summaryrefslogtreecommitdiff
path: root/src/localplayer.h
blob: 9bad9436ec4879ed6d46e2673dfca68a0958be42 (plain) (blame)
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
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
/*
 *  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"

// TODO move into some sane place...
#define MAX_SLOT 2

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
         */
        bool checkInviteRights(const std::string &guildName);

        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);

        /**
         * 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* 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);

        /**
         * 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; }

        Uint16 mAttackRange;

        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);

        static const std::string& getSkillName(int skill);

        std::pair<int, int> getExperience(int skill);

        float mLastAttackTime; /**< Used to synchronize the charge dialog */

        Inventory *mInventory;
        std::auto_ptr<Equipment> mEquipment;

    protected:
        void walk(unsigned char dir);

        // Character status:
        std::vector<int> mAttributeBase;
        std::vector<int> mAttributeEffective;
        std::vector<int> mExpCurrent;
        std::vector<int> 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;
        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::list<std::string> mExpMessages; /**< Queued exp messages*/
        int mExpMessageTime;

};

extern LocalPlayer *player_node;

#endif