/* * 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 #include "player.h" // TODO move into some sane place... #define MAX_SLOT 2 class FloorItem; class Inventory; class Item; class LocalPlayer : public Player { public: enum Attribute { STR = 0, AGI, VIT, INT, DEX, LUK }; LocalPlayer(Uint32 id, Uint16 job, Map *map); virtual ~LocalPlayer(); virtual void logic(); 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); /** * 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); /** * 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; void walk(unsigned char dir); /** * Sets a new destination for this being to walk to. */ virtual void setDestination(Uint16 x, Uint16 y); void raiseAttribute(Attribute attr); void raiseSkill(Uint16 skillId); void toggleSit(); void emote(Uint8 emotion); void revive(); Uint32 mCharId; Uint32 mXp, mJobXp; Uint16 mLevel; Uint32 mJobLevel; Uint32 mXpForNextLevel, mJobXpForNextLevel; Uint16 mHp, mMaxHp, mMp, mMaxMp; Uint32 mMoney; 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 mInventory; protected: Being *mTarget; FloorItem *mPickUpTarget; bool mTrading; int mLastAction; /**< Time stamp of the last action, -1 if none */ }; extern LocalPlayer *player_node; #endif