1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
|
/*
* The ManaPlus Client
* Copyright (C) 2010 The Mana Developers
* Copyright (C) 2011-2014 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 "state.h"
#include <map>
/**
* Stat information storage structure.
*/
struct Stat final
{
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 FloorItem;
class Inventory;
class Item;
/**
* 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(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 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 bool sfx);
void unequipItem(const Item *const item, const bool sfx);
void useItem(const Item *const item, const bool sfx);
void useEquipItem(const Item *const item, const bool sfx);
void useEquipItem2(const Item *const item, const bool sfx);
void dropItem(const Item *const item, const int amount, const bool sfx);
void pickUpItem(const FloorItem *const item, const bool sfx);
void protectItem(const int id);
void unprotectItem(const int id);
bool isItemProtected(const int id);
} // namespace PlayerInfo
#endif // BEING_PLAYERINFO_H
|