));
        }
    }

    // Return the current position if everything else has failed.
    return Position(static_cast<int>(pos.x), static_cast<int>(pos.y));
}

void LocalPlayer::nextTile(unsigned char dir = 0)
{
    if (Net::getNetworkType() == ServerInfo::TMWATHENA)
    {
        // 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)
                startWalking(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();
        }


        Being::nextTile();
    }
    else
    {
        if (!mMap || !dir)
            return;

        const Vector &pos = getPosition();
        Position destination = getNextWalkPosition(dir);

        if (static_cast<int>(pos.x) != destination.x
            || static_cast<int>(pos.y) != destination.y)
        {
            setDestination(destination.x, destination.y);
        }
        else if (dir != mDirection)
        {
            // If the being can't move, just change direction

            if (!Client::limitPackets(PACKET_DIRECTION))
                return;

            Net::getPlayerHandler()->setDirection(dir);
            setDirection(dir);
        }
    }
}

bool LocalPlayer::checkInviteRights(const std::string &guildName)
{
    Guild *guild = getGuild(guildName);
    if (guild)
        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;
        }
    }
}

bool LocalPlayer::pickUp(FloorItem *item)
{
    if (!item)
        return false;

    if (!Client::limitPackets(PACKET_PICKUP))
        return false;

    int dx = item->getTileX() - getTileX();
    int dy = item->getTileY() - getTileY();
    int dist = 6;

    if (mPickUpType >= 4 && mPickUpType <= 6)
        dist = 4;

    if (dx * dx + dy * dy < dist)
    {
        Net::getPlayerHandler()->pickUp(item);
        mPickUpTarget = NULL;
    }
    else if (mPickUpType >= 4 && mPickUpType <= 6)
    {
        if (Net::getNetworkType() == ServerInfo::MANASERV)
        {
            setDestination(item->getPixelX() + 16, item->getPixelY() + 16);
            mPickUpTarget = item;
            mPickUpTarget->addActorSpriteListener(this);
        }
        else
        {
            const Vector &playerPos = getPosition();
            Path debugPath = mMap->findPath(
                    static_cast<int>(playerPos.x - 16) / 32,
                    static_cast<int>(playerPos.y - 32) / 32,
                    item->getTileX(), item->getTileY(), 0x00);
            if (!debugPath.empty())
                navigateTo(item->getTileX(), item->getTileY());
            else
                setDestination(item->getTileX(), item->getTileY());

            mPickUpTarget = item;
            mPickUpTarget->addActorSpriteListener(this);
            stopAttack();
        }
    }
    return true;
}

void LocalPlayer::actorSpriteDestroyed(const ActorSprite &actorSprite)
{
    if (mPickUpTarget == &actorSprite)
        mPickUpTarget = 0;
}

Being *LocalPlayer::getTarget() const
{
    return mTarget;
}

void LocalPlayer::setTarget(Being *target)
{
    if ((mLastTarget != -1 || target == this) && target)
        return;

    if (target)
        mLastTarget = 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)
    {
        mLastTargetX = mTarget->getTileX();
        mLastTargetY = mTarget->getTileY();
        mTarget->updateName();
    }

    if (target && target->getType() == ActorSprite::MONSTER)
        target->setShowName(true);
}

void LocalPlayer::setDestination(int x, int y)
{
    mActivityTime = cur_time;

    // Only send a new message to the server when destination changes
    if (x != mDest.x || y != mDest.y)
    {
        if (mInvertDirection != 1)
        {
            Net::getPlayerHandler()->setDestination(x, y, mDirection);
            mPickUpTarget = NULL;
            mKeepAttacking = false;
            Being::setDestination(x, y);
        }
        else if (mInvertDirection == 1)
        {
            Uint8 newDir = 0;
            if (mDirection&UP)
                newDir |= DOWN;
            if (mDirection&LEFT)
                newDir |= RIGHT;
            if (mDirection&DOWN)
                newDir |= UP;
            if (mDirection&RIGHT)
                newDir |= LEFT;

            Net::getPlayerHandler()->setDestination(x, y, newDir);

            if (Client::limitPackets(PACKET_DIRECTION))
            {
                setDirection(newDir);
                Net::getPlayerHandler()->setDirection(newDir);
            }

            mPickUpTarget = NULL;
            mKeepAttacking = false;
            Being::setDestination(x, y);
        }

        // Manaserv:
        // If the destination given to being class is accepted,
        // we inform the Server.
        if ((x == mDest.x && y == mDest.y)
            || Net::getNetworkType() == ServerInfo::TMWATHENA)
        {
            Net::getPlayerHandler()->setDestination(x, y, mDirection);
        }

        return;
    }

    mPickUpTarget = NULL;
    mKeepAttacking = false;
}

void LocalPlayer::setWalkingDir(unsigned char dir)
{
    // This function is called by Game::handleInput()

    if (Net::getNetworkType() == ServerInfo::MANASERV)
    {
        // First if player is pressing key for the direction he is already
        // going, do nothing more...

        // Else if he 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()))
        {
            player_node->stopWalking(false);
        }
        // Else, he is not pressing a key,
        // and the current path hasn't been sent by mouse,
        // then, stop (sending to server).
        else if (!dir)
        {
            if (!mPathSetByMouse)
                player_node->stopWalking(true);
            return;
        }

        // If the delay to send another walk message to the server hasn't expired,
        // don't do anything or we could get disconnected for spamming the server
        if (get_elapsed_time(mLocalWalkTime) < walkingKeyboardDelay)
            return;
    }

    mWalkingDir = dir;

    // If we're not already walking, start walking.
    if (mAction != WALK && dir)
    {
        startWalking(dir);
    }
    else if (mAction == WALK
             && (Net::getNetworkType() == ServerInfo::MANASERV))
    {
        nextTile(dir);
    }
}

void LocalPlayer::startWalking(unsigned char dir)
{
    // This function is called by setWalkingDir(),
    // but also by nextTile() for TMW-Athena...
    if (!mMap || !dir)
        return;

    if (mAction == WALK && !mPath.empty())
    {
        // Just finish the current action, otherwise we get out of sync
        if (Net::getNetworkType() == ServerInfo::MANASERV)
        {
            const Vector &pos = getPosition();
            Being::setDestination(static_cast<int>(pos.x),
                                  static_cast<int>(pos.y));
        }
        else
        {
            Being::setDestination(getTileX(), getTileY());
        }
        return;
    }

    int dx = 0, dy = 0;
    if (dir & UP)
        dy--;
    if (dir & DOWN)
        dy++;
    if (dir & LEFT)
        dx--;
    if (dir & RIGHT)
        dx++;

    if (Net::getNetworkType() == ServerInfo::TMWATHENA)
    {
        // Prevent skipping corners over colliding tiles
        if (dx && !mMap->getWalk(getTileX() + dx, getTileY(), getWalkMask()))
            dx = 0;
        if (dy && !mMap->getWalk(getTileX(), getTileY() + dy, getWalkMask()))
            dy = 0;

        // Choose a straight direction when diagonal target is blocked
        if (dx && dy && !mMap->getWalk(getTileX() + dx, getTileY() + dy,
            getWalkMask()))
        {
            dx = 0;
        }

        // Walk to where the player can actually go
        if ((dx || dy) && mMap->getWalk(getTileX() + dx, getTileY() + dy,
            getWalkMask()))
        {
            setDestination(getTileX() + dx, getTileY() + dy);
        }
        else if (dir != mDirection)
        {
            // If the being can't move, just change direction

            if (Client::limitPackets(PACKET_DIRECTION))
            {
                Net::getPlayerHandler()->setDirection(dir);
                setDirection(dir);
            }
        }
    }
    else
    {
        nextTile(dir);
    }
}

void LocalPlayer::stopWalking(bool sendToServer)
{
    if (mAction == WALK && mWalkingDir)
    {
        mWalkingDir = 0;
        mLocalWalkTime = 0;

        setDestination(static_cast<int>(getPosition().x),
                       static_cast<int>(getPosition().y));
        if (sendToServer)
        {
            Net::getPlayerHandler()->setDestination(
                    static_cast<int>(getPosition().x),
                    static_cast<int>(getPosition().y));
        }
        setAction(STAND);
    }

    // No path set anymore, so we reset the path by mouse flag
    mPathSetByMouse = false;

    clearPath();
}

bool LocalPlayer::toggleSit()
{
    if (!Client::limitPackets(PACKET_SIT))
        return false;

    Being::Action newAction;
    switch (mAction)
    {
        case STAND: newAction = SIT; break;
        case SIT: newAction = STAND; break;
        default: return true;
    }

    Net::getPlayerHandler()->changeAction(newAction);
    return true;
}

bool LocalPlayer::updateSit()
{
    if (!Client::limitPackets(PACKET_SIT))
        return false;

    Net::getPlayerHandler()->changeAction(mAction);
    return true;
}

bool LocalPlayer::emote(Uint8 emotion)
{
    if (!Client::limitPackets(PACKET_EMOTE))
        return false;

    Net::getPlayerHandler()->emote(emotion);
    return true;
}

void LocalPlayer::attack(Being *target, bool keep, bool dontChangeEquipment)
{
    if (Net::getNetworkType() == ServerInfo::MANASERV)
    {
        if (mLastAction != -1)
            return;

        // Can only attack when standing still
        if (mAction != STAND && mAction != ATTACK)
            return;
    }

    mKeepAttacking = keep;

    if (!target || target->getType() == ActorSprite::NPC)
        return;

    if (mTarget != target || !mTarget)
    {
        mLastTarget = -1;
        setTarget(target);
    }
    if (Net::getNetworkType() == ServerInfo::MANASERV)
    {
        Vector plaPos = this->getPosition();
        Vector tarPos = mTarget->getPosition();
        int dist_x = static_cast<int>(plaPos.x - tarPos.x);
        int dist_y = static_cast<int>(plaPos.y - tarPos.y);

        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);
        }

        mLastAction = tick_time;
    }
    else
    {
        int dist_x = target->getTileX() - getTileX();
        int dist_y = target->getTileY() - getTileY();

        // Must be standing or sitting to attack
        if (mAction != STAND && mAction != SIT)
            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);
        }

        mActionTime = 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(paths.getValue("attackSfxFile", "fist-swish.ogg"));

    if (getAttackType() != 0)
    {
        if (!Client::limitPackets(PACKET_ATTACK))
            return;
    }

    if (!dontChangeEquipment && target)
        changeEquipmentBeforeAttack(target);

    Net::getPlayerHandler()->attack(target->getId());
    if ((Net::getNetworkType() == ServerInfo::TMWATHENA) && !keep)
        stopAttack();
}

void LocalPlayer::stopAttack()
{
    if (mTarget)
    {
        if (mAction == ATTACK)
            setAction(STAND);
        setTarget(NULL);
    }
    mLastTarget = -1;
}

/*
// need subscribe to change level?
void LocalPlayer::setLevel(int value)
{
    mLevel = value;

    if (statusWindow)
        statusWindow->update(StatusWindow::LEVEL);
}
*/

/*
void LocalPlayer::setExp(int value, bool notify)
{
    if (mMap && notify && value > mExp)
    {
        addMessageToQueue(toString(value - mExp) + " xp");
        killStats->gainXp(value);
    }
    mExp = value;

    if (statusWindow)
        statusWindow->update(StatusWindow::EXP);
}
*/

void LocalPlayer::pickedUp(const ItemInfo &itemInfo, int amount)
{
    if (!amount)
    {
        if (config.getValue("showpickupchat", 1))
        {
            localChatTab->chatLog(_("Unable to pick up item."),
                                  BY_SERVER);
        }
    }
    else
    {
        if (config.getValue("showpickupchat", 1))
        {
            // TRANSLATORS: This sentence may be translated differently
            // for different grammatical numbers (singular, plural, ...)
            localChatTab->chatLog(strprintf(ngettext("You picked up %d "
                    "[@@%d|%s@@].", "You picked up %d [@@%d|%s@@].", amount),
                    amount, itemInfo.getId(), itemInfo.getName().c_str()),
                    BY_SERVER);
        }

        if (mMap && config.getValue("showpickupparticle", 0))
        {
            // Show pickup notification
            addMessageToQueue(itemInfo.getName(), UserPalette::PICKUP_INFO);
        }
    }
}

int LocalPlayer::getAttackRange()
{
    if (mAttackRange > -1)
    {
        return mAttackRange;
    }
    else
    {
        // TODO: Fix this to be more generic
        Item *weapon = PlayerInfo::getEquipment(EQUIP_FIGHT1_SLOT);
        if (weapon)
        {
            const ItemInfo info = weapon->getInfo();
            return info.getAttackRange();
        }
        return 48; // unarmed range
    }
}

bool LocalPlayer::withinAttackRange(Being *target, bool fixDistance)
{
    int range = getAttackRange();
    int dx;
    int dy;

    if (fixDistance && range == 1)
        range = 2;

    if (Net::getNetworkType() == ServerInfo::MANASERV)
    {
        const Vector &targetPos = target->getPosition();
        const Vector &pos = getPosition();
        dx = static_cast<int>(abs(targetPos.x - pos.x));
        dy = static_cast<int>(abs(targetPos.y - pos.y));

    }
    else
    {
        dx = static_cast<int>(abs(target->getTileX() - getTileX()));
        dy = static_cast<int>(abs(target->getTileY() - getTileY()));
    }
    return !(dx > range || dy > range);
}

void LocalPlayer::setGotoTarget(Being *target)
{
    mLastTarget = -1;
    if (Net::getNetworkType() == ServerInfo::MANASERV)
    {
        mTarget = target;
        mGoingToTarget = true;
        const Vector &targetPos = target->getPosition();
        setDestination(targetPos.x, targetPos.y);
    }
    else
    {
        setTarget(target);
        mGoingToTarget = true;
        setDestination(target->getTileX(), target->getTileY());
    }
}

extern MiniStatusWindow *miniStatusWindow;
extern SkillDialog *skillDialog;

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 = static_cast<int>(mStatusEffectIcons.size());
                miniStatusWindow->setIcon(offset, sprite);
                mStatusEffectIcons.push_back(effectId);
            }
        }
    }
}

/*
int LocalPlayer::getSkillLv(int id)
{
    IntMap::iterator it = mAttributeEffective.find(id);
    if (it != mAttributeEffective.end())
        return (*it).second;
    return 0;
}
*/

void LocalPlayer::addMessageToQueue(const std::string &message, int color)
{
    mMessages.push_back(MessagePair(message, color));
}

void LocalPlayer::optionChanged(const std::string &value)
{
    if (value == "showownname")
        setShowName(config.getValue("showownname", 1));
    else if (value == "targetDeadPlayers")
        mTargetDeadPlayers = config.getValueBool("targetDeadPlayers", false);
    else if (value == "enableBuggyServers")
        mIsServerBuggy = serverConfig.getValueBool("enableBuggyServers", true);
    else if (value == "syncPlayerMove")
        mSyncPlayerMove = config.getValueBool("syncPlayerMove", false);
    else if (value == "drawPath")
        mDrawPath = config.getValueBool("drawPath", false);
}

void LocalPlayer::event(const std::string &channel, const Mana::Event &event)
{
    if (channel == "Attributes")
    {
        if (event.getName() == "UpdateAttribute")
        {
            switch (event.getInt("id"))
            {
                case EXP:
                {
                    if (event.getInt("oldValue") > event.getInt("newValue"))
                        break;

                    int change = event.getInt("newValue")
                                 - event.getInt("oldValue");

                    if (change != 0)
                        addMessageToQueue(toString(change) + " xp");
                    break;
                }
                case LEVEL:
                    mLevel = event.getInt("newValue");
                    break;
                default:
                    break;
            };
        }
    }
}

void LocalPlayer::moveTo(int x, int y)
{
//    debugMsg("LocalPlayer::moveTo: " + toString(x) + ", " + toString(y));
    setDestination(x, y);
}

void LocalPlayer::move(int dX, int dY)
{
    moveTo(getTileX() + dX, getTileY() + dY);
}

void LocalPlayer::moveToTarget(unsigned int dist)
{
    bool gotPos(false);
    Path debugPath;

    Vector targetPos(-1, -1);
    const Vector &playerPos = getPosition();
    unsigned int limit(0);

    if (static_cast<int>(dist) == -1)
    {
        dist = mMoveToTargetType;
        if (mMoveToTargetType == 0)
        {
            dist = 0;
        }
        else
        {
            switch (mMoveToTargetType)
            {
                case 1:
                    dist = 1;
                    break;
                case 2:
                    dist = 3;
                    break;
                case 3:
                    dist = 5;
                    break;
                case 4:
                    dist = 7;
                    break;
                case 5:
                    dist = mAttackRange;
                    if (dist == 1)
                        dist = 2;
                default:
                    break;
            }
        }
    }

    if (mTarget)
    {
        debugPath = mMap->findPath(static_cast<int>(playerPos.x - 16) / 32,
                static_cast<int>(playerPos.y - 32) / 32,
                mTarget->getTileX(), mTarget->getTileY(), 0x00, 90);

        if (debugPath.size() < dist)
            return;
        limit = static_cast<int>(debugPath.size()) - dist;
        gotPos = true;
    }
    else if (mNavigateX || mNavigateY)
    {
        debugPath = mNavigatePath;
        limit = dist;
        gotPos = true;
    }

    if (gotPos)
    {
        if (dist == 0)
        {
            if (mTarget)
                navigateTo(mTarget);
        }
        else
        {
            Position pos(0, 0);
            unsigned int f = 0;

            for (Path::const_iterator i = debugPath.begin(),
                 i_end = debugPath.end();
                 i != i_end && f < limit; ++i, f++)
            {
                pos = (*i);
            }
            navigateTo(pos.x, pos.y);
        }
    }
    else if (mLastTargetX || mLastTargetY)
    {
        navigateTo(mLastTargetX, mLastTargetY);
    }
}

void LocalPlayer::moveToHome()
{
    if ((getTileX() != mCrossX || getTileY() != mCrossY) && mCrossX && mCrossY)
    {
        moveTo(mCrossX, mCrossY);
    }
    else
    {
        std::map<std::string, Vector>::iterator iter =
            mHomes.find(mMap->getProperty("_filename"));

        if (iter != mHomes.end())
        {
            Vector pos = mHomes[(*iter).first];
            if (getTileX() == pos.x && getTileY() == pos.y)
            {
                Net::getPlayerHandler()->setDestination(
                        static_cast<int>(pos.x),
                        static_cast<int>(pos.y),
                        static_cast<int>(mDirection));
            }
            else if (abs(static_cast<int>(getTileX()) - pos.x) < 40
                     && abs(static_cast<int>(getTileY()) - pos.y) < 40)
            {
                navigateTo(pos.x, pos.y);
            }
        }
    }
}

void LocalPlayer::changeAttackWeaponType()
{
    mAttackWeaponType++;
    if (mAttackWeaponType > 3)
        mAttackWeaponType = 1;

    config.setValue("attackWeaponType", mAttackWeaponType);
    miniStatusWindow->updateStatus();
}

void LocalPlayer::changeAttackType()
{
    mAttackType++;
    if (mAttackType > 3)
        mAttackType = 0;

    config.setValue("attackType", mAttackType);
    miniStatusWindow->updateStatus();
}

void LocalPlayer::invertDirection()
{
    mMoveState = 0;
    mInvertDirection ++;
    if (mInvertDirection > 4)
        mInvertDirection = 0;
    config.setValue("invertMoveDirection", mInvertDirection);
    miniStatusWindow->updateStatus();
}

void LocalPlayer::changeCrazyMoveType()
{
    mCrazyMoveState = 0;
    mCrazyMoveType++;
    if (mCrazyMoveType > 10)
        mCrazyMoveType = 1;

    config.setValue("crazyMoveType", mCrazyMoveType);
    miniStatusWindow->updateStatus();
}

void LocalPlayer::changePickUpType()
{
    mPickUpType++;
    if (mPickUpType > 6)
        mPickUpType = 0;

    config.setValue("pickUpType", mPickUpType);
    miniStatusWindow->updateStatus();
}

void LocalPlayer::changeFollowMode()
{
    mFollowMode++;
    if (mFollowMode > 3)
        mFollowMode = 0;

    config.setValue("followMode", mFollowMode);
    miniStatusWindow->updateStatus();
}

void LocalPlayer::changeImitationMode()
{
    mImitationMode++;
    if (mImitationMode > 1)
        mImitationMode = 0;

    config.setValue("imitationMode", mImitationMode);
    miniStatusWindow->updateStatus();
}

void LocalPlayer::changeEquipmentBeforeAttack(Being* target)
{
    if (mAttackWeaponType == 1)
        return;

    bool allowSword = false;
    int dx = target->getTileX() - getTileX();
    int dy = target->getTileY() - getTileY();
    Item *item = NULL;

    if (dx * dx + dy * dy > 80)
        return;

    if (dx * dx + dy * dy < 8)
        allowSword = true;

    //if attack distance for sword
    if (allowSword)
    {
        //finding sword
        item = PlayerInfo::getInventory()->findItem(571);

        if (!item)
            item = PlayerInfo::getInventory()->findItem(570);

        if (!item)
            item = PlayerInfo::getInventory()->findItem(536);

        //no swords
        if (!item)
            return;

        //if sword not equiped
        if (!item->isEquipped())
        {
            Net::getInventoryHandler()->equipItem(item);
        }

        //if need equip shield too
        if (mAttackWeaponType == 3)
        {
            //finding shield
            item = PlayerInfo::getInventory()->findItem(601);
            if (!item)
                item = PlayerInfo::getInventory()->findItem(602);
            if (item && !item->isEquipped())
            {
                Net::getInventoryHandler()->equipItem(item);
            }
        }

    }
    //big distance. allowed only bow
    else
    {
        //finding bow
        item = PlayerInfo::getInventory()->findItem(545);

        if (!item)
            item = PlayerInfo::getInventory()->findItem(530);

        //no bow
        if (!item)
            return;

        if (!item->isEquipped())
        {
            Net::getInventoryHandler()->equipItem(item);
        }
    }

}


void LocalPlayer::crazyMove()
{
//    if (!allowAction())
//        return;

    bool oldDisableCrazyMove = mDisableCrazyMove;
    mDisableCrazyMove = true;
    switch(mCrazyMoveType)
    {
        case 1:
            crazyMove1();
            break;
        case 2:
            crazyMove2();
            break;
        case 3:
            crazyMove3();
            break;
        case 4:
            crazyMove4();
            break;
        case 5:
            crazyMove5();
            break;
        case 6:
            crazyMove6();
            break;
        case 7:
            crazyMove7();
            break;
        case 8:
            crazyMove8();
            break;
        case 9:
            crazyMove9();
            break;
        case 10:
            crazyMoveA();
            break;
        default:
            break;
    }
    mDisableCrazyMove = oldDisableCrazyMove;
}

void LocalPlayer::crazyMove1()
{
    if (mAction == WALK)
        return;

    if (!Client::limitPackets(PACKET_DIRECTION))
        return;

    if (getDirection() == Being::UP)
    {
        setWalkingDir(Being::UP);
        setDirection(Being::LEFT);
        Net::getPlayerHandler()->setDirection(Being::LEFT);
    }
    else if (getDirection() == Being::LEFT)
    {
        setWalkingDir(Being::LEFT);
        setDirection(Being::DOWN);
        Net::getPlayerHandler()->setDirection(Being::DOWN);
    }
    else if (getDirection() == Being::DOWN)
    {
        setWalkingDir(Being::DOWN);
        setDirection(Being::RIGHT);
        Net::getPlayerHandler()->setDirection(Being::RIGHT);
    }
    else if (getDirection() == Being::RIGHT)
    {
        setWalkingDir(Being::RIGHT);
        setDirection(Being::UP);
        Net::getPlayerHandler()->setDirection(Being::UP);
    }
}

void LocalPlayer::crazyMove2()
{
    if (mAction == WALK)
        return;

    if (!Client::limitPackets(PACKET_DIRECTION))
        return;

    if (getDirection() == Being::UP)
    {
        setWalkingDir(Being::UP | Being::LEFT);
        setDirection(Being::RIGHT);
        Net::getPlayerHandler()->setDirection(Being::DOWN | Being::RIGHT);
    }
    else if (getDirection() == Being::RIGHT)
    {
        setWalkingDir(Being::UP | Being::RIGHT);
        setDirection(Being::DOWN);
        Net::getPlayerHandler()->setDirection(Being::DOWN | Being::LEFT);
    }
    else if (getDirection() == Being::DOWN)
    {
        setWalkingDir(Being::DOWN | Being::RIGHT);
        setDirection(Being::LEFT);
        Net::getPlayerHandler()->setDirection(Being::UP | Being::LEFT);
    }
    else if (getDirection() == Being::LEFT)
    {
        setWalkingDir(Being::DOWN | Being::LEFT);
        setDirection(Being::UP);
        Net::getPlayerHandler()->setDirection(Being::UP | Being::RIGHT);
    }
}

void LocalPlayer::crazyMove3()
{
    if (mAction == WALK)
        return;

    switch(mCrazyMoveState)
    {
        case 0:
            move(1, 1);
            mCrazyMoveState = 1;
            break;
        case 1:
            move(1, -1);
            mCrazyMoveState = 2;
            break;
        case 2:
            move(-1, -1);
            mCrazyMoveState = 3;
            break;
        case 3:
            move(-1, 1);
            mCrazyMoveState = 0;
            break;
        default:
            break;
    }

    if (!Client::limitPackets(PACKET_DIRECTION))
        return;

    setDirection(Being::DOWN);
    Net::getPlayerHandler()->setDirection(Being::DOWN);
}

void LocalPlayer::crazyMove4()
{
    if (mAction == WALK)
        return;

    switch(mCrazyMoveState)
    {
        case 0:
            move(7, 0);
            mCrazyMoveState = 1;
        break;
        case 1:
            move(-7, 0);
            mCrazyMoveState = 0;
        break;
        default:
        break;
    }
}

void LocalPlayer::crazyMove5()
{
    if (mAction == WALK)
        return;

    switch(mCrazyMoveState)
    {
        case 0:
            move(0, 7);
            mCrazyMoveState = 1;
            break;
        case 1:
            move(0, -7);
            mCrazyMoveState = 0;
            break;
        default:
            break;
    }
}

void LocalPlayer::crazyMove6()
{
    if (mAction == WALK)
        return;

    switch(mCrazyMoveState)
    {
        case 0:
            move(3, 0);
            mCrazyMoveState = 1;
            break;
        case 1:
            move(2, -2);
            mCrazyMoveState = 2;
            break;
        case 2:
            move(0, -3);
            mCrazyMoveState = 3;
            break;
        case 3:
            move(-2, -2);
            mCrazyMoveState = 4;
            break;
        case 4:
            move(-3, 0);
            mCrazyMoveState = 5;
            break;
        case 5:
            move(-2, 2);
            mCrazyMoveState = 6;
            break;
        case 6:
            move(0, 3);
            mCrazyMoveState = 7;
            break;
        case 7:
            move(2, 2);
            mCrazyMoveState = 0;
            break;
        default:
            break;
    }
}

void LocalPlayer::crazyMove7()
{
    if (mAction == WALK)
        return;

    switch(mCrazyMoveState)
    {
        case 0:
            move(1, 1);
            mCrazyMoveState = 1;
            break;
        case 1:
            move(-1, 1);
            mCrazyMoveState = 2;
            break;
        case 2:
            move(-1, -1);
            mCrazyMoveState = 3;
            break;
        case 3:
            move(1, -1);
            mCrazyMoveState = 0;
            break;
        default:
            break;
    }
}

void LocalPlayer::crazyMove8()
{
    if (mAction == WALK)
        return;
    int idx = 0;
    int dist = 1;

// look
//      up, ri,do,le
    static const int movesX[][4] =
    {
        {-1,  0,  1,  0},   //move left
        { 0,  1,  0, -1},   //move up
        { 1,  0, -1,  0},   //move right
        { 0, -1,  0,  1}    //move down
    };

// look
//      up, ri,do,le
    static const int movesY[][4] =
    {
        { 0, -1,  0,  1},   //move left
        {-1,  0,  1,  0},   //move up
        { 0,  1,  0, -1},   //move right
        { 1,  0, -1,  0}    //move down
    };

    if (getDirection() == Being::UP)
        idx = 0;
    else if (getDirection() == Being::RIGHT)
        idx = 1;
    else if (getDirection() == Being::DOWN)
        idx = 2;
    else if (getDirection() == Being::LEFT)
        idx = 3;


    int mult = 1;
    if (mMap->getWalk(getTileX() + movesX[idx][0],
        getTileY() + movesY[idx][0], getWalkMask()))
    {
        while (mMap->getWalk(getTileX() + movesX[idx][0] * mult,
               getTileY() + movesY[idx][0] * mult,
               getWalkMask()) && mult <= dist)
        {
            mult ++;
        }
        move(movesX[idx][0] * (mult - 1), movesY[idx][0] * (mult - 1));
    }
    else if (mMap->getWalk(getTileX() + movesX[idx][1],
             getTileY() + movesY[idx][1], getWalkMask()))
    {
        while (mMap->getWalk(getTileX() + movesX[idx][1] * mult,
               getTileY() + movesY[idx][1] * mult,
               getWalkMask()) && mult <= dist)
        {
            mult ++;
        }
        move(movesX[idx][1] * (mult - 1), movesY[idx][1] * (mult - 1));
    }
    else if (mMap->getWalk(getTileX() + movesX[idx][2],
             getTileY() + movesY[idx][2], getWalkMask()))
    {
        while (mMap->getWalk(getTileX() + movesX[idx][2] * mult,
               getTileY() + movesY[idx][2] * mult,
               getWalkMask()) && mult <= dist)
        {
            mult ++;
        }
        move(movesX[idx][2] * (mult - 1), movesY[idx][2] * (mult - 1));
    }
    else if (mMap->getWalk(getTileX() + movesX[idx][3],
             getTileY() + movesY[idx][3], getWalkMask()))
    {
        while (mMap->getWalk(getTileX() + movesX[idx][3] * mult,
               getTileY() + movesY[idx][3] * mult,
               getWalkMask()) && mult <= dist)
        {
            mult ++;
        }
        move(movesX[idx][3] * (mult - 1), movesY[idx][3] * (mult - 1));
    }
}

void LocalPlayer::crazyMove9()
{
    int dx = 0;
    int dy = 0;

    if (mAction == WALK)
        return;

    switch (mCrazyMoveState)
    {
        case 0:
            switch (player_node->getDirection())
            {
                case UP   : dy = -1; break;
                case DOWN : dy = 1; break;
                case LEFT : dx = -1; break;
                case RIGHT: dx = 1; break;
                default: break;
            }
            move(dx, dy);
            mCrazyMoveState = 1;
            break;
        case 1:
            mCrazyMoveState = 2;
            if (!allowAction())
                return;
            Net::getPlayerHandler()->changeAction(SIT);
            break;
        case 2:
            mCrazyMoveState = 3;
            break;
        case 3:
            mCrazyMoveState = 0;
            break;
        default:
            break;
    }
}

void LocalPlayer::crazyMoveA()
{
    std::string mMoveProgram(config.getValue("crazyMoveProgram",
                                             "mumrsonmdmlon"));

    if (mAction == WALK)
        return;

    if (mMoveProgram.length() == 0)
        return;

    if (mCrazyMoveState >= mMoveProgram.length())
        mCrazyMoveState = 0;

    Uint8 dir = 0;

    // move command
    if (mMoveProgram[mCrazyMoveState] == 'm')
    {
        int dx = 0;
        int dy = 0;

        mCrazyMoveState ++;
        if (mCrazyMoveState < mMoveProgram.length())
        {
            char param = mMoveProgram[mCrazyMoveState++];
            if (param == '?')
            {
                char cmd[] = {'l', 'r', 'u', 'd'};
                srand(tick_time);
                param = cmd[rand() % 4];
            }
            switch (param)
            {
                case 'd':
                    move(0, 1);
                    break;
                case 'u':
                    move(0, -1);
                    break;
                case 'l':
                    move(-1, 0);
                    break;
                case 'r':
                    move(1, 0);
                    break;
                case 'f':
                    switch (player_node->getDirection())
                    {
                        case UP   : dy = -1; break;
                        case DOWN : dy = 1; break;
                        case LEFT : dx = -1; break;
                        case RIGHT: dx = 1; break;
                        default: break;
                    }
                    move(dx, dy);
                    break;
                case 'b':
                    switch (player_node->getDirection())
                    {
                        case UP   : dy = 1; break;
                        case DOWN : dy = -1; break;
                        case LEFT : dx = 1; break;
                        case RIGHT: dx = -1; break;
                        default: break;
                    }
                    move(dx, dy);
                    break;
                default:
                    break;
            }
        }
    }
    // direction command
    else if (mMoveProgram[mCrazyMoveState] == 'd')
    {
        mCrazyMoveState ++;

        if (mCrazyMoveState < mMoveProgram.length())
        {
            char param = mMoveProgram[mCrazyMoveState++];
            if (param == '?')
            {
                char cmd[] = {'l', 'r', 'u', 'd'};
                srand(tick_time);
                param = cmd[rand() % 4];
            }
            switch (param)
            {
                case 'd':

                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        setDirection(Being::DOWN);
                        Net::getPlayerHandler()->setDirection(Being::DOWN);
                    }
                    break;
                case 'u':
                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        setDirection(Being::UP);
                        Net::getPlayerHandler()->setDirection(Being::UP);
                    }
                    break;
                case 'l':
                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        setDirection(Being::LEFT);
                        Net::getPlayerHandler()->setDirection(Being::LEFT);
                    }
                    break;
                case 'r':
                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        setDirection(Being::RIGHT);
                        Net::getPlayerHandler()->setDirection(Being::RIGHT);
                    }
                    break;
                case 'L':
                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        switch (player_node->getDirection())
                        {
                            case UP    : dir = Being::LEFT; break;
                            case DOWN  : dir = Being::RIGHT; break;
                            case LEFT  : dir = Being::DOWN; break;
                            case RIGHT : dir = Being::UP; break;
                            default: break;
                        }
                        setDirection(dir);
                        Net::getPlayerHandler()->setDirection(dir);
                    }
                    break;
                case 'R':
                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        switch (player_node->getDirection())
                        {
                            case UP    : dir = Being::RIGHT; break;
                            case DOWN  : dir = Being::LEFT; break;
                            case LEFT  : dir = Being::UP; break;
                            case RIGHT : dir = Being::DOWN; break;
                            default: break;
                        }
                        setDirection(dir);
                        Net::getPlayerHandler()->setDirection(dir);
                    }
                    break;
                case 'b':
                    if (Client::limitPackets(PACKET_DIRECTION))
                    {
                        switch (player_node->getDirection())
                        {
                            case UP    : dir = Being::DOWN; break;
                            case DOWN  : dir = Being::UP; break;
                            case LEFT  : dir = Being::RIGHT; break;
                            case RIGHT : dir = Being::LEFT; break;
                            default: break;
                        }
                        setDirection(dir);
                        Net::getPlayerHandler()->setDirection(dir);
                    }
                    break;
                case '0':
                    dropShortcut->dropFirst();
                    break;
                case 'a':
                    dropShortcut->dropItems();
                    break;
                default:
                    break;
            }
        }
    }
    // sit command
    else if (mMoveProgram[mCrazyMoveState] == 's')
    {
        mCrazyMoveState ++;
        if (toggleSit())
            mCrazyMoveState ++;
    }
    // wear outfits
    else if (mMoveProgram[mCrazyMoveState] == 'o')
    {
        mCrazyMoveState ++;
        if (mCrazyMoveState < mMoveProgram.length())
        {
            // wear next outfit
            if (mMoveProgram[mCrazyMoveState] == 'n')
            {
                mCrazyMoveState ++;
                outfitWindow->wearNextOutfit();
            }
            // wear previous outfit
            else if (mMoveProgram[mCrazyMoveState] == 'p')
            {
                mCrazyMoveState ++;
                outfitWindow->wearPreviousOutfit();
            }
        }
    }
    // pause
    else if (mMoveProgram[mCrazyMoveState] == 'w')
    {
        mCrazyMoveState ++;
    }
    // pick up
    else if (mMoveProgram[mCrazyMoveState] == 'p')
    {
        mCrazyMoveState ++;
        pickUpItems();
    }
    // emote
    else if (mMoveProgram[mCrazyMoveState] == 'e')
    {
        mCrazyMoveState ++;
        char emo = mMoveProgram[mCrazyMoveState];
        if (emo == '?')
        {
            srand(tick_time);
            player_node->emote(static_cast<unsigned char>(1 + (rand() % 13)));
        }
        else
        {
            if (emo >= '0' && emo <= '9')
                player_node->emote(static_cast<unsigned char>(emo - '0' + 1));
            else if (emo >= 'a' && emo <= 'd')
                player_node->emote(static_cast<unsigned char>(emo - 'a' + 11));
        }

        mCrazyMoveState ++;
    }
    else
    {
        mCrazyMoveState ++;
    }

//    mCrazyMoveState ++;
    if (mCrazyMoveState >= mMoveProgram.length())
        mCrazyMoveState = 0;

//    debugMsg("mCrazyMoveState: " + toString(mCrazyMoveState));
}

bool LocalPlayer::isReachable(int x, int y, int maxCost)
{
    if (!mMap)
        return false;

    if (x - 1 <= getTileX() && x + 1 >= getTileX()
        && y - 1 <= getTileY() && y + 1 >= getTileY() )
    {
        return true;
    }

    const Vector &playerPos = getPosition();

    Path debugPath = mMap->findPath(
            (int) (playerPos.x - 16) / 32,
            (int) (playerPos.y - 32) / 32,
            x, y, 0x00, maxCost);

    return !debugPath.empty();
}

bool LocalPlayer::isReachable(Being *being, int maxCost)
{
    if (!being)
        return false;

    if (!mMap)
        return true;

    if (being->isReachable() == Being::REACH_NO)
        return false;

    if (being->getTileX() - 1 <= getTileX()
        && being->getTileX() + 1 >= getTileX()
        && being->getTileY() - 1 <= getTileY()
        && being->getTileY() + 1 >= getTileY())
    {
        being->setDistance(0);
        being->setIsReachable(Being::REACH_YES);
        return true;
    }

    const Vector &playerPos = getPosition();

    Path debugPath = mMap->findPath(
            (int) (playerPos.x - 16) / 32,
            (int) (playerPos.y - 32) / 32,
            being->getTileX(), being->getTileY(), 0x00, maxCost);

    being->setDistance(static_cast<int>(debugPath.size()));
    if (!debugPath.empty())
    {
        being->setIsReachable(Being::REACH_YES);
        return true;
    }
    else
    {
        being->setIsReachable(Being::REACH_NO);
        return false;
    }
}

bool LocalPlayer::pickUpItems(int pickUpType)
{
    bool status = false;
    int x = getTileX();
    int y = getTileY();

    // first pick up item on player position
    FloorItem *item =
        actorSpriteManager->findItem(x, y);
    if (item)
    {
        status = pickUp(item);
        //status = true;
    }

    if (pickUpType == 0)
        pickUpType = mPickUpType;

    if (pickUpType == 0)
        return status;

    int x1, y1, x2, y2;
    switch(pickUpType)
    {
        case 1:
            switch (player_node->getDirection())
            {
                case UP   : --y; break;
                case DOWN : ++y; break;
                case LEFT : --x; break;
                case RIGHT: ++x; break;
                default: break;
            }
            item = actorSpriteManager->findItem(x, y);
            if (item)
            {
                status = pickUp(item);
//                status = true;
            }
            break;
        case 2:
            switch (player_node->getDirection())
            {
                case UP   : x1 = x - 1; y1 = y - 1; x2 = x + 1; y2 = y; break;
                case DOWN : x1 = x - 1; y1 = y; x2 = x + 1; y2 = y + 1; break;
                case LEFT : x1 = x - 1; y1 = y - 1; x2 = x; y2 = y + 1; break;
                case RIGHT: x1 = x; y1 = y - 1; x2 = x + 1; y2 = y + 1; break;
                default: x1 = x; x2 = x; y1 = y; y2 = y; break;
            }
            if (actorSpriteManager->pickUpAll(x1, y1, x2, y2))
                status = true;
            break;
        case 3:
            if (actorSpriteManager->pickUpAll(x - 1, y - 1, x + 1, y + 1))
                status = true;
            break;

        case 4:
            if (!actorSpriteManager->pickUpAll(x - 1, y - 1, x + 1, y + 1))
            {
                if (actorSpriteManager->pickUpNearest(x, y, 4))
                    status = true;
            }
            else
            {
                status = true;
            }
            break;

        case 5:
            if (!actorSpriteManager->pickUpAll(x - 1, y - 1, x + 1, y + 1))
            {
                if (actorSpriteManager->pickUpNearest(x, y, 8))
                    status = true;
            }
            else
            {
                status = true;
            }
            break;

        case 6:
            if (!actorSpriteManager->pickUpAll(x - 1, y - 1, x + 1, y + 1))
            {
                if (actorSpriteManager->pickUpNearest(x, y, 90))
                    status = true;
            }
            else
            {
                status = true;
            }
            break;

        default:
            break;
    }
    return status;
}

void LocalPlayer::changeQuickDropCounter()
{
    mQuickDropCounter++;
    if (mQuickDropCounter > 9)
        mQuickDropCounter = 1;

    config.setValue("quickDropCounter", mQuickDropCounter);
    miniStatusWindow->updateStatus();
}

void LocalPlayer::moveByDirection(unsigned char dir)
{
    int dx = 0, dy = 0;
#ifdef MANASERV_SUPPORT
    if (dir & UP)
        dy -= 32;
    if (dir & DOWN)
        dy += 32;
    if (dir & LEFT)
        dx -= 32;
    if (dir & RIGHT)
        dx += 32;
#else
    if (dir & UP)
        dy--;
    if (dir & DOWN)
        dy++;
    if (dir & LEFT)
        dx--;
    if (dir & RIGHT)
        dx++;
#endif

    move(dx, dy);
}

void LocalPlayer::specialMove(unsigned char direction)
{
    if (direction && (mNavigateX || mNavigateY))
        naviageClean();

    if (direction && (getInvertDirection() >= 2
        && getInvertDirection() <= 4)
        && !mIsServerBuggy)
    {
        int max;
        if (getInvertDirection() == 2)
            max = 10;
        else
            max = 30;

        if (mAction == WALK)
            return;

        if (getInvertDirection() == 2)
            max = 5;
        else if (getInvertDirection() == 4)
            max = 1;
        else
            max = 3;

        if (getMoveState() < max)
        {
            moveByDirection(direction);
            mMoveState ++;
        }
        else
        {
            mMoveState = 0;
            crazyMove();
        }
    }
    else
    {
//        if (direction != 0 && getInvertDirection() == 4)
//            crazyMove();
        setWalkingDir(direction);
    }

}

void LocalPlayer::debugMsg(std::string str)
{
    if (debugChatTab)
        debugChatTab->chatLog(str);
}

void LocalPlayer::switchMagicAttack()
{
    mMagicAttackType++;
    if (mMagicAttackType > 4)
        mMagicAttackType = 0;

    config.setValue("magicAttackType", mMagicAttackType);
    miniStatusWindow->updateStatus();
}

void LocalPlayer::magicAttack()
{
    if (!player_node || !chatWindow || !isAlive()
        || !Net::getPlayerHandler()->canUseMagic())
    {
        return;
    }

    if (!Client::limitPackets(PACKET_CHAT))
        return;

    switch(mMagicAttackType)
    {
        //flar W00
        case 0:
            tryMagic("#flar", 1, 0, 10);
            break;
        //chiza W01
        case 1:
            tryMagic("#chiza", 1, 0,  9);
            break;
        //ingrav W10
        case 2:
            tryMagic("#ingrav", 2, 2,  20);
            break;
        //frillyar W11
        case 3:
            tryMagic("#frillyar", 2, 2, 25);
            break;
        //upmarmu W12
        case 4:
            tryMagic("#upmarmu", 2, 2, 20);
            break;
        default:
            break;
    }
}

void LocalPlayer::tryMagic(std::string spell, int baseMagic,
                           int schoolMagic, int mana)
{
//player_node->getSkillLv
    if (PlayerInfo::getStatEffective(340) >= baseMagic
        && PlayerInfo::getStatEffective(342) >= schoolMagic)
    {
        if (PlayerInfo::getAttribute(MP) >= mana)
        {
            if (!Client::limitPackets(PACKET_CHAT))
                return;

            chatWindow->localChatInput(spell);
        }
    }
}

void LocalPlayer::changeMoveToTargetType()
{
    mMoveToTargetType++;
    if (mMoveToTargetType > 5)
        mMoveToTargetType = 0;

    config.setValue("moveToTargetType", mMoveToTargetType);
    miniStatusWindow->updateStatus();
}

void LocalPlayer::loadHomes()
{
    std::string homeStr = serverConfig.getValue("playerHomes",
            "maps/018-1.tmx 71 76 maps/013-3.tmx 71 24");
    std::string buf;
    std::stringstream ss(homeStr);

    while (ss >> buf)
    {
        Vector pos;
        ss >> pos.x;
        ss >> pos.y;
        mHomes[buf] = pos;
    }

}

void LocalPlayer::setMap(Map *map)
{
    if (map)
    {
        std::map<std::string, Vector>::iterator iter =
                mHomes.find(map->getProperty("_filename"));

        if (iter != mHomes.end())
        {
            Vector pos = mHomes[(*iter).first];
            SpecialLayer *specialLayer = map->getSpecialLayer();
            if (specialLayer)
            {
//                specialLayer->clean();
                specialLayer->setTile(static_cast<int>(pos.x),
                                      static_cast<int>(pos.y),
                                      MapItem::HOME);
            }
        }
        if (socialWindow)
            socialWindow->updateActiveList();
    }
    naviageClean();
    mCrossX = 0;
    mCrossY = 0;

    Being::setMap(map);
//    updateCoords();
}

void LocalPlayer::setHome()
{
    if (!mMap)
        return;

    SpecialLayer *specialLayer = mMap->getSpecialLayer();

    if (!specialLayer)
        return;

    if (mAction == SIT)
    {
        std::string key = mMap->getProperty("_filename");
        Vector pos = mHomes[key];
        std::map<std::string, Vector>::iterator iter = mHomes.find(key);
        specialLayer->setTile(pos.x, pos.y, MapItem::EMPTY);

        if (iter != mHomes.end() && getTileX() == pos.x && getTileY() == pos.y)
        {
            mHomes.erase(key);
        }
        else
        {
            pos.x = getTileX();
            pos.y = getTileY();
            mHomes[key] = pos;
            specialLayer->setTile(getTileX(), getTileY(), MapItem::HOME);
        }
        saveHomes();
    }
    else
    {
        MapItem *mapItem = specialLayer->getTile(getTileX(), getTileY());
        int type = 0;
        if (!mapItem || mapItem->getType() == MapItem::EMPTY)
        {
//            if (mAction == SIT)
//                type = MapItem::HOME;
            if (mDirection & UP)
                type = MapItem::ARROW_UP;
            else if (mDirection & LEFT)
                type = MapItem::ARROW_LEFT;
            else if (mDirection & DOWN)
                type = MapItem::ARROW_DOWN;
            else if (mDirection & RIGHT)
                type = MapItem::ARROW_RIGHT;
        }
        else
        {
            type = MapItem::EMPTY;
        }
        specialLayer->setTile(getTileX(), getTileY(), type);
    }
}

void LocalPlayer::saveHomes()
{
    std::string homeStr;
    std::string buf;
    std::stringstream ss(homeStr);

    for (std::map<std::string, Vector>::iterator iter = mHomes.begin();
         iter != mHomes.end(); ++iter )
    {
        Vector pos = (*iter).second;

        if (iter != mHomes.begin())
            ss << " ";
        ss << (*iter).first << " " << pos.x << " " << pos.y;
    }

    serverConfig.setValue("playerHomes", ss.str());
}


void LocalPlayer::switchGameModifiers()
{
    mDisableGameModifiers = !mDisableGameModifiers;
    config.setValue("disableGameModifiers", mDisableGameModifiers);
    miniStatusWindow->updateStatus();
}

void LocalPlayer::pingRequest()
{
    if (mWaitPing == true && mPingSendTick != 0)
    {
        if (tick_time >= mPingSendTick
            && (tick_time - mPingSendTick) > 1000)
        {
            return;
        }
    }

    mPingSendTick = tick_time;
    mWaitPing = true;
    Net::getBeingHandler()->requestNameById(getId());
}

void LocalPlayer::pingResponse()
{
    if (mWaitPing == true && mPingSendTick > 0)
    {
        mWaitPing = false;
        if (tick_time < mPingSendTick)
        {
            mPingSendTick = 0;
            mPingTime = 0;
        }
        else
        {
            mPingTime = (tick_time - mPingSendTick) * 10;
        }
    }
}

void LocalPlayer::tryPingRequest()
{
    if (mPingSendTick == 0 || tick_time < mPingSendTick
        || (tick_time - mPingSendTick) > 200)
    {
        pingRequest();
    }
}

void LocalPlayer::changeAwayMode()
{
    mAwayMode = !mAwayMode;
    mAfkTime = 0;
    miniStatusWindow->updateStatus();
    int fpsLimit = 0;
    if (mAwayMode)
    {
        fpsLimit = (int) config.getValue("altfpslimit", 5);
        cancelFollow();
        naviageClean();
        outfitWindow->wearAwayOutfit();
        mAwayDialog = new OkDialog(_("Away"),
                config.getValue("afkMessage", "I am away from keyboard"));
        mAwayDialog->addActionListener(mAwayListener);
        sound.volumeOff();
    }
    else
    {
        fpsLimit = (int) config.getValue("fpslimit", 60);
        mAwayDialog = 0;
        sound.volumeRestore();
    }
    Client::setFramerate(fpsLimit);
}

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 > awayLimitTimer)
        {
            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 LocalPlayer::navigateTo(int x, int y)
{
    if (!mMap)
        return;

    SpecialLayer *tmpLayer = mMap->getTempLayer();
    if (!tmpLayer)
        return;

    const Vector &playerPos = getPosition();
    mShowNavigePath = true;
    mOldX = playerPos.x;
    mOldY = playerPos.y;
    mNavigateX = x;
    mNavigateY = y;
    mNavigateId = 0;

    mNavigatePath = mMap->findPath((int) (playerPos.x - 16) / 32,
                                    (int) (playerPos.y - 32) / 32,
                                    x, y, 0x00, 0);

    if (mDrawPath)
        tmpLayer->addRoad(mNavigatePath);
}

void LocalPlayer::navigateTo(Being *being)
{
    if (!mMap || !being)
        return;

    SpecialLayer *tmpLayer = mMap->getTempLayer();
    if (!tmpLayer)
        return;

    const Vector &playerPos = getPosition();
    mShowNavigePath = true;
    mOldX = playerPos.x;
    mOldY = playerPos.y;
    mNavigateX = being->getTileX();
    mNavigateY = being->getTileY();

    mNavigatePath = mMap->findPath((int) (playerPos.x - 16) / 32,
                                   (int) (playerPos.y - 32) / 32,
                                   being->getTileX(), being->getTileY(),
                                   0x00, 0);

    if (mDrawPath)
        tmpLayer->addRoad(mNavigatePath);
}

void LocalPlayer::naviageClean()
{
    if (!mMap)
        return;

    mShowNavigePath = false;
    mOldX = 0;
    mOldY = 0;
    mNavigateX = 0;
    mNavigateY = 0;
    mNavigateId = 0;

    mNavigatePath.clear();

    SpecialLayer *tmpLayer = mMap->getTempLayer();
    if (!tmpLayer)
        return;

    tmpLayer->clean();
}

void LocalPlayer::updateCoords()
{
    Being::updateCoords();
    if (mShowNavigePath)
    {
        const Vector &playerPos = getPosition();

        if (playerPos.x != mOldX || playerPos.y != mOldY)
        {
            if (socialWindow)
                socialWindow->updatePortals();

            SpecialLayer *tmpLayer = mMap->getTempLayer();
            if (!tmpLayer)
                return;

            int x = (int) (playerPos.x - 16) / 32;
            int y = (int) (playerPos.y - 32) / 32;
            if (mNavigateId)
            {
                Being* being = actorSpriteManager->findBeing(mNavigateId);
                if (!being)
                {
                    naviageClean();
                    return;
                }
                mNavigateX = being->getTileX();
                mNavigateY = being->getTileY();
            }

            if (mNavigateX == x && mNavigateY == y)
            {
                naviageClean();
                return;
            }
            else
            {
                tmpLayer->clean();
                navigateTo(mNavigateX, mNavigateY);
            }
        }
    }
}

int LocalPlayer::getPathLength(Being* being)
{
    if (!mMap || !being)
        return 0;

    const Vector &playerPos = getPosition();

    Path debugPath = mMap->findPath((int) (playerPos.x - 16) / 32,
                                    (int) (playerPos.y - 32) / 32,
                                    being->getTileX(), being->getTileY(),
                                    0x00, 0);
    return static_cast<int>(debugPath.size());
}

void LocalPlayer::attack2(Being *target, bool keep, bool dontChangeEquipment)
{
    if (!dontChangeEquipment && target)
        changeEquipmentBeforeAttack(target);

    if ((!target || getAttackType() == 0 || getAttackType() == 3)
        || (withinAttackRange(target, true)
        && getPathLength(target) <= getAttackRange() + 1))
    {
        attack(target, keep);
        if (getAttackType() == 2)
            pickUpItems(3);
    }
    else if (!mPickUpTarget)
    {
        if (getAttackType() == 2)
        {
            if (pickUpItems())
                return;
        }
        setTarget(target);
        if (target->getType() != Being::NPC)
        {
            if (mAttackWeaponType == 1)
                moveToTarget();
            else
                moveToTarget(mAttackRange);
        }
    }
}

void LocalPlayer::setFollow(std::string player)
{
    mPlayerFollowed = player;
    if (!mPlayerFollowed.empty())
        debugMsg("Follow: " + player);
    else
        debugMsg("Follow canceled");
}

void LocalPlayer::setImitate(std::string player)
{
    mPlayerImitated = player;
    if (!mPlayerImitated.empty())
        debugMsg("Imitation: " + player);
    else
        debugMsg("Imitation canceled");
}

void LocalPlayer::cancelFollow()
{
    if (!mPlayerFollowed.empty())
        debugMsg("Follow canceled");
    if (!mPlayerImitated.empty())
        debugMsg("Imitation canceled");
    mPlayerFollowed = "";
    mPlayerImitated = "";
}

void LocalPlayer::imitateEmote(Being* being, unsigned char action)
{
    std::string player_imitated = getImitate();
    if (!player_imitated.empty() && being->getName() == player_imitated)
    {
        emote(action);
    }
}

void LocalPlayer::imitateAction(Being *being, Being::Action action)
{
    std::string player_imitated = getImitate();
    if (!player_imitated.empty() && being->getName() == player_imitated)
    {
        setAction(action);
        Net::getPlayerHandler()->changeAction(action);
    }
}

void LocalPlayer::imitateDirection(Being *being, unsigned char dir)
{
    std::string player_imitated = getImitate();
    if (!player_imitated.empty() && being->getName() == player_imitated)
    {
        if (!Client::limitPackets(PACKET_DIRECTION))
            return;

        if (mFollowMode == 2)
        {
            Uint8 dir2 = 0;
            if (dir & Being::LEFT)
                dir2 |= Being::RIGHT;
            else if (dir & Being::RIGHT)
                dir2 |= Being::LEFT;
            if (dir & Being::UP)
                dir2 |= Being::DOWN;
            else if (dir & Being::DOWN)
                dir2 |= Being::UP;

            setDirection(dir2);
            Net::getPlayerHandler()->setDirection(dir2);
        }
        else
        {
            setDirection(dir);
            Net::getPlayerHandler()->setDirection(dir);
        }
    }
}

void LocalPlayer::imitateOutfit(Being *player, int sprite)
{
    std::string player_imitated = getImitate();
    if (player && mImitationMode == 1 && !player_imitated.empty()
        && player->getName() == player_imitated)
    {
//        std::string filename = ItemDB::get(
//                player->getId()).getSprite(mGender);
//        logger->log("LocalPlayer::imitateOutfit sprite: " + toString(sprite));
//        logger->log("LocalPlayer::imitateOutfit sprite: " + toString(player->getNumberOfLayers()));
//        logger->log("LocalPlayer::imitateOutfit spritecount: " + toString(player->getSpritesCount()));
        if (sprite < 0 || sprite >= player->getNumberOfLayers())
//        if (sprite < 0 || sprite >= 20)
            return;

//        logger->log("after check");
        AnimatedSprite *equipmentSprite = dynamic_cast<AnimatedSprite *>(player
                ->getSprite(sprite));

        if (equipmentSprite)
        {
//            logger->log("have equipmentSprite");
            Inventory *inv = PlayerInfo::getInventory();
            if (!inv)
                return;

            std::string path = equipmentSprite->getIdPath();
            if (path.empty())
                return;

//            logger->log("idPath: " + path);

            Item *item = inv->findItemBySprite(path, player->getGender());
//            if (item)
//            {
//                logger->log("got item");
//                if (item->isEquipped())
//                    logger->log("isEquipped");
//            }

            if (item && !item->isEquipped())
                Net::getInventoryHandler()->equipItem(item);
        }
        else
        {
//            logger->log("have unequip");

            int equipmentSlot = Net::getInventoryHandler()
                ->convertFromServerSlot(sprite);
//            logger->log("equipmentSlot: " + toString(equipmentSlot));
            if (equipmentSlot == EQUIP_PROJECTILE_SLOT)
                return;

            Item *item = PlayerInfo::getEquipment(equipmentSlot);
            if (item)
            {
//                logger->log("unequiping");
                Net::getInventoryHandler()->unequipItem(item);
            }
        }
    }
}

void LocalPlayer::followMoveTo(Being *being, int x, int y)
{
    if (!mPlayerFollowed.empty() && being->getName() == mPlayerFollowed)
        setDestination(x, y);
}

void LocalPlayer::followMoveTo(Being *being, int x1, int y1, int x2, int y2)
{
    if (!mPlayerFollowed.empty() && being->getName() == mPlayerFollowed)
    {
        switch (mFollowMode)
        {
            case 0:
                setDestination(x1, y1);
                setNextDest(x2, y2);
                break;
            case 1:
                if (x1 != x2 || y1 != y2)
                {
                    setDestination(getTileX() + x2 - x1, getTileY() + y2 - y1);
                    setNextDest(getTileX() + x2 - x1, getTileY() + y2 - y1);
                }
                break;
            case 2:
                if (x1 != x2 || y1 != y2)
                {
                    setDestination(getTileX() + x1 - x2, getTileY() + y1 - y2);
                    setNextDest(getTileX() + x1 - x2, getTileY() + y1 - y2);
                }
                break;
            case 3:
                if (!mTarget || mTarget->getName() != mPlayerFollowed)
                {
                    if (actorSpriteManager)
                    {
                        Being *being = actorSpriteManager->findBeingByName(
                                mPlayerFollowed, Being::PLAYER);
                        setTarget(being);
                    }
                }
                moveToTarget();
                setNextDest(x2, y2);
                break;
            default:
                break;
        }
    }
}

void LocalPlayer::setNextDest(int x, int y)
{
    mNextDestX = x;
    mNextDestY = y;
}

bool LocalPlayer::allowAction()
{
    if (mIsServerBuggy)
    {
        if (mLastAction != -1)
            return false;
        mLastAction = tick_time;
    }
    return true;
}

bool LocalPlayer::allowMove()
{
    if (mIsServerBuggy)
    {
        if (mAction == WALK)
            return false;
    }
    return true;
}

void LocalPlayer::fixPos(int maxDist)
{
    if (!mCrossX && !mCrossY)
        return;

    int dx = abs(getTileX() - mCrossX);
    int dy = abs(getTileY() - mCrossY);
    int dest = (dx * dx) + (dy * dy);

    if (dest > maxDist && mActivityTime
        && (cur_time < mActivityTime || cur_time - mActivityTime > 2))
    {
        mActivityTime = cur_time;
        moveTo(mCrossX, mCrossY);
    }
}

void LocalPlayer::setRealPos(int x, int y)
{
    if (!mMap)
        return;

    SpecialLayer *layer = mMap->getTempLayer();
    if (layer)
    {
        fixPos(1);

        if ((mCrossX || mCrossY) && layer->getTile(mCrossX, mCrossY)
            && layer->getTile(mCrossX, mCrossY)->getType() == MapItem::CROSS)
        {
            layer->setTile(mCrossX, mCrossY, MapItem::EMPTY);
        }

        if (!layer->getTile(x, y)
            || layer->getTile(x, y)->getType() == MapItem::EMPTY)
        {
            if (getTileX() != x && getTileY() != y)
                layer->setTile(x, y, MapItem::CROSS);
        }

        mCrossX = x;
        mCrossY = y;
    }
}
void LocalPlayer::fixAttackTarget()
{
    if (!mMap || !mTarget)
        return;

    if (!getAttackType())
        return;

    const Vector &playerPos = getPosition();
    Path debugPath = mMap->findPath((int) (playerPos.x - 16) / 32,
                               (int) (playerPos.y - 32) / 32,
                               mTarget->getTileX(), mTarget->getTileY(),
                               0x00, 0);
    if (!debugPath.empty())
    {
        Path::const_iterator i = debugPath.begin();
        moveTo((*i).x, (*i).y);
    }
}

void LocalPlayer::respawn()
{
    naviageClean();
}

int LocalPlayer::getTargetTime()
{
    if (mTargetTime != -1)
        return get_elapsed_time(mTargetTime);
    else
        return -1;
}

int LocalPlayer::getLevel() const
{
    return PlayerInfo::getAttribute(LEVEL);
}

void AwayListener::action(const gcn::ActionEvent &event)
{
    if (event.getId() == "ok" && player_node->getAwayMode())
    {
        player_node->changeAwayMode();
        outfitWindow->unwearAwayOutfit();
        miniStatusWindow->updateStatus();
    }
}
