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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
*/
#ifndef _TMW_PLAYER_H
#define _TMW_PLAYER_H
#include "being.h"
class Graphics;
class Map;
class Guild;
/**
* A player being. Players have their name drawn beneath them. This class also
* implements player-specific loading of base sprite, hair sprite and equipment
* sprites.
*/
class Player : public Being
{
public:
/**
* Constructor.
*/
Player(int id, int job, Map *map);
virtual ~Player();
virtual Type
getType() const;
virtual void
drawName(Graphics *graphics, int offsetX, int offsetY);
/**
* Sets the gender for this player.
*/
void setGender(Gender);
/**
* Sets the hair style and color for this player.
*/
void setHairStyle(int style, int color);
/**
* Sets visible equipments for this player.
*/
virtual void
setSprite(int slot, int id, const std::string &color = "");
/**
* Adds a guild to the player.
*/
Guild* addGuild(short guildId, short rights);
/**
* Removers a guild from the player.
*/
void removeGuild(int id);
/**
* Returns a pointer to the specified guild.
*/
Guild* getGuild(const std::string &guildName);
/**
* Returns a pointer to the guild with matching id.
*/
Guild* getGuild(int id);
/**
* Get number of guilds the player belongs to.
*/
short getNumberOfGuilds();
/**
* Set the player in party
*/
void setInParty(bool value);
/**
* Returns whether player is in the party
*/
bool getInParty() const { return mInParty; }
/**
* Gets the way the character is blocked by other objects.
*/
virtual unsigned char getWalkMask() const
{ return 0x82; } // blocked by walls and monsters (bin 1000 0010)
protected:
/**
* Gets the way the monster blocks pathfinding for other objects.
*/
virtual Map::BlockType getBlockType() const
{ return Map::BLOCKTYPE_CHARACTER; }
// Character guild information
std::map<int, Guild*> mGuilds;
/**
* Triggers a visual/audio effect, such as `level up'
*
* \param effect_id ID of the effect to trigger
*/
virtual void
triggerEffect(int effectId) { internalTriggerEffect(effectId, true, true); }
private:
bool mInParty;
};
#endif
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