/* * The ManaPlus Client * Copyright (C) 2010 The Mana Developers * Copyright (C) 2011-2015 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 . */ #ifndef BEING_PLAYERINFO_H #define BEING_PLAYERINFO_H #include "equipment.h" #include "enums/guildpositionflags.h" #include "enums/state.h" #include "enums/simpletypes/notify.h" #include "enums/simpletypes/simpletypes.h" #include "enums/simpletypes/trading.h" #include #ifdef EATHENA_SUPPORT #include #endif /** * Stat information storage structure. */ struct Stat final { int base; int mod; int exp; int expNeed; }; typedef std::map IntMap; typedef std::map StatMap; /** * Backend for core player information. */ struct PlayerInfoBackend final { PlayerInfoBackend() : mAttributes(), mStats(), mSkills() { } IntMap 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 int id) A_WARN_UNUSED; /** * Changes the value of the given attribute. */ void setAttribute(const int 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 int id) A_WARN_UNUSED; /** * Changes the base value of the given stat. */ void setStatBase(const int id, const int value, const Notify notify = 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 Notify notify = 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, Notify notify = Notify_true); /** * Returns the experience of the given stat. */ const std::pair 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 Notify notify = Notify_true); // --- Inventory / Equipment -------------------------------------------------- /** * Returns the player's inventory. */ Inventory *getInventory() A_WARN_UNUSED; Inventory *getStorageInventory() A_WARN_UNUSED; #ifdef EATHENA_SUPPORT Inventory *getCartInventory() A_WARN_UNUSED; #endif /** * 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. */ 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. */ 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(); void deinit(); void loadData(); bool isTalking(); void gameDestroyed(); void stateChange(const State state); void triggerAttr(const int id, const int old); void triggerStat(const int 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); #ifdef EATHENA_SUPPORT MercenaryInfo *getMercenary(); void setMercenary(MercenaryInfo *const info); void setMercenaryBeing(Being *const being); PetInfo *getPet(); void setPet(PetInfo *const info); void setPetBeing(Being *const being); int getPetBeingId(); HomunculusInfo *getHomunculus(); void setHomunculus(HomunculusInfo *const info); void setHomunculusBeing(Being *const being); int getHomunculusId(); int getMercenaryId(); void updateMoveAI(); void updateAttackAi(const int targetId, const Keep keep); std::string getRoomName(); void setRoomName(const std::string &name); bool isInRoom(); #endif 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