/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef LOCALPLAYER_H
#define LOCALPLAYER_H
#include <memory>
#include <vector>
#include "player.h"
class Equipment;
class FloorItem;
class ImageSet;
class Inventory;
class Item;
class Map;
#ifdef TMWSERV_SUPPORT
/**
* Attributes used during combat. Available to all the beings.
*/
enum
{
BASE_ATTR_BEGIN = 0,
BASE_ATTR_PHY_ATK_MIN = BASE_ATTR_BEGIN,
BASE_ATTR_PHY_ATK_DELTA,
/**< Physical attack power. */
BASE_ATTR_MAG_ATK, /**< Magical attack power. */
BASE_ATTR_PHY_RES, /**< Resistance to physical damage. */
BASE_ATTR_MAG_RES, /**< Resistance to magical damage. */
BASE_ATTR_EVADE, /**< Ability to avoid hits. */
BASE_ATTR_HIT, /**< Ability to hit stuff. */
BASE_ATTR_HP, /**< Hit Points (Base value: maximum, Modded value: current) */
BASE_ATTR_HP_REGEN,/**< number of HP regenerated every 10 game ticks */
BASE_ATTR_END,
BASE_ATTR_NB = BASE_ATTR_END - BASE_ATTR_BEGIN,
BASE_ELEM_BEGIN = BASE_ATTR_END,
BASE_ELEM_NEUTRAL = BASE_ELEM_BEGIN,
BASE_ELEM_FIRE,
BASE_ELEM_WATER,
BASE_ELEM_EARTH,
BASE_ELEM_AIR,
BASE_ELEM_SACRED,
BASE_ELEM_DEATH,
BASE_ELEM_END,
BASE_ELEM_NB = BASE_ELEM_END - BASE_ELEM_BEGIN,
NB_BEING_ATTRIBUTES = BASE_ELEM_END
};
/**
* Attributes of characters. Used to derive being attributes.
*/
enum
{
CHAR_ATTR_BEGIN = NB_BEING_ATTRIBUTES,
CHAR_ATTR_STRENGTH = CHAR_ATTR_BEGIN,
CHAR_ATTR_AGILITY,
CHAR_ATTR_DEXTERITY,
CHAR_ATTR_VITALITY,
CHAR_ATTR_INTELLIGENCE,
CHAR_ATTR_WILLPOWER,
CHAR_ATTR_END,
CHAR_ATTR_NB = CHAR_ATTR_END - CHAR_ATTR_BEGIN,
CHAR_SKILL_BEGIN = CHAR_ATTR_END,
CHAR_SKILL_WEAPON_BEGIN = CHAR_SKILL_BEGIN,
CHAR_SKILL_WEAPON_NONE = CHAR_SKILL_WEAPON_BEGIN,
CHAR_SKILL_WEAPON_KNIFE,
CHAR_SKILL_WEAPON_SWORD,
CHAR_SKILL_WEAPON_POLEARM,
CHAR_SKILL_WEAPON_STAFF,
CHAR_SKILL_WEAPON_WHIP,
CHAR_SKILL_WEAPON_BOW,
CHAR_SKILL_WEAPON_SHOOTING,
CHAR_SKILL_WEAPON_MACE,
CHAR_SKILL_WEAPON_AXE,
CHAR_SKILL_WEAPON_THROWN,
CHAR_SKILL_WEAPON_END,
CHAR_SKILL_WEAPON_NB = CHAR_SKILL_WEAPON_END - CHAR_SKILL_WEAPON_BEGIN,
CHAR_SKILL_MAGIC_BEGIN = CHAR_SKILL_WEAPON_END,
CHAR_SKILL_MAGIC_IAMJUSTAPLACEHOLDER = CHAR_SKILL_MAGIC_BEGIN,
// add magic skills here
CHAR_SKILL_MAGIC_END,
CHAR_SKILL_MAGIC_NB = CHAR_SKILL_MAGIC_END - CHAR_SKILL_MAGIC_BEGIN,
CHAR_SKILL_CRAFT_BEGIN = CHAR_SKILL_MAGIC_END,
CHAR_SKILL_CRAFT_IAMJUSTAPLACEHOLDER = CHAR_SKILL_CRAFT_BEGIN,
// add crafting skills here
CHAR_SKILL_CRAFT_END,
CHAR_SKILL_CRAFT_NB = CHAR_SKILL_CRAFT_END - CHAR_SKILL_CRAFT_BEGIN,
CHAR_SKILL_END = CHAR_SKILL_CRAFT_END,
CHAR_SKILL_NB = CHAR_SKILL_END - CHAR_SKILL_BEGIN,
NB_CHARACTER_ATTRIBUTES = CHAR_SKILL_END
};
#endif
/**
* The local player character.
*/
class LocalPlayer : public Player
{
public:
enum Attribute
{
#ifdef TMWSERV_SUPPORT
STR = 0, AGI, DEX, VIT, INT, WIL, CHR
#else
STR = 0, AGI, VIT, INT, DEX, LUK
#endif
};
/**
* Constructor.
*/
#ifdef TMWSERV_SUPPORT
LocalPlayer();
#else
LocalPlayer(int id, int job, Map *map);
#endif
/**
* Destructor.
*/
~LocalPlayer();
virtual void setName(const std::string &name);
virtual void logic();
virtual void setAction(Action action, int attackType = 0);
/**
* Adds a new step when walking before calling super. Also, when
* specified it picks up an item at the end of a path.
*/
virtual void nextStep();
/**
* Returns the player's inventory.
*/
Inventory *getInventory() const { return mInventory; }
/**
* Returns the player's storage
*/
Inventory *getStorage() const { return mStorage; }
#ifdef TMWSERV_SUPPORT
/**
* Check the player has permission to invite users to specific guild
*/
bool checkInviteRights(const std::string &guildName);
/**
* Invite a player to join guild
*/
void inviteToGuild(Being *being);
void clearInventory();
void setInvItem(int index, int id, int amount);
#endif
void pickUp(FloorItem *item);
#ifdef EATHENA_SUPPORT
/**
* Sets the attack range.
*/
void setAttackRange(int range) { mAttackRange = range; }
#endif
/**
* Gets the attack range.
*/
int getAttackRange();
/**
* Returns true when the player is ready to accept a trade offer.
* Returns false otherwise.
*/
bool tradeRequestOk() const { return !mTrading; }
/**
* Sets the trading state of the player, i.e. whether or not he is
* currently involved into some trade.
*/
void setTrading(bool trading) { mTrading = trading; }
#ifdef TMWSERV_SUPPORT
void attack();
void useSpecial(int id);
#else
void attack(Being *target = NULL, bool keep = false);
#endif
/**
* Triggers whether or not to show the name as a GM name.
*/
virtual void setGM();
void stopAttack();
/**
* Overridden to do nothing. The attacks of the local player are
* displayed as soon as the player attacks, not when the server says
* the player does.
*
* @param victim the victim being
* @param damage the amount of damage dealt (0 means miss)
* @param type the attack type
*/
//virtual void handleAttack(Being *victim, int damage, AttackType type) {}
virtual void handleAttack() {}
/**
* Returns the current target of the player. Returns 0 if no being is
* currently targeted.
*/
Being* getTarget() const;
/**
* Sets the target being of the player.
*/
void setTarget(Being* target);
/**
* Sets a new destination for this being to walk to.
*/
#ifdef TMWSERV_SUPPORT
void setDestination(int x, int y);
#else
virtual void setDestination(Uint16 x, Uint16 y);
#endif
/**
* Sets a new direction to keep walking in.
*/
void setWalkingDir(int dir);
/**
* Gets the walking direction
*/
int getWalkingDir() const
{ return mWalkingDir; }
/**
* Sets going to being to attack
*/
void setGotoTarget(Being *target);
/**
* Returns whether the target is in range to attack
*/
bool withinAttackRange(Being *target);
#ifdef EATHENA_SUPPORT
//void raiseSkill(Uint16 skillId);
#else
/**
* Stops the player dead in his tracks
*/
void stopWalking(bool sendToServer = true);
/**
* Uses a character point to raise an attribute
*/
void raiseAttribute(size_t attr);
/**
* Uses a correction point to lower an attribute
*/
void lowerAttribute(size_t attr);
#endif
void toggleSit();
void emote(Uint8 emotion);
/**
* Shows item pickup effect if the player is on a map.
*/
void pickedUp(const std::string &item);
/**
* Accessors for mInStorage
*/
bool getInStorage() { return mInStorage; }
void setInStorage(bool inStorage);
#ifdef EATHENA_SUPPORT
/**
* Sets the amount of XP. Shows XP gaining effect if the player is on
* a map.
*/
void setXp(int xp);
/**
* Returns the amount of experience points.
*/
int getXp() const { return mXp; }
Uint32 mCharId; /**< Used only during character selection. */
Uint32 mJobXp;
Uint32 mJobLevel;
Uint32 mXpForNextLevel, mJobXpForNextLevel;
Uint16 mMp, mMaxMp;
Uint16 mAttackRange;
Uint8 mAttr[6];
Uint8 mAttrUp[6];
int ATK, MATK, DEF, MDEF, HIT, FLEE;
int ATK_BONUS, MATK_BONUS, DEF_BONUS, MDEF_BONUS, FLEE_BONUS;
Uint16 mStatPoint, mSkillPoint;
Uint16 mStatsPointsToAttribute;
#endif
int getHp() const
{ return mHp; }
int getMaxHp() const
{ return mMaxHp; }
void setHp(int value)
{ mHp = value; }
void setMaxHp(int value)
{ mMaxHp = value; }
int getLevel() const
{ return mLevel; }
void setLevel(int value)
{ mLevel = value; }
#ifdef TMWSERV_SUPPORT
void setLevelProgress(int percent)
{ mLevelProgress = percent; }
int getLevelProgress() const
{ return mLevelProgress; }
#endif
int getMoney() const
{ return mMoney; }
void setMoney(int value)
{ mMoney = value; }
int getTotalWeight() const
{ return mTotalWeight; }
void setTotalWeight(int value)
{ mTotalWeight = value; }
int getMaxWeight() const
{ return mMaxWeight; }
void setMaxWeight(int value)
{ mMaxWeight = value; }
#ifdef TMWSERV_SUPPORT
int getAttributeBase(int num) const
{ return mAttributeBase[num]; }
void setAttributeBase(int num, int value)
{ mAttributeBase[num] = value; }
int getAttributeEffective(int num) const
{ return mAttributeEffective[num]; }
void setAttributeEffective(int num, int value)
{ mAttributeEffective[num] = value; }
int getCharacterPoints() const
{ return mCharacterPoints; }
void setCharacterPoints(int n)
{ mCharacterPoints = n; }
int getCorrectionPoints() const
{ return mCorrectionPoints; }
void setCorrectionPoints(int n)
{ mCorrectionPoints = n; }
void setExperience(int skill, int current, int next);
struct SkillInfo {
std::string name;
std::string icon;
};
static const SkillInfo& getSkillInfo(int skill);
std::pair<int, int> getExperience(int skill);
#endif
bool mUpdateName; /** Whether or not the name settings have changed */
bool mMapInitialized; /** Whether or not the map is available yet */
const std::auto_ptr<Equipment> mEquipment;
protected:
virtual void handleStatusEffect(StatusEffect *effect, int effectId);
void walk(unsigned char dir);
bool mInStorage; /**< Whether storage is currently accessible */
#ifdef EATHENA_SUPPORT
int mXp; /**< Experience points. */
int mTargetTime; /** How long the being has been targeted **/
#endif
int mLastTarget; /** Time stamp of last targeting action, -1 if none. */
#ifdef TMWSERV_SUPPORT
// Character status:
std::vector<int> mAttributeBase;
std::vector<int> mAttributeEffective;
std::vector<int> mExpCurrent;
std::vector<int> mExpNext;
int mCharacterPoints;
int mCorrectionPoints;
int mLevelProgress;
#endif
int mLevel;
int mMoney;
int mTotalWeight;
int mMaxWeight;
int mHp;
int mMaxHp;
Being *mTarget;
FloorItem *mPickUpTarget;
bool mTrading;
bool mGoingToTarget;
bool mKeepAttacking; /** Whether or not to continue to attack */
int mLastAction; /**< Time stamp of the last action, -1 if none. */
int mWalkingDir; /**< The direction the player is walking in. */
int mDestX; /**< X coordinate of destination. */
int mDestY; /**< Y coordinate of destination. */
std::vector<int> mStatusEffectIcons;
Inventory *mInventory;
#ifdef TMWSERV_SUPPORT
int mLocalWalkTime; /**< Timestamp used to control keyboard walk
messages flooding */
#endif
Inventory *mStorage;
// Load the target cursors into memory
void initTargetCursor();
/**
* Helper function for loading target cursors
*/
void loadTargetCursor(std::string filename, int width, int height,
bool outRange, Being::TargetCursorSize size);
/** Images of the target cursor. */
ImageSet *mTargetCursorImages[2][NUM_TC];
/** Animated target cursors. */
SimpleAnimation *mTargetCursor[2][NUM_TC];
#ifdef TMWSERV_SUPPORT
std::list<std::string> mExpMessages; /**< Queued exp messages*/
int mExpMessageTime;
#endif
};
extern LocalPlayer *player_node;
#endif