/* * The Mana World * Copyright (C) 2004-2010 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 "player.h" #include "gui/palette.h" #include #include class Equipment; class FloorItem; class ImageSet; class Inventory; class Item; class Map; struct Special { int currentMana; int neededMana; int recharge; }; /** * 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, NB_CHARACTER_ATTRIBUTES = CHAR_ATTR_END }; /** * The local player character. */ class LocalPlayer : public Player { public: /** * Constructor. */ LocalPlayer(int id= 65535, int job = 0); /** * Destructor. */ ~LocalPlayer(); virtual void logic(); virtual void setAction(Action action, int attackType = 0); /** * Adds a new tile to the path when walking. * @note Eathena * Also, when specified, it picks up an item at the end of a path * or attack target. */ virtual void nextTile() { nextTile(0); } virtual void nextTile(unsigned char dir); /** * Returns the player's inventory. */ Inventory *getInventory() const { return mInventory; } /** * Returns the player's storage */ Inventory *getStorage() const { return mStorage; } /** * 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); void pickUp(FloorItem *item); /** * Sets the attack range. */ void setAttackRange(int range) { mAttackRange = range; } /** * 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; } void useSpecial(int id); void setSpecialStatus(int id, int current, int max, int recharge); const std::map &getSpecialStatus() const { return mSpecials; } void attack(Being *target = NULL, bool keep = false); /** * Triggers whether or not to show the name as a GM name. */ virtual void setGM(bool gm); void setGMLevel(int level); 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. */ virtual void setDestination(int x, int y); /** * 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); /** * Stops the player dead in his tracks */ void stopWalking(bool sendToServer = true); /** * Uses a character point to raise an attribute */ void raiseAttribute(int attr); /** * Uses a correction point to lower an attribute */ void lowerAttribute(int attr); void toggleSit(); void emote(Uint8 emotion); /** * Shows item pickup notifications. */ void pickedUp(const ItemInfo &itemInfo, int amount); /** * Accessors for mInStorage */ bool getInStorage() { return mInStorage; } void setInStorage(bool inStorage); int getHp() const { return mHp; } int getMaxHp() const { return mMaxHp; } void setHp(int value); void setMaxHp(int value); int getLevel() const { return mLevel; } void setLevel(int value); void setExp(int value, bool notify = true); int getExp() const { return mExp; } void setExpNeeded(int value); int getExpNeeded() const { return mExpNeeded; } void setMP(int value); int getMP() const { return mMp; } void setMaxMP(int value); int getMaxMP() const { return mMaxMp; } int getMoney() const { return mMoney; } void setMoney(int value); int getTotalWeight() const { return mTotalWeight; } void setTotalWeight(int value) { mTotalWeight = value; } int getMaxWeight() const { return mMaxWeight; } void setMaxWeight(int value) { mMaxWeight = value; } int getAttributeBase(int num) { return mAttributeBase[num]; } void setAttributeBase(int num, int value, bool notify = true); int getAttributeEffective(int num) { return mAttributeEffective[num]; } void setAttributeEffective(int num, int value); int getCharacterPoints() const { return mCharacterPoints; } void setCharacterPoints(int n); int getCorrectionPoints() const { return mCorrectionPoints; } void setCorrectionPoints(int n); int getSkillPoints() const { return mSkillPoints; } void setSkillPoints(int points); void setExperience(int skill, int current, int next, bool notify = true); std::pair getExperience(int skill); /** Tells that the path has been set by mouse. */ void pathSetByMouse() { mPathSetByMouse = true; } /** Tells if the path has been set by mouse. */ bool isPathSetByMouse() const { return mPathSetByMouse; } void addMessageToQueue(const std::string &message, Palette::ColorType color = Palette::EXP_INFO); /** * Called when a option (set with config.addListener()) is changed */ void optionChanged(const std::string &value); /** * set a following player by right clicking. */ void setFollow(std::string player) { mPlayerFollowed = player; } /** * setting the next destination of the following, in case of warp */ void setNextDest(int x, int y) { mNextDestX = x; mNextDestY = y; } int getNextDestX() const { return mNextDestX; } int getNextDestY() const { return mNextDestY; } /** * Stop following a player. */ void cancelFollow() { mPlayerFollowed = ""; } /** * Get the playername followed by the current player. */ std::string getFollow() const { return mPlayerFollowed; } /** * Tells the engine wether to check * if the Player Name is to be displayed. */ void setCheckNameSetting(bool checked) { mUpdateName = checked; } /** * Gets if the engine has to check * if the Player Name is to be displayed. */ bool getCheckNameSetting() const { return mUpdateName; } /** * Set if the current map is initialized. */ void setMapInitialized(bool initialized) { mMapInitialized = initialized; } /** * Tells if the current map is initialized. */ bool isMapInitialized() const { return mMapInitialized; } /** Keeps the Equipment related values */ const std::auto_ptr mEquipment; protected: /** Whether or not the name settings have changed */ bool mUpdateName; bool mMapInitialized; /**< Whether or not the map is available yet */ virtual void handleStatusEffect(StatusEffect *effect, int effectId); // Colors don't change for local player virtual void updateColors() {} void startWalking(unsigned char dir); bool mInStorage; /**< Whether storage is currently accessible */ int mAttackRange; int mTargetTime; /** How long the being has been targeted **/ int mLastTarget; /** Time stamp of last targeting action, -1 if none. */ // Character status: typedef std::map IntMap; IntMap mAttributeBase; IntMap mAttributeEffective; std::map > mSkillExp; int mCharacterPoints; int mCorrectionPoints; int mLevelProgress; std::map mSpecials; char mSpecialRechargeUpdateNeeded; int mLevel; int mExp, mExpNeeded; int mMp, mMaxMp; int mMoney; int mTotalWeight; int mMaxWeight; int mHp; int mMaxHp; int mSkillPoints; int mGMLevel; Being *mTarget; /** Follow system **/ std::string mPlayerFollowed; int mNextDestX; int mNextDestY; 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. */ bool mPathSetByMouse; /**< Tells if the path was set using mouse */ int mDestX; /**< X coordinate of destination. */ int mDestY; /**< Y coordinate of destination. */ std::vector mStatusEffectIcons; Inventory *mInventory; int mLocalWalkTime; /**< Timestamp used to control keyboard walk messages flooding */ Inventory *mStorage; /** Load the target cursors into memory */ void initTargetCursor(); /** * Helper function for loading target cursors */ void loadTargetCursor(const 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]; typedef std::pair MessagePair; /** Queued exp messages*/ std::list mMessages; int mMessageTime; }; extern LocalPlayer *player_node; #endif