/* * The ManaPlus Client * Copyright (C) 2010 The Mana Developers * Copyright (C) 2011-2014 The ManaPlus Developers * * This file is part of The ManaPlus Client. * * 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, see <http://www.gnu.org/licenses/>. */ #ifndef BEING_PLAYERINFO_H #define BEING_PLAYERINFO_H #include "equipment.h" #include <map> #include <string> /** * Stat information storage structure. */ struct Stat { int base; int mod; int exp; int expNeed; }; typedef std::map<int, int> IntMap; typedef std::map<int, Stat> StatMap; /** * Backend for core player information. */ struct PlayerInfoBackend final { PlayerInfoBackend() : mAttributes(), mStats(), mSkills() { } IntMap mAttributes; StatMap mStats; IntMap mSkills; }; class FloorItem; class Inventory; class Item; /** * Special information storage structure. */ struct Special final { int currentMana; int neededMana; int recharge; }; typedef std::map<int, Special> SpecialsMap; /** * A database like namespace which holds global info about the localplayer * * NOTE: 'bool notify' is used to determine if a event is to be triggered. */ namespace PlayerInfo { /** * Standard attributes for players. */ enum Attribute { LEVEL = 0, HP, MAX_HP, MP, MAX_MP, EXP, EXP_NEEDED, MONEY, TOTAL_WEIGHT, MAX_WEIGHT, SKILL_POINTS, CHAR_POINTS, CORR_POINTS, ATTACK_DELAY = 100, ATTACK_RANGE = 101, WALK_SPEED = 102, ATTACK_SPEED = 103 }; // --- Attributes ------------------------------------------------------------- /** * Returns the value of the given attribute. */ int getAttribute(const int id) A_WARN_UNUSED; /** * Changes the value of the given attribute. */ void setAttribute(const int id, const int value, const bool notify = true); int getSkillLevel(const int id) A_WARN_UNUSED; void setSkillLevel(const int id, const int value); // --- Stats ------------------------------------------------------------------ /** * Returns the base value of the given stat. */ int getStatBase(const int id) A_WARN_UNUSED; /** * Changes the base value of the given stat. */ void setStatBase(const int id, const int value, const bool notify = true); /** * Returns the modifier for the given stat. */ int getStatMod(const int id) A_WARN_UNUSED; /** * Changes the modifier for the given stat. */ void setStatMod(const int id, const int value, const bool notify = true); /** * Returns the current effective value of the given stat. Effective is base * + mod */ int getStatEffective(const int id) A_WARN_UNUSED; /** * Changes the level of the given stat. */ void setStatLevel(int id, int value, bool notify = true); /** * Returns the experience of the given stat. */ const std::pair<int, int> getStatExperience(const int id) A_WARN_UNUSED; /** * Changes the experience of the given stat. */ void setStatExperience(const int id, const int have, const int need, const bool notify = true); // --- Inventory / Equipment -------------------------------------------------- /** * Returns the player's inventory. */ Inventory *getInventory() A_WARN_UNUSED; Inventory *getStorageInventory() A_WARN_UNUSED; /** * Clears the player's inventory and equipment. */ void clearInventory(); void clear(); /** * Changes the inventory item at the given slot. */ void setInventoryItem(const int index, const int id, const int amount, const int refine); /** * Returns the player's equipment. */ Equipment *getEquipment() A_WARN_UNUSED; /** * Returns the player's equipment at the given slot. */ Item *getEquipment(const unsigned int slot) A_WARN_UNUSED; // --- Misc ------------------------------------------------------------------- /** * Changes the internal PlayerInfoBackend reference; */ void setBackend(const PlayerInfoBackend &backend); void setCharId(const int charId); int getCharId(); /** * Does necessary updates every tick. */ void logic(); /** * Returns true if the player is involved in a trade at the moment, false * otherwise. */ bool isTrading(); /** * Sets whether the player is currently involved in trade or not. */ void setTrading(const bool trading); void updateAttrs(); /** * Initializes some internals. */ void init(); void deinit(); void loadData(); bool isTalking(); void gameDestroyed(); void stateChange(const int state); void triggerAttr(int id); void triggerAttr(const int id, const int old); void triggerStat(int id); void triggerStat(const int id, const std::string &changed, const int old1, const int old2 = 0); void setEquipmentBackend(Equipment::Backend *const backend); void equipItem(const Item *const item, const bool sfx); void unequipItem(const Item *const item, const bool sfx); void useItem(const Item *const item, const bool sfx); void useEquipItem(const Item *const item, const bool sfx); void useEquipItem2(const Item *const item, const bool sfx); void dropItem(const Item *const item, const int amount, const bool sfx); void pickUpItem(const FloorItem *const item, const bool sfx); void protectItem(const int id); void unprotectItem(const int id); bool isItemProtected(const int id); } // namespace PlayerInfo #endif // BEING_PLAYERINFO_H