1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
|
/*
* 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 EATHENA_SUPPORT
class Network;
#endif
#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(Uint32 id, Uint16 job, Map *map);
#endif
/**
* Destructor.
*/
~LocalPlayer();
virtual void setName(const std::string &name);
#ifdef EATHENA_SUPPORT
void setNetwork(Network *network) { mNetwork = network; }
Network *getNetwork() {return mNetwork; }
#endif
virtual void logic();
/**
* 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; }
#ifdef EATHENA_SUPPORT
/**
* Returns the player's storage
*/
Inventory* getStorage() const { return mStorage; }
#endif
#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);
/**
* Invite a player to join their party
*/
void inviteToParty(const std::string &name);
void clearInventory();
void setInvItem(int index, int id, int amount);
#endif
/**
* Move the Inventory item from the old slot to the new slot.
*/
void moveInvItem(Item *item, int newIndex);
/**
* Equips an item.
*/
void equipItem(Item *item);
/**
* Unequips an item.
*/
#ifdef TMWSERV_SUPPORT
void unequipItem(int slot);
#else
void unequipItem(Item *item);
#endif
#ifdef TMWSERV_SUPPORT
void useItem(int slot);
#else
void useItem(Item *item);
#endif
void dropItem(Item *item, int quantity);
#ifdef TMWSERV_SUPPORT
void splitItem(Item *item, int quantity);
#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();
/**
* Sents a trade request to the given being.
*/
void trade(Being *being) const;
/**
* Accept or decline a trade offer
*/
void tradeReply(bool accept);
/**
* Returns true when the player is ready to accept a trade offer.
* Returns false otherwise.
*/
bool tradeRequestOk() const;
/**
* 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.
* NOTE: This doesn't mean that just anyone can use this.
* If the server doesn't acknowlege you, you won't be shown
* as a GM on other people's clients.
*/
virtual void setGM();
#ifdef EATHENA_SUPPORT
void stopAttack();
#endif
/**
* 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 raiseAttribute(Attribute attr);
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);
void revive();
/**
* Shows item pickup effect if the player is on a map.
*/
void pickedUp(std::string item);
#ifdef EATHENA_SUPPORT
/**
* Accessors for mInStorage
*/
bool getInStorage() { return mInStorage; }
void setInStorage(bool inStorage);
/**
* 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 */
float mLastAttackTime; /**< Used to synchronize the charge dialog */
const std::auto_ptr<Equipment> mEquipment;
protected:
virtual void
handleStatusEffect(StatusEffect *effect, int effectId);
void walk(unsigned char dir);
#ifdef EATHENA_SUPPORT
Network *mNetwork;
int mXp; /**< Experience points. */
bool mInStorage; /**< Whether storage is currently accessible */
int mTargetTime; /** How long the being has been targeted **/
int mLastTarget; /** Time stamp of last targeting action, -1 if none. */
#endif
#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. */
#ifdef TMWSERV_SUPPORT
int mLocalWalkTime; /**< Timestamp used to control keyboard walk
messages flooding */
#endif
std::vector<int> mStatusEffectIcons;
Inventory *mInventory;
#ifdef EATHENA_SUPPORT
Inventory *mStorage;
#endif
// 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
|