/*
* 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/>.
*/
#include "being/playerinfo.h"
#include "client.h"
#include "configuration.h"
#include "inventory.h"
#include "being/attributes.h"
#include "being/localplayer.h"
#include "being/mercenaryinfo.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/inventoryhandler.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;
bool mTrading = false;
int mLevelProgress = 0;
std::set<int> 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<int, int> 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<int, int>(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<int>::const_iterator it = mProtectedItems.begin();
std::set<int>::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);
}
MercenaryInfo *getMercenary()
{
return mMercenary;
}
} // namespace PlayerInfo