/* * 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 . */ #include "being/playerinfo.h" #include "client.h" #include "configuration.h" #include "inventory.h" #include "being/attributes.h" #include "being/homunculusinfo.h" #include "being/localplayer.h" #include "being/mercenaryinfo.h" #include "being/petinfo.h" #include "itemsoundmanager.h" #include "gui/windows/inventorywindow.h" #include "gui/windows/npcdialog.h" #include "gui/windows/npcpostdialog.h" #include "resources/iteminfo.h" #include "net/homunculushandler.h" #include "net/inventoryhandler.h" #include "net/mercenaryhandler.h" #include "net/net.h" #include "net/playerhandler.h" #include "utils/delete2.h" #include "listeners/statlistener.h" #include "debug.h" namespace PlayerInfo { PlayerInfoBackend mData; int mCharId = 0; Inventory *mInventory = nullptr; Equipment *mEquipment = nullptr; MercenaryInfo *mMercenary = nullptr; HomunculusInfo *mHomunculus = nullptr; PetInfo *mPet = nullptr; bool mTrading = false; int mLevelProgress = 0; std::set mProtectedItems; // --- Triggers --------------------------------------------------------------- void triggerAttr(const int id, const int old) { AttributeListener::distributeEvent(id, old, mData.mAttributes.find(id)->second); } void triggerStat(const int id, const int old1, const int old2) { StatListener::distributeEvent(id, old1, old2); } // --- Attributes ------------------------------------------------------------- int getAttribute(const int id) { const IntMap::const_iterator it = mData.mAttributes.find(id); if (it != mData.mAttributes.end()) return it->second; else return 0; } void setAttribute(const int id, const int value, const bool notify) { const int old = mData.mAttributes[id]; mData.mAttributes[id] = value; if (notify) triggerAttr(id, old); } int getSkillLevel(const int id) { const IntMap::const_iterator it = mData.mSkills.find(id); if (it != mData.mSkills.end()) return it->second; else return 0; } void setSkillLevel(const int id, const int value) { mData.mSkills[id] = value; } // --- Stats ------------------------------------------------------------------ int getStatBase(const int id) { const StatMap::const_iterator it = mData.mStats.find(id); if (it != mData.mStats.end()) return it->second.base; else return 0; } void setStatBase(const int id, const int value, const bool notify) { const int old = mData.mStats[id].base; mData.mStats[id].base = value; if (notify) triggerStat(id, old, 0); } int getStatMod(const int id) { const StatMap::const_iterator it = mData.mStats.find(id); if (it != mData.mStats.end()) return it->second.mod; else return 0; } void setStatMod(const int id, const int value, const bool notify) { const int old = mData.mStats[id].mod; mData.mStats[id].mod = value; if (notify) triggerStat(id, old, 0); } int getStatEffective(const int id) { const StatMap::const_iterator it = mData.mStats.find(id); if (it != mData.mStats.end()) return it->second.base + it->second.mod; else return 0; } const std::pair getStatExperience(const int id) { const StatMap::const_iterator it = mData.mStats.find(id); int a, b; if (it != mData.mStats.end()) { a = it->second.exp; b = it->second.expNeed; } else { a = 0; b = 0; } return std::pair(a, b); } void setStatExperience(const int id, const int have, const int need, const bool notify) { Stat &stat = mData.mStats[id]; const int oldExp = stat.exp; const int oldExpNeed = stat.expNeed; stat.exp = have; stat.expNeed = need; if (notify) triggerStat(id, oldExp, oldExpNeed); } // --- Inventory / Equipment -------------------------------------------------- Inventory *getInventory() { return mInventory; } Inventory *getStorageInventory() { return inventoryHandler->getStorage(); } void clearInventory() { if (mEquipment) mEquipment->clear(); if (mInventory) mInventory->clear(); } void setInventoryItem(const int index, const int id, const int amount, const uint8_t refine) { bool equipment = false; const ItemType::Type itemType = ItemDB::get(id).getType(); if (itemType != ItemType::UNUSABLE && itemType != ItemType::USABLE) equipment = true; if (mInventory) mInventory->setItem(index, id, amount, refine, equipment); } Equipment *getEquipment() { return mEquipment; } Item *getEquipment(const unsigned int slot) { if (mEquipment) return mEquipment->getEquipment(slot); else return nullptr; } void setEquipmentBackend(Equipment::Backend *const backend) { if (mEquipment) mEquipment->setBackend(backend); } void equipItem(const Item *const item, const bool sfx) { if (sfx) ItemSoundManager::playSfx(item, ItemSoundEvent::EQUIP); inventoryHandler->equipItem(item); } void unequipItem(const Item *const item, const bool sfx) { if (sfx) ItemSoundManager::playSfx(item, ItemSoundEvent::UNEQUIP); inventoryHandler->unequipItem(item); } void useItem(const Item *const item, const bool sfx) { if (sfx) ItemSoundManager::playSfx(item, ItemSoundEvent::USE); inventoryHandler->useItem(item); } void useEquipItem(const Item *const item, const bool sfx) { if (item) { if (item->isEquipment()) { if (item->isEquipped()) { if (sfx) ItemSoundManager::playSfx(item, ItemSoundEvent::UNEQUIP); inventoryHandler->unequipItem(item); } else { if (sfx) ItemSoundManager::playSfx(item, ItemSoundEvent::EQUIP); inventoryHandler->equipItem(item); } } else { if (mProtectedItems.find(item->getId()) == mProtectedItems.end()) { inventoryHandler->useItem(item); if (sfx) ItemSoundManager::playSfx(item, ItemSoundEvent::USE); } } } } void useEquipItem2(const Item *const item, const bool sfx) { if (item) { if (!item->isEquipment()) { if (item->isEquipped()) { if (sfx) ItemSoundManager::playSfx(item, ItemSoundEvent::UNEQUIP); inventoryHandler->unequipItem(item); } else { if (sfx) ItemSoundManager::playSfx(item, ItemSoundEvent::EQUIP); inventoryHandler->equipItem(item); } } else { if (mProtectedItems.find(item->getId()) == mProtectedItems.end()) { if (sfx) ItemSoundManager::playSfx(item, ItemSoundEvent::USE); inventoryHandler->useItem(item); } } } } void dropItem(const Item *const item, const int amount, const bool sfx) { if (item && mProtectedItems.find(item->getId()) == mProtectedItems.end()) { if (sfx) ItemSoundManager::playSfx(item, ItemSoundEvent::DROP); inventoryHandler->dropItem(item, amount); } } void pickUpItem(const FloorItem *const item, const bool sfx) { if (sfx) ItemSoundManager::playSfx(item, ItemSoundEvent::PICKUP); playerHandler->pickUp(item); } // --- Misc ------------------------------------------------------------------- void setBackend(const PlayerInfoBackend &backend) { mData = backend; } void setCharId(const int charId) { mCharId = charId; } int getCharId() { return mCharId; } void logic() { } bool isTrading() { return mTrading; } void setTrading(const bool trading) { mTrading = trading; } void updateAttrs() { const Net::PlayerHandler *const handler = playerHandler; if (!handler) return; const int attr = handler->getAttackLocation(); const int attackDelay = getStatBase(Attributes::ATTACK_DELAY); if (attr != -1 && attackDelay) { setStatBase(Attributes::ATTACK_SPEED, getStatBase(attr) * 1000 / attackDelay, false); setStatMod(Attributes::ATTACK_SPEED, getStatMod(attr) * 1000 / attackDelay, true); } else { setStatBase(Attributes::ATTACK_SPEED, 0, false); setStatMod(Attributes::ATTACK_SPEED, 0, true); } } void init() { } void deinit() { clearInventory(); delete2(mMercenary); } void loadData() { mProtectedItems.clear(); splitToIntSet(mProtectedItems, serverConfig.getStringValue("protectedItems"), ','); } void clear() { mData.mSkills.clear(); } bool isTalking() { return NpcDialog::isActive() || NpcPostDialog::isActive() || InventoryWindow::isStorageActive(); } void gameDestroyed() { delete2(mInventory); delete2(mEquipment); } void stateChange(const State state) { if (state == STATE_GAME) { if (!mInventory) { mInventory = new Inventory(Inventory::INVENTORY); mEquipment = new Equipment(); } } } static void saveProtectedItems() { std::string str; std::set::const_iterator it = mProtectedItems.begin(); std::set::const_iterator it_end = mProtectedItems.end(); if (it != it_end) { str.append(toString(*it)); ++ it; } while (it != it_end) { str.append(",").append(toString(*it)); ++ it; } serverConfig.setValue("protectedItems", str); serverConfig.write(); } void protectItem(const int id) { mProtectedItems.insert(id); saveProtectedItems(); } void unprotectItem(const int id) { mProtectedItems.erase(id); saveProtectedItems(); } bool isItemProtected(const int id) { return mProtectedItems.find(id) != mProtectedItems.end(); } void setMercenary(MercenaryInfo *const info) { if (mMercenary) delete mMercenary; mMercenary = info; } void setMercenaryBeing(Being *const being) { if (!being || !mMercenary) return; being->setName(mMercenary->name); being->setOwner(localPlayer); being->setLevel(mMercenary->level); being->setAttackRange(mMercenary->range); } MercenaryInfo *getMercenary() { return mMercenary; } void setPet(PetInfo *const info) { if (mPet) delete mPet; mPet = info; } void setPetBeing(Being *const being) { if (!being || !mPet) return; being->setName(mPet->name); being->setOwner(localPlayer); being->setLevel(mPet->level); } PetInfo *getPet() { return mPet; } void setHomunculus(HomunculusInfo *const info) { if (mHomunculus) delete mHomunculus; mHomunculus = info; } void setHomunculusBeing(Being *const being) { if (!being || !mHomunculus) return; being->setName(mHomunculus->name); being->setOwner(localPlayer); } HomunculusInfo *getHomunculus() { return mHomunculus; } int getHomunculusId() { return mHomunculus ? mHomunculus->id : 0; } int getMercenaryId() { return mMercenary ? mMercenary->id : 0; } void updateMoveAI() { if (mMercenary) mercenaryHandler->moveToMaster(); if (mHomunculus) homunculusHandler->moveToMaster(); } } // namespace PlayerInfo