/*
* The ManaPlus Client
* Copyright (C) 2010 The Mana Developers
* Copyright (C) 2011 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 PLAYERINFO_H
#define PLAYERINFO_H
#include "equipment.h"
#include <map>
#include <string>
/**
* 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
};
/**
* 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
{
IntMap mAttributes;
StatMap mStats;
};
class Equipment;
class Inventory;
class Item;
/**
* Special information storage structure.
*/
struct Special
{
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
{
// --- Attributes -------------------------------------------------------------
/**
* Returns the value of the given attribute.
*/
int getAttribute(int id);
/**
* Changes the value of the given attribute.
*/
void setAttribute(int id, int value, bool notify = true);
// --- Stats ------------------------------------------------------------------
/**
* Returns the base value of the given stat.
*/
int getStatBase(int id);
/**
* Changes the base value of the given stat.
*/
void setStatBase(int id, int value, bool notify = true);
/**
* Returns the modifier for the given stat.
*/
int getStatMod(int id);
/**
* Changes the modifier for the given stat.
*/
void setStatMod(int id, int value, bool notify = true);
/**
* Returns the current effective value of the given stat. Effective is base
* + mod
*/
int getStatEffective(int id);
/**
* Changes the level of the given stat.
*/
void setStatLevel(int id, int value, bool notify = true);
/**
* Returns the experience of the given stat.
*/
std::pair<int, int> getStatExperience(int id);
/**
* Changes the experience of the given stat.
*/
void setStatExperience(int id, int have, int need, bool notify = true);
// --- Inventory / Equipment --------------------------------------------------
/**
* Returns the player's inventory.
*/
Inventory *getInventory();
/**
* Clears the player's inventory and equipment.
*/
void clearInventory();
/**
* Changes the inventory item at the given slot.
*/
void setInventoryItem(int index, int id, int amount, int refine);
/**
* Returns the player's equipment.
*/
Equipment *getEquipment();
/**
* Returns the player's equipment at the given slot.
*/
Item *getEquipment(unsigned int slot);
// --- Specials ---------------------------------------------------------------
/**
* Changes the status of the given special.
*/
void setSpecialStatus(int id, int current, int max, int recharge);
/**
* Returns the status of the given special.
*/
const SpecialsMap &getSpecialStatus();
// --- Misc -------------------------------------------------------------------
/**
* Changes the internal PlayerInfoBackend reference;
*/
void setBackend(const PlayerInfoBackend &backend);
void setCharId(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(bool trading);
void updateAttrs();
/**
* Initializes some internals.
*/
void init();
void deinit();
void triggerAttr(int id);
void triggerAttr(int id, int old);
void triggerStat(int id);
void triggerStat(int id, const std::string &changed,
int old1, int old2 = 0);
void setEquipmentBackend(Equipment::Backend *backend);
} // namespace PlayerInfo
#endif