/* * 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 "player.h" #include class FloorItem; class Inventory; class Item; /** * Attributes used during combat. Available to all the beings. */ enum { BASE_ATTR_BEGIN = 0, BASE_ATTR_PHY_ATK_MIN = BASE_ATTR_BEGIN, BASE_ATTR_PHY_ATK_DELTA, /**< Physical attack power. */ BASE_ATTR_MAG_ATK, /**< Magical attack power. */ BASE_ATTR_PHY_RES, /**< Resistance to physical damage. */ BASE_ATTR_MAG_RES, /**< Resistance to magical damage. */ BASE_ATTR_EVADE, /**< Ability to avoid hits. */ BASE_ATTR_HIT, /**< Ability to hit stuff. */ BASE_ATTR_HP, /**< Hit Points (Base value: maximum, Modded value: current) */ BASE_ATTR_HP_REGEN,/**< number of HP regenerated every 10 game ticks */ BASE_ATTR_END, BASE_ATTR_NB = BASE_ATTR_END - BASE_ATTR_BEGIN, BASE_ELEM_BEGIN = BASE_ATTR_END, BASE_ELEM_NEUTRAL = BASE_ELEM_BEGIN, BASE_ELEM_FIRE, BASE_ELEM_WATER, BASE_ELEM_EARTH, BASE_ELEM_AIR, BASE_ELEM_SACRED, BASE_ELEM_DEATH, BASE_ELEM_END, BASE_ELEM_NB = BASE_ELEM_END - BASE_ELEM_BEGIN, NB_BEING_ATTRIBUTES = BASE_ELEM_END }; /** * Attributes of characters. Used to derive being attributes. */ enum { CHAR_ATTR_BEGIN = NB_BEING_ATTRIBUTES, CHAR_ATTR_STRENGTH = CHAR_ATTR_BEGIN, CHAR_ATTR_AGILITY, CHAR_ATTR_DEXTERITY, CHAR_ATTR_VITALITY, CHAR_ATTR_INTELLIGENCE, CHAR_ATTR_WILLPOWER, CHAR_ATTR_END, CHAR_ATTR_NB = CHAR_ATTR_END - CHAR_ATTR_BEGIN, CHAR_SKILL_BEGIN = CHAR_ATTR_END, CHAR_SKILL_WEAPON_BEGIN = CHAR_SKILL_BEGIN, CHAR_SKILL_WEAPON_NONE = CHAR_SKILL_WEAPON_BEGIN, CHAR_SKILL_WEAPON_KNIFE, CHAR_SKILL_WEAPON_SWORD, CHAR_SKILL_WEAPON_POLEARM, CHAR_SKILL_WEAPON_STAFF, CHAR_SKILL_WEAPON_WHIP, CHAR_SKILL_WEAPON_BOW, CHAR_SKILL_WEAPON_SHOOTING, CHAR_SKILL_WEAPON_MACE, CHAR_SKILL_WEAPON_AXE, CHAR_SKILL_WEAPON_THROWN, CHAR_SKILL_WEAPON_END, CHAR_SKILL_WEAPON_NB = CHAR_SKILL_WEAPON_END - CHAR_SKILL_WEAPON_BEGIN, CHAR_SKILL_MAGIC_BEGIN = CHAR_SKILL_WEAPON_END, CHAR_SKILL_MAGIC_IAMJUSTAPLACEHOLDER = CHAR_SKILL_MAGIC_BEGIN, // add magic skills here CHAR_SKILL_MAGIC_END, CHAR_SKILL_MAGIC_NB = CHAR_SKILL_MAGIC_END - CHAR_SKILL_MAGIC_BEGIN, CHAR_SKILL_CRAFT_BEGIN = CHAR_SKILL_MAGIC_END, CHAR_SKILL_CRAFT_IAMJUSTAPLACEHOLDER = CHAR_SKILL_CRAFT_BEGIN, // add crafting skills here CHAR_SKILL_CRAFT_END, CHAR_SKILL_CRAFT_NB = CHAR_SKILL_CRAFT_END - CHAR_SKILL_CRAFT_BEGIN, CHAR_SKILL_END = CHAR_SKILL_CRAFT_END, CHAR_SKILL_NB = CHAR_SKILL_END - CHAR_SKILL_BEGIN, NB_CHARACTER_ATTRIBUTES = CHAR_SKILL_END }; /** * The local player character. */ class LocalPlayer : public Player { public: enum Attribute { STR = 0, AGI, DEX, VIT, INT, WIL, CHR }; /** * Constructor. */ LocalPlayer(); /** * Destructor. */ ~LocalPlayer(); 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 *, int, int) {}; /** * Check the player has permission to invite users to specific guild */ bool checkInviteRights(const std::string &guildName); /** * Invite a player to join guild */ void inviteToGuild(Being *being); /** * Invite a player to join their party */ void inviteToParty(const std::string &name); void clearInventory(); void setInvItem(int index, int id, int amount); /** * Move the Inventory item from the old slot to the new slot. */ void moveInvItem(Item *item, int newIndex); /** * 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(int slot); void useItem(int slot); void dropItem(Item *item, int quantity); void splitItem(Item *item, int quantity); void pickUp(FloorItem *item); /** * Gets the attack range. */ int getAttackRange(); /** * 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(); void useSpecial(int id); 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. */ virtual void handleAttack() {} /** * Sets the target being of the player. */ void setTarget(Being* target) { mTarget = target; } /** * Sets a new destination for this being to walk to. */ void setDestination(Uint16 x, Uint16 y); /** * Sets a new direction to keep walking in. */ void setWalkingDir(int dir); /** * Gets the walking direction */ int getWalkingDir() const { return mWalkingDir; } /** * Sets going to being to attack */ void setGotoTarget(Being *target); /** * Returns whether the target is in range to attack */ bool withinAttackRange(Being *target); /** * Stops the player dead in his tracks */ void stopWalking(bool sendToServer = true); /** * Uses a character point to raise an attribute */ void raiseAttribute(size_t attr); /** * Uses a correction point to lower an attribute */ void lowerAttribute(size_t attr); void toggleSit(); void emote(Uint8 emotion); void revive(); int getHP() const { return mHP; } Uint32 mCharId; int getMaxHP() const { return mMaxHP; } void setHP(int value) { mHP = value; } void setMaxHP(int value) { mMaxHP = value; } int getLevel() const { return mLevel; } void setLevel(int value) { mLevel = value; } void setLevelProgress(int percent) { mLevelProgress = percent; } int getLevelProgress() const { return mLevelProgress; } int getMoney() const { return mMoney; } void setMoney(int value) { mMoney = value; } int getTotalWeight() const { return mTotalWeight; } int getMaxWeight() const { return mMaxWeight; } int getAttributeBase(int num) const { return mAttributeBase[num]; } void setAttributeBase(int num, int value) { mAttributeBase[num] = value; } int getAttributeEffective(int num) const { return mAttributeEffective[num]; } void setAttributeEffective(int num, int value) { mAttributeEffective[num] = value; } int getCharacterPoints() const { return mCharacterPoints; } void setCharacterPoints(int n) { mCharacterPoints = n; } int getCorrectionPoints() const { return mCorrectionPoints; } void setCorrectionPoints(int n) { mCorrectionPoints = n; } void setExperience(int skill, int current, int next); struct SkillInfo { std::string name; std::string icon; }; static const SkillInfo& getSkillInfo(int skill); std::pair getExperience(int skill); float mLastAttackTime; /**< Used to synchronize the charge dialog */ Inventory *mInventory; const std::auto_ptr mEquipment; protected: void walk(unsigned char dir); // Character status: std::vector mAttributeBase; std::vector mAttributeEffective; std::vector mExpCurrent; std::vector mExpNext; int mCharacterPoints; int mCorrectionPoints; int mLevel; int mLevelProgress; int mMoney; int mTotalWeight; int mMaxWeight; int mHP; int mMaxHP; 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. */ int mLocalWalkTime; /**< Timestamp used to control keyboard walk messages flooding */ std::list mExpMessages; /**< Queued exp messages*/ int mExpMessageTime; }; extern LocalPlayer *player_node; #endif