/* * The ManaPlus Client * Copyright (C) 2010 The Mana Developers * Copyright (C) 2011 The ManaPlus Developers * * This file is part of The ManaPlus 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/>. */ #ifndef PLAYERINFO_H #define PLAYERINFO_H #include "equipment.h" #include <map> #include <string> /** * Standard attributes for players. */ enum Attribute { LEVEL = 0, HP, MAX_HP, MP, MAX_MP, EXP, EXP_NEEDED, MONEY, TOTAL_WEIGHT, MAX_WEIGHT, SKILL_POINTS, CHAR_POINTS, CORR_POINTS, ATTACK_DELAY = 100, ATTACK_RANGE = 101, WALK_SPEED = 102, ATTACK_SPEED = 103 }; /** * Stat information storage structure. */ struct Stat { int base; int mod; int exp; int expNeed; }; typedef std::map<int, int> IntMap; typedef std::map<int, Stat> StatMap; /** * Backend for core player information. */ struct PlayerInfoBackend { IntMap mAttributes; StatMap mStats; }; class Equipment; class Inventory; class Item; /** * Special information storage structure. */ struct Special { int currentMana; int neededMana; int recharge; }; typedef std::map<int, Special> SpecialsMap; /** * A database like namespace which holds global info about the localplayer * * NOTE: 'bool notify' is used to determine if a event is to be triggered. */ namespace PlayerInfo { // --- Attributes ------------------------------------------------------------- /** * Returns the value of the given attribute. */ int getAttribute(int id); /** * Changes the value of the given attribute. */ void setAttribute(int id, int value, bool notify = true); // --- Stats ------------------------------------------------------------------ /** * Returns the base value of the given stat. */ int getStatBase(int id); /** * Changes the base value of the given stat. */ void setStatBase(int id, int value, bool notify = true); /** * Returns the modifier for the given stat. */ int getStatMod(int id); /** * Changes the modifier for the given stat. */ void setStatMod(int id, int value, bool notify = true); /** * Returns the current effective value of the given stat. Effective is base * + mod */ int getStatEffective(int id); /** * Changes the level of the given stat. */ void setStatLevel(int id, int value, bool notify = true); /** * Returns the experience of the given stat. */ std::pair<int, int> getStatExperience(int id); /** * Changes the experience of the given stat. */ void setStatExperience(int id, int have, int need, bool notify = true); // --- Inventory / Equipment -------------------------------------------------- /** * Returns the player's inventory. */ Inventory *getInventory(); /** * Clears the player's inventory and equipment. */ void clearInventory(); /** * Changes the inventory item at the given slot. */ void setInventoryItem(int index, int id, int amount, int refine); /** * Returns the player's equipment. */ Equipment *getEquipment(); /** * Returns the player's equipment at the given slot. */ Item *getEquipment(unsigned int slot); // --- Specials --------------------------------------------------------------- /** * Changes the status of the given special. */ void setSpecialStatus(int id, int current, int max, int recharge); /** * Returns the status of the given special. */ const SpecialsMap &getSpecialStatus(); // --- Misc ------------------------------------------------------------------- /** * Changes the internal PlayerInfoBackend reference; */ void setBackend(const PlayerInfoBackend &backend); void setCharId(int charId); int getCharId(); /** * Does necessary updates every tick. */ void logic(); /** * Returns true if the player is involved in a trade at the moment, false * otherwise. */ bool isTrading(); /** * Sets whether the player is currently involved in trade or not. */ void setTrading(bool trading); void updateAttrs(); /** * Initializes some internals. */ void init(); void deinit(); void triggerAttr(int id); void triggerAttr(int id, int old); void triggerStat(int id); void triggerStat(int id, const std::string &changed, int old1, int old2 = 0); void setEquipmentBackend(Equipment::Backend *backend); } // namespace PlayerInfo #endif