/*
* 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 .
*/
#include "being/playerinfo.h"
#include "configuration.h"
#include "itemsoundmanager.h"
#include "being/localplayer.h"
#include "being/homunculusinfo.h"
#include "being/mercenaryinfo.h"
#include "being/petinfo.h"
#include "gui/windows/inventorywindow.h"
#include "gui/windows/npcdialog.h"
#include "net/homunculushandler.h"
#include "net/inventoryhandler.h"
#include "net/mercenaryhandler.h"
#include "net/playerhandler.h"
#include "resources/item/item.h"
#include "utils/delete2.h"
#include "debug.h"
namespace PlayerInfo
{
PlayerInfoBackend mData;
int mCharId = 0;
Inventory *mInventory = nullptr;
Inventory *mCartInventory = nullptr;
MercenaryInfo *mMercenary = nullptr;
HomunculusInfo *mHomunculus = nullptr;
PetInfo *mPet = nullptr;
std::string mRoomName;
Equipment *mEquipment = nullptr;
BeingId mPetBeingId = BeingId_zero;
GuildPositionFlags::Type mGuildPositionFlags = GuildPositionFlags::None;
Trading mTrading = Trading_false;
bool mVending = false;
int mLevelProgress = 0;
std::set mProtectedItems;
// --- Triggers ---------------------------------------------------------------
void triggerAttr(const AttributesT id,
const int old)
{
AttributeListener::distributeEvent(id, old,
mData.mAttributes.find(id)->second);
}
void triggerStat(const AttributesT id,
const int old1,
const int old2)
{
StatListener::distributeEvent(id, old1, old2);
}
// --- Attributes -------------------------------------------------------------
int getAttribute(const AttributesT id)
{
const AtrIntMap::const_iterator it = mData.mAttributes.find(id);
if (it != mData.mAttributes.end())
return it->second;
else
return 0;
}
void setAttribute(const AttributesT id,
const int value,
const Notify notify)
{
const int old = mData.mAttributes[id];
mData.mAttributes[id] = value;
if (notify == Notify_true)
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 AttributesT 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 AttributesT id, const int value, const Notify notify)
{
const int old = mData.mStats[id].base;
mData.mStats[id].base = value;
if (notify == Notify_true)
triggerStat(id, old, 0);
}
int getStatMod(const AttributesT 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 AttributesT id, const int value, const Notify notify)
{
const int old = mData.mStats[id].mod;
mData.mStats[id].mod = value;
if (notify == Notify_true)
triggerStat(id, old, 0);
}
int getStatEffective(const AttributesT 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 AttributesT 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 AttributesT id,
const int have,
const int need,
const Notify notify)
{
Stat &stat = mData.mStats[id];
const int oldExp = stat.exp;
const int oldExpNeed = stat.expNeed;
stat.exp = have;
stat.expNeed = need;
if (notify == Notify_true)
triggerStat(id, oldExp, oldExpNeed);
}
// --- Inventory / Equipment --------------------------------------------------
Inventory *getInventory()
{
return mInventory;
}
Inventory *getStorageInventory()
{
if (inventoryHandler)
return inventoryHandler->getStorage();
return nullptr;
}
Inventory *getCartInventory()
{
return mCartInventory;
}
void clearInventory()
{
if (mEquipment)
mEquipment->clear();
if (mInventory)
mInventory->clear();
}
Equipment *getEquipment()
{
return mEquipment;
}
const 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 Sfx sfx)
{
if (sfx == Sfx_true)
ItemSoundManager::playSfx(item, ItemSoundEvent::EQUIP);
if (inventoryHandler)
inventoryHandler->equipItem(item);
}
void unequipItem(const Item *const item, const Sfx sfx)
{
if (sfx == Sfx_true)
ItemSoundManager::playSfx(item, ItemSoundEvent::UNEQUIP);
if (inventoryHandler)
inventoryHandler->unequipItem(item);
}
void useItem(const Item *const item, const Sfx sfx)
{
if (sfx == Sfx_true)
ItemSoundManager::playSfx(item, ItemSoundEvent::USE);
if (inventoryHandler)
inventoryHandler->useItem(item);
}
void useEquipItem(const Item *const item, const Sfx sfx)
{
if (item)
{
if (item->getType() == ItemType::Card)
{
if (mProtectedItems.find(item->getId()) == mProtectedItems.end())
{
if (inventoryHandler)
inventoryHandler->useCard(item);
if (sfx == Sfx_true)
ItemSoundManager::playSfx(item, ItemSoundEvent::USECARD);
}
}
else if (item->isEquipment() == Equipm_true)
{
if (item->isEquipped() == Equipped_true)
{
if (sfx == Sfx_true)
ItemSoundManager::playSfx(item, ItemSoundEvent::UNEQUIP);
if (inventoryHandler)
inventoryHandler->unequipItem(item);
}
else
{
if (sfx == Sfx_true)
ItemSoundManager::playSfx(item, ItemSoundEvent::EQUIP);
if (inventoryHandler)
inventoryHandler->equipItem(item);
}
}
else
{
if (mProtectedItems.find(item->getId()) == mProtectedItems.end())
{
if (inventoryHandler)
inventoryHandler->useItem(item);
if (sfx == Sfx_true)
ItemSoundManager::playSfx(item, ItemSoundEvent::USE);
}
}
}
}
void useEquipItem2(const Item *const item, const Sfx sfx)
{
if (item)
{
if (item->isEquipment() == Equipm_false)
{
if (item->isEquipped() == Equipped_true)
{
if (sfx == Sfx_true)
ItemSoundManager::playSfx(item, ItemSoundEvent::UNEQUIP);
if (inventoryHandler)
inventoryHandler->unequipItem(item);
}
else
{
if (sfx == Sfx_true)
ItemSoundManager::playSfx(item, ItemSoundEvent::EQUIP);
if (inventoryHandler)
inventoryHandler->equipItem(item);
}
}
else
{
if (mProtectedItems.find(item->getId()) == mProtectedItems.end())
{
if (sfx == Sfx_true)
ItemSoundManager::playSfx(item, ItemSoundEvent::USE);
if (inventoryHandler)
inventoryHandler->useItem(item);
}
}
}
}
void dropItem(const Item *const item, const int amount, const Sfx sfx)
{
if (item && mProtectedItems.find(item->getId()) == mProtectedItems.end())
{
if (sfx == Sfx_true)
ItemSoundManager::playSfx(item, ItemSoundEvent::DROP);
if (inventoryHandler)
inventoryHandler->dropItem(item, amount);
}
}
void pickUpItem(const FloorItem *const item, const Sfx sfx)
{
if (sfx == Sfx_true)
ItemSoundManager::playSfx(item, ItemSoundEvent::PICKUP);
if (playerHandler)
playerHandler->pickUp(item);
}
// --- Misc -------------------------------------------------------------------
void setBackend(const PlayerInfoBackend &backend)
{
mData = backend;
}
void setCharId(const int charId)
{
mCharId = charId;
}
int getCharId()
{
return mCharId;
}
Trading isTrading()
{
return mTrading;
}
void setTrading(const Trading trading)
{
mTrading = trading;
}
#define updateAttackStat(atk, delay, speed) \
attackDelay = getStatBase(delay); \
if (attackDelay) \
{ \
setStatBase(speed, \
getStatBase(atk) * 1000 / attackDelay, \
Notify_false); \
setStatMod(speed, \
getStatMod(atk) * 1000 / attackDelay, \
Notify_true); \
} \
else \
{ \
setStatBase(speed, 0, \
Notify_false); \
setStatMod(speed, 0, \
Notify_true); \
}
void updateAttrs()
{
int attackDelay;
updateAttackStat(Attributes::PLAYER_ATK,
Attributes::PLAYER_ATTACK_DELAY,
Attributes::PLAYER_ATTACK_SPEED)
updateAttackStat(Attributes::HOMUN_ATK,
Attributes::HOMUN_ATTACK_DELAY,
Attributes::HOMUN_ATTACK_SPEED)
updateAttackStat(Attributes::MERC_ATK,
Attributes::MERC_ATTACK_DELAY,
Attributes::MERC_ATTACK_SPEED)
}
void init()
{
}
void deinit()
{
clearInventory();
delete2(mMercenary);
mPetBeingId = BeingId_zero;
}
void loadData()
{
mProtectedItems.clear();
splitToIntSet(mProtectedItems,
serverConfig.getStringValue("protectedItems"), ',');
}
void clear()
{
mData.mSkills.clear();
mPetBeingId = BeingId_zero;
}
bool isTalking()
{
return NpcDialog::isActive() || InventoryWindow::isStorageActive();
}
void gameDestroyed()
{
delete2(mInventory);
delete2(mEquipment);
delete2(mCartInventory);
}
void stateChange(const StateT state)
{
if (state == State::GAME)
{
if (!mInventory)
{
mInventory = new Inventory(InventoryType::Inventory);
mEquipment = new Equipment();
mCartInventory = new Inventory(InventoryType::Cart);
}
}
}
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)
{
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)
{
delete mPet;
mPet = info;
}
void setPetBeing(Being *const being)
{
if (being)
mPetBeingId = being->getId();
else
mPetBeingId = BeingId_zero;
if (!being || !mPet)
return;
being->setName(mPet->name);
being->setOwner(localPlayer);
being->setLevel(mPet->level);
}
PetInfo *getPet()
{
return mPet;
}
BeingId getPetBeingId()
{
return mPetBeingId;
}
void setHomunculus(HomunculusInfo *const info)
{
delete mHomunculus;
mHomunculus = info;
}
void setHomunculusBeing(Being *const being)
{
if (!being || !mHomunculus)
return;
being->setName(mHomunculus->name);
being->setOwner(localPlayer);
}
HomunculusInfo *getHomunculus()
{
return mHomunculus;
}
BeingId getHomunculusId()
{
return mHomunculus ? mHomunculus->id : BeingId_zero;
}
BeingId getMercenaryId()
{
return mMercenary ? mMercenary->id : BeingId_zero;
}
void updateMoveAI()
{
if (mMercenary && mercenaryHandler)
mercenaryHandler->moveToMaster();
if (mHomunculus && homunculusHandler)
homunculusHandler->moveToMaster();
}
void updateAttackAi(const BeingId targetId,
const Keep keep)
{
if (mMercenary && mercenaryHandler)
mercenaryHandler->attack(targetId, keep);
if (mHomunculus && homunculusHandler)
homunculusHandler->attack(targetId, keep);
}
std::string getRoomName()
{
return mRoomName;
}
void setRoomName(const std::string &name)
{
mRoomName = name;
}
bool isInRoom()
{
return !mRoomName.empty();
}
void setGuildPositionFlags(const GuildPositionFlags::Type pos)
{
mGuildPositionFlags = pos;
}
GuildPositionFlags::Type getGuildPositionFlags()
{
return mGuildPositionFlags;
}
void enableVending(const bool b)
{
mVending = b;
}
bool isVending()
{
return mVending;
}
} // namespace PlayerInfo