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
|
/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _TMW_LOCALPLAYER_H
#define _TMW_LOCALPLAYER_H
#include <vector>
#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 setName(const std::string &name) {Being::setName(name); }
void setNetwork(Network *network) { mNetwork = network; }
Network *getNetwork() {return mNetwork; }
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();
/**
* Returns the player's inventory.
*/
Inventory* getInventory() const { return mInventory; }
/**
* 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);
/**
* 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);
/**
* Sets going to being to attack
*/
void setGotoTarget(Being *target);
/**
* Returns whether the target is in range to attack
*/
bool withinAttackRange(Being *target);
void raiseAttribute(Attribute attr);
void raiseSkill(Uint16 skillId);
void toggleSit();
void emote(Uint8 emotion);
void revive();
/**
* 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; /**< Used only during character selection. */
Uint32 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;
protected:
virtual void
handleStatusEffect(StatusEffect *effect, int effectId);
void walk(unsigned char dir);
int mXp; /**< Experience points. */
Network *mNetwork;
Being *mTarget;
FloorItem *mPickUpTarget;
bool mTrading;
bool mGoingToTarget;
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. */
std::vector<int> mStatusEffectIcons;
Inventory *mInventory;
};
extern LocalPlayer *player_node;
#endif
|