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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
commit00cda69b883d6354f093be6ee39a7936cb798979 (patch)
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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 PLAYERINFO_H
-#define 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 // PLAYERINFO_H