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authorAndrei Karas <akaras@inbox.ru>2013-08-31 22:42:10 +0300
committerAndrei Karas <akaras@inbox.ru>2013-08-31 22:42:10 +0300
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move being related files into being dir.
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+/*
+ * The ManaPlus Client
+ * Copyright (C) 2010 The Mana Developers
+ * Copyright (C) 2011-2013 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 <map>
+#include <string>
+
+
+/**
+ * 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 Equipment;
+class Inventory;
+class Item;
+
+/**
+ * Special information storage structure.
+ */
+struct Special final
+{
+ 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
+{
+ /**
+ * 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 int state);
+
+ void triggerAttr(int id);
+
+ void triggerAttr(const int id, const int old);
+
+ void triggerStat(int id);
+
+ void triggerStat(const int id, const std::string &changed,
+ const int old1, const int old2 = 0);
+
+ void setEquipmentBackend(Equipment::Backend *const backend);
+
+ void protectItem(const int id);
+
+ void unprotectItem(const int id);
+
+ bool isItemProtected(const int id);
+
+} // namespace PlayerInfo
+
+#endif // BEING_PLAYERINFO_H