/*
* The ManaPlus Client
* Copyright (C) 2010 The Mana Developers
* Copyright (C) 2011-2016 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 "enums/guildpositionflags.h"
#include "enums/state.h"
#include "enums/being/attributes.h"
#include "enums/simpletypes/beingid.h"
#include "enums/simpletypes/keep.h"
#include "enums/simpletypes/notify.h"
#include "enums/simpletypes/sfx.h"
#include "enums/simpletypes/trading.h"
#include "utils/intmap.h"
#include <string>
/**
* Stat information storage structure.
*/
struct Stat final
{
int base;
int mod;
int exp;
int expNeed;
};
typedef std::map<AttributesT, int> AtrIntMap;
typedef std::map<AttributesT, Stat> StatMap;
/**
* Backend for core player information.
*/
struct PlayerInfoBackend final
{
PlayerInfoBackend() :
mAttributes(),
mStats(),
mSkills()
{
}
AtrIntMap mAttributes;
StatMap mStats;
IntMap mSkills;
};
class Being;
class FloorItem;
class Inventory;
class Item;
struct HomunculusInfo;
struct MercenaryInfo;
struct PetInfo;
/**
* A database like namespace which holds global info about the localplayer
*
*/
namespace PlayerInfo
{
// --- Attributes -------------------------------------------------------------
/**
* Returns the value of the given attribute.
*/
int getAttribute(const AttributesT id) A_WARN_UNUSED;
/**
* Changes the value of the given attribute.
*/
void setAttribute(const AttributesT id, const int value,
const Notify notify = 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 AttributesT id) A_WARN_UNUSED;
/**
* Changes the base value of the given stat.
*/
void setStatBase(const AttributesT id,
const int value,
const Notify notify = Notify_true);
/**
* Returns the modifier for the given stat.
*/
int getStatMod(const AttributesT id) A_WARN_UNUSED;
/**
* Changes the modifier for the given stat.
*/
void setStatMod(const AttributesT id,
const int value,
const Notify notify = Notify_true);
/**
* Returns the current effective value of the given stat. Effective is base
* + mod
*/
int getStatEffective(const AttributesT id) A_WARN_UNUSED;
/**
* Changes the level of the given stat.
*/
void setStatLevel(AttributesT id, int value, Notify notify = Notify_true);
/**
* Returns the experience of the given stat.
*/
const std::pair<int, int> getStatExperience(const AttributesT id)
A_WARN_UNUSED;
/**
* Changes the experience of the given stat.
*/
void setStatExperience(const AttributesT id,
const int have,
const int need,
const Notify notify = Notify_true);
// --- Inventory / Equipment --------------------------------------------------
/**
* Returns the player's inventory.
*/
Inventory *getInventory() A_WARN_UNUSED;
Inventory *getStorageInventory() A_WARN_UNUSED;
Inventory *getCartInventory() A_WARN_UNUSED;
/**
* Clears the player's inventory and equipment.
*/
void clearInventory();
void clear();
/**
* Returns the player's equipment.
*/
Equipment *getEquipment() A_WARN_UNUSED;
/**
* Returns the player's equipment at the given slot.
*/
const 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();
/**
* Returns true if the player is involved in a trade at the moment, false
* otherwise.
*/
Trading isTrading();
/**
* Sets whether the player is currently involved in trade or not.
*/
void setTrading(const Trading trading);
void updateAttrs();
/**
* Initializes some internals.
*/
void init() A_CONST;
void deinit();
void loadData();
bool isTalking();
void gameDestroyed();
void stateChange(const StateT state);
void triggerAttr(const AttributesT id,
const int old);
void triggerStat(const AttributesT id,
const int old1,
const int old2);
void setEquipmentBackend(Equipment::Backend *const backend);
void equipItem(const Item *const item, const Sfx sfx);
void unequipItem(const Item *const item, const Sfx sfx);
void useItem(const Item *const item, const Sfx sfx);
void useEquipItem(const Item *const item, const Sfx sfx);
void useEquipItem2(const Item *const item, const Sfx sfx);
void dropItem(const Item *const item, const int amount, const Sfx sfx);
void pickUpItem(const FloorItem *const item, const Sfx sfx);
void protectItem(const int id);
void unprotectItem(const int id);
bool isItemProtected(const int id);
MercenaryInfo *getMercenary();
void setMercenary(MercenaryInfo *const info);
void setMercenaryBeing(Being *const being);
PetInfo *getPet();
void setPet(PetInfo *const info);
void setPetBeing(Being *const being);
BeingId getPetBeingId();
HomunculusInfo *getHomunculus();
void setHomunculus(HomunculusInfo *const info);
void setHomunculusBeing(Being *const being);
void setElemental(const BeingId id);
BeingId getHomunculusId();
BeingId getMercenaryId();
BeingId getElementalId();
void updateAttackAi(const BeingId targetId,
const Keep keep);
std::string getRoomName();
void setRoomName(const std::string &name);
bool isInRoom();
void setGuildPositionFlags(const GuildPositionFlags::Type pos);
GuildPositionFlags::Type getGuildPositionFlags();
void enableVending(const bool b);
bool isVending() A_WARN_UNUSED;
} // namespace PlayerInfo
#endif // BEING_PLAYERINFO_H