/*
* 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>
#include "player.h"
// TODO move into some sane place...
#define MAX_SLOT 2
class FloorItem;
class Inventory;
class Item;
/**
* Attributes used during combat. Available to all the beings.
*/
enum
{
BASE_ATTR_BEGIN = 0,
BASE_ATTR_PHY_ATK_MIN = BASE_ATTR_BEGIN,
BASE_ATTR_PHY_ATK_DELTA,
/**< Physical attack power. */
BASE_ATTR_MAG_ATK, /**< Magical attack power. */
BASE_ATTR_PHY_RES, /**< Resistance to physical damage. */
BASE_ATTR_MAG_RES, /**< Resistance to magical damage. */
BASE_ATTR_EVADE, /**< Ability to avoid hits. */
BASE_ATTR_HIT, /**< Ability to hit stuff. */
BASE_ATTR_HP, /**< Hit Points (Base value: maximum, Modded value: current) */
BASE_ATTR_END,
BASE_ATTR_NB = BASE_ATTR_END - BASE_ATTR_BEGIN,
BASE_ELEM_BEGIN = BASE_ATTR_END,
BASE_ELEM_NEUTRAL = BASE_ELEM_BEGIN,
BASE_ELEM_FIRE,
BASE_ELEM_WATER,
BASE_ELEM_EARTH,
BASE_ELEM_AIR,
BASE_ELEM_SACRED,
BASE_ELEM_DEATH,
BASE_ELEM_END,
BASE_ELEM_NB = BASE_ELEM_END - BASE_ELEM_BEGIN,
NB_BEING_ATTRIBUTES = BASE_ELEM_END
};
/**
* Attributes of characters. Used to derive being attributes.
*/
enum
{
CHAR_ATTR_BEGIN = NB_BEING_ATTRIBUTES,
CHAR_ATTR_STRENGTH = CHAR_ATTR_BEGIN,
CHAR_ATTR_AGILITY,
CHAR_ATTR_DEXTERITY,
CHAR_ATTR_VITALITY,
CHAR_ATTR_INTELLIGENCE,
CHAR_ATTR_WILLPOWER,
CHAR_ATTR_END,
CHAR_ATTR_NB = CHAR_ATTR_END - CHAR_ATTR_BEGIN,
CHAR_SKILL_WEAPON_BEGIN = CHAR_ATTR_END,
CHAR_SKILL_WEAPON_NONE = CHAR_SKILL_WEAPON_BEGIN,
CHAR_SKILL_WEAPON_KNIFE,
CHAR_SKILL_WEAPON_SWORD,
CHAR_SKILL_WEAPON_SPEAR,
CHAR_SKILL_WEAPON_JAVELIN,
CHAR_SKILL_WEAPON_ROD,
CHAR_SKILL_WEAPON_STAFF,
CHAR_SKILL_WEAPON_WHIP,
CHAR_SKILL_WEAPON_PROJECTILE,
CHAR_SKILL_WEAPON_BOOMERANG,
CHAR_SKILL_WEAPON_BOW,
CHAR_SKILL_WEAPON_SICKLE,
CHAR_SKILL_WEAPON_CROSSBOW,
CHAR_SKILL_WEAPON_STICK,
CHAR_SKILL_WEAPON_HAMMER,
CHAR_SKILL_WEAPON_AXE,
CHAR_SKILL_WEAPON_HAND_PROJECTILE,
CHAR_SKILL_WEAPON_END,
CHAR_SKILL_WEAPON_NB = CHAR_SKILL_WEAPON_END - CHAR_SKILL_WEAPON_BEGIN,
// Magic skills should follow.
NB_CHARACTER_ATTRIBUTES = CHAR_SKILL_WEAPON_END
};
/**
* The local player character.
*/
class LocalPlayer : public Player
{
public:
enum Attribute {
STR = 0, AGI, DEX, VIT, INT, WIL, CHR
};
/**
* Constructor.
*/
LocalPlayer();
/**
* Destructor.
*/
~LocalPlayer();
virtual void logic();
/**
* Adds a new step when walking before calling super. Also, when
* specified it picks up an item at the end of a path.
*/
virtual void nextStep();
/**
* Draws the name text below the being.
*/
virtual void
drawName(Graphics *, int, int) {};
void clearInventory();
void setInvItem(int index, int id, int amount);
/**
* Move the Inventory item from the old slot to the new slot.
*/
void moveInvItem(Item *item, int newIndex);
/**
* Searches for the specified item by it's identification.
*
* @param itemId The id of the item to be searched.
* @return Item found on success, NULL on failure.
*/
Item* searchForItem(int itemId);
/**
* Equips an item.
*/
void equipItem(Item *item);
/**
* Unequips an item.
*/
void unequipItem(int slot);
void useItem(int slot);
void dropItem(Item *item, int quantity);
void splitItem(Item *item, int quantity);
void pickUp(FloorItem *item);
/**
* Sets the attack range.
*/
void setAttackRange(int range) { mAttackRange = range; }
/**
* Gets the attack range.
*/
int getAttackRange() const { return mAttackRange; }
/**
* 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* getTarget() const;
/**
* Overridden to do nothing. The attacks of the local player are
* displayed as soon as the player attacks, not when the server says
* the player does.
*/
virtual void handleAttack() {}
/**
* Sets the target being of the player.
*/
void setTarget(Being* target) { mTarget = target; }
/**
* Sets a new destination for this being to walk to.
*/
void setDestination(Uint16 x, Uint16 y);
/**
* Sets a new direction to keep walking in.
*/
void setWalkingDir(int dir);
void raiseAttribute(size_t attr);
void toggleSit();
void emote(Uint8 emotion);
void revive();
int getHP() const
{ return mHP; }
/**
* Sets the amount of XP. Shows XP gaining effect if the player is on
* a map.
*/
void setXp(int xp);
/**
* Returns the amount of experience points.
*/
int getXp() const { return mXp; }
Uint32 mCharId;
int getMaxHP() const
{ return mMaxHP; }
Uint16 mAttackRange;
void setHP(int value)
{ mHP = value; }
void setMaxHP(int value)
{ mMaxHP = value; }
int getLevel() const
{ return mLevel; }
void setLevel(int value)
{ mLevel = value; }
int getMoney() const
{ return mMoney; }
void setMoney(int value)
{ mMoney = value; }
int getTotalWeight() const
{ return mTotalWeight; }
int getMaxWeight() const
{ return mMaxWeight; }
int getAttributeBase(int num) const
{ return mAttributeBase[num]; }
void setAttributeBase(int num, int value)
{ mAttributeBase[num] = value; }
int getAttributeEffective(int num) const
{ return mAttributeEffective[num]; }
void setAttributeEffective(int num, int value)
{ mAttributeEffective[num] = value; }
int getAttributeIncreasePoints() const
{ return mAttributeIncreasePoints; }
float mLastAttackTime; /**< Used to synchronize the charge dialog */
std::auto_ptr<Inventory> mInventory;
std::auto_ptr<Equipment> mEquipment;
protected:
void walk(unsigned char dir);
// Character status:
std::vector<int> mAttributeBase;
std::vector<int> mAttributeEffective;
int mAttributeIncreasePoints;
int mLevel;
int mMoney;
int mTotalWeight;
int mMaxWeight;
int mHP;
int mMaxHP;
int mXp; /**< Experience points. */
Being *mTarget;
FloorItem *mPickUpTarget;
bool mTrading;
int mLastAction; /**< Time stamp of the last action, -1 if none. */
int mWalkingDir; /**< The direction the player is walking in. */
int mDestX; /**< X coordinate of destination. */
int mDestY; /**< Y coordinate of destination. */
};
extern LocalPlayer *player_node;
#endif