/*
* The ManaPlus Client
* Copyright (C) 2010 The Mana Developers
* Copyright (C) 2011-2014 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 BEING_PLAYERINFO_H
#define BEING_PLAYERINFO_H
#include "equipment.h"
#include "state.h"
#include <map>
/**
* 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 final
{
PlayerInfoBackend() :
mAttributes(),
mStats(),
mSkills()
{
}
IntMap mAttributes;
StatMap mStats;
IntMap mSkills;
};
class FloorItem;
class Inventory;
class Item;
/**
* 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
{
/**
* 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
};
// --- Attributes -------------------------------------------------------------
/**
* Returns the value of the given attribute.
*/
int getAttribute(const int id) A_WARN_UNUSED;
/**
* Changes the value of the given attribute.
*/
void setAttribute(const int id, const int value,
const bool notify = true);
int getSkillLevel(const int id) A_WARN_UNUSED;
void setSkillLevel(const int id, const int value);
// --- Stats ------------------------------------------------------------------
/**
* Returns the base value of the given stat.
*/
int getStatBase(const int id) A_WARN_UNUSED;
/**
* Changes the base value of the given stat.
*/
void setStatBase(const int id, const int value,
const bool notify = true);
/**
* Returns the modifier for the given stat.
*/
int getStatMod(const int id) A_WARN_UNUSED;
/**
* Changes the modifier for the given stat.
*/
void setStatMod(const int id, const int value,
const bool notify = true);
/**
* Returns the current effective value of the given stat. Effective is base
* + mod
*/
int getStatEffective(const int id) A_WARN_UNUSED;
/**
* Changes the level of the given stat.
*/
void setStatLevel(int id, int value, bool notify = true);
/**
* Returns the experience of the given stat.
*/
const std::pair<int, int> getStatExperience(const int id) A_WARN_UNUSED;
/**
* Changes the experience of the given stat.
*/
void setStatExperience(const int id, const int have,
const int need, const bool notify = true);
// --- Inventory / Equipment --------------------------------------------------
/**
* Returns the player's inventory.
*/
Inventory *getInventory() A_WARN_UNUSED;
Inventory *getStorageInventory() A_WARN_UNUSED;
/**
* Clears the player's inventory and equipment.
*/
void clearInventory();
void clear();
/**
* Changes the inventory item at the given slot.
*/
void setInventoryItem(const int index, const int id,
const int amount, const int refine);
/**
* Returns the player's equipment.
*/
Equipment *getEquipment() A_WARN_UNUSED;
/**
* Returns the player's equipment at the given slot.
*/
Item *getEquipment(const unsigned int slot) A_WARN_UNUSED;
// --- Misc -------------------------------------------------------------------
/**
* Changes the internal PlayerInfoBackend reference;
*/
void setBackend(const PlayerInfoBackend &backend);
void setCharId(const 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(const bool trading);
void updateAttrs();
/**
* Initializes some internals.
*/
void init();
void deinit();
void loadData();
bool isTalking();
void gameDestroyed();
void stateChange(const State state);
void triggerAttr(const int id, const int old);
void triggerStat(const int id, const int old1, const int old2);
void setEquipmentBackend(Equipment::Backend *const backend);
void equipItem(const Item *const item, const bool sfx);
void unequipItem(const Item *const item, const bool sfx);
void useItem(const Item *const item, const bool sfx);
void useEquipItem(const Item *const item, const bool sfx);
void useEquipItem2(const Item *const item, const bool sfx);
void dropItem(const Item *const item, const int amount, const bool sfx);
void pickUpItem(const FloorItem *const item, const bool sfx);
void protectItem(const int id);
void unprotectItem(const int id);
bool isItemProtected(const int id);
} // namespace PlayerInfo
#endif // BEING_PLAYERINFO_H