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/*
 *  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 Network;

/**
 * The local player character.
 */
class LocalPlayer : public Player
{
    public:
        enum Attribute {
            STR = 0, AGI, VIT, INT, DEX, LUK
        };

        /**
         * Constructor.
         */
        LocalPlayer(Uint32 id, Uint16 job, Map *map);

        /**
         * Destructor.
         */
        ~LocalPlayer();

        void setNetwork(Network *network) { mNetwork = network; }

        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 *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);

        /**
         * 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(Item *item);

        void useItem(Item *item);
        void dropItem(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 *target = NULL, bool keep = false);

        void stopAttack();

        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.
         *
         * @param victim The attacked being.
         * @param damage The amount of damage dealt (0 means miss).
         */
        virtual void handleAttack(Being *victim, int damage) {}

        /**
         * Sets the target being of the player.
         */
        void setTarget(Being* target) { mTarget = target; }

        /**
         * Sets a new destination for this being to walk to.
         */
        virtual void setDestination(Uint16 x, Uint16 y);

        /**
         * Sets a new direction to keep walking in.
         */
        void setWalkingDir(int dir);

        void raiseAttribute(Attribute attr);
        void raiseSkill(Uint16 skillId);

        void toggleSit();
        void emote(Uint8 emotion);

        void revive();

        /**
         * Updates the xp value, if a monster was killed then it makes a call
         * to show xp.
         */
        void refreshXp(Uint32 xp);

        Uint32 mCharId;

        Uint32 mXp, mJobXp;
        Uint16 mLevel;
        Uint32 mJobLevel;
        Uint32 mXpForNextLevel, mJobXpForNextLevel;
        Uint16 mHp, mMaxHp, mMp, mMaxMp;
        Uint32 mGp;

        Uint16 mAttackRange;

        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:
        void walk(unsigned char dir);

        Network *mNetwork;
        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