/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#ifndef _TMW_LOCALPLAYER_H
#define _TMW_LOCALPLAYER_H
#include <memory.h>
#include "player.h"
// TODO move into some sane place...
#define MAX_SLOT 2
class FloorItem;
class Inventory;
class Item;
class LocalPlayer : public Player
{
public:
enum Attribute {
STR = 0, AGI, VIT, INT, DEX, LUK
};
LocalPlayer(Uint32 id, Uint16 job, Map *map);
virtual ~LocalPlayer();
virtual void logic();
virtual void nextStep();
/**
* Draws the name text below the being.
*/
virtual void
drawName(Graphics *graphics, Sint32 offsetX, Sint32 offsetY) {};
virtual Type getType() const;
void clearInventory();
void addInvItem(int id, int quantity, bool equipment);
void addInvItem(int index, int id, int quantity, bool equipment);
Item* getInvItem(int index);
/**
* Equips an item.
*/
void equipItem(Item *item);
/**
* Unequips an item.
*/
void unequipItem(Item *item);
void useItem(Item *item);
void dropItem(Item *item, int quantity);
void pickUp(FloorItem *item);
/**
* Sents a trade request to the given being.
*/
void trade(Being *being) const;
/**
* Accept or decline a trade offer
*/
void tradeReply(bool accept);
/**
* Returns true when the player is ready to accept a trade offer.
* Returns false otherwise.
*/
bool tradeRequestOk() const;
/**
* Sets the trading state of the player, i.e. whether or not he is
* currently involved into some trade.
*/
void setTrading(bool trading) { mTrading = trading; };
void attack(Being *target=NULL, bool keep=false);
void stopAttack();
Being* getTarget() const;
void walk(unsigned char dir);
/**
* Sets a new destination for this being to walk to.
*/
virtual void setDestination(Uint16 x, Uint16 y);
void raiseAttribute(Attribute attr);
void raiseSkill(Uint16 skillId);
void toggleSit();
void emote(Uint8 emotion);
void revive();
Uint32 mCharId;
Uint32 mXp, mJobXp;
Uint16 mLevel;
Uint32 mJobLevel;
Uint32 mXpForNextLevel, mJobXpForNextLevel;
Uint16 mHp, mMaxHp, mMp, mMaxMp;
Uint32 mMoney;
Uint32 mTotalWeight, mMaxWeight;
Uint8 mAttr[6];
Uint8 mAttrUp[6];
Sint16 ATK, MATK, DEF, MDEF, HIT, FLEE;
Sint16 ATK_BONUS, MATK_BONUS, DEF_BONUS, MDEF_BONUS, FLEE_BONUS;
Uint16 mStatPoint, mSkillPoint;
Uint16 mStatsPointsToAttribute;
float mLastAttackTime; /**< Used to synchronize the charge dialog */
std::auto_ptr<Inventory> mInventory;
protected:
Being *mTarget;
FloorItem *mPickUpTarget;
bool mTrading;
int mLastAction; /**< Time stamp of the last action, -1 if none */
};
extern LocalPlayer *player_node;
#endif