/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana 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 .
*/
#ifndef LOCALPLAYER_H
#define LOCALPLAYER_H
#include "player.h"
#include "gui/userpalette.h"
#include
#include
class Equipment;
class FloorItem;
class ImageSet;
class Inventory;
class Item;
class Map;
struct Special
{
int currentMana;
int neededMana;
int recharge;
};
/**
* 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,
NB_CHARACTER_ATTRIBUTES = CHAR_ATTR_END
};
/**
* The local player character.
*/
class LocalPlayer : public Player
{
public:
/**
* Constructor.
*/
LocalPlayer(int id= 65535, int job = 0);
/**
* Destructor.
*/
~LocalPlayer();
virtual void logic();
virtual void setAction(Action action, int attackType = 0);
/**
* Adds a new tile to the path when walking.
* @note Eathena
* Also, when specified, it picks up an item at the end of a path
* or attack target.
*/
virtual void nextTile()
{ nextTile(0); }
virtual void nextTile(unsigned char dir);
/**
* Returns the player's inventory.
*/
Inventory *getInventory() const { return mInventory; }
/**
* 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);
void clearInventory();
void setInvItem(int index, int id, int amount);
void pickUp(FloorItem *item);
/**
* Sets the attack range.
*/
void setAttackRange(int range) { mAttackRange = range; }
/**
* Gets the attack range.
*/
int getAttackRange();
/**
* Returns true when the player is ready to accept a trade offer.
* Returns false otherwise.
*/
bool tradeRequestOk() const { return !mTrading; }
/**
* 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 useSpecial(int id);
void setSpecialStatus(int id, int current, int max, int recharge);
const std::map &getSpecialStatus() const
{ return mSpecials; }
void attack(Being *target = NULL, bool keep = false);
/**
* Triggers whether or not to show the name as a GM name.
*/
virtual void setGM(bool gm);
void setGMLevel(int level);
void stopAttack();
/**
* 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.
*
* @param victim the victim being
* @param damage the amount of damage dealt (0 means miss)
* @param type the attack type
*/
//virtual void handleAttack(Being *victim, int damage, AttackType type) {}
virtual void handleAttack() {}
/**
* Returns the current target of the player. Returns 0 if no being is
* currently targeted.
*/
Being *getTarget() const;
/**
* Sets the target being of the player.
*/
void setTarget(Being *target);
/**
* Sets a new destination for this being to walk to.
*/
virtual void setDestination(int x, int 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(int attr);
/**
* Uses a correction point to lower an attribute
*/
void lowerAttribute(int attr);
void toggleSit();
void emote(Uint8 emotion);
/**
* Shows item pickup notifications.
*/
void pickedUp(const ItemInfo &itemInfo, int amount);
int getHp() const
{ return mHp; }
int getMaxHp() const
{ return mMaxHp; }
void setHp(int value);
void setMaxHp(int value);
int getLevel() const
{ return mLevel; }
void setLevel(int value);
void setExp(int value, bool notify = true);
int getExp() const
{ return mExp; }
void setExpNeeded(int value);
int getExpNeeded() const
{ return mExpNeeded; }
void setMP(int value);
int getMP() const
{ return mMp; }
void setMaxMP(int value);
int getMaxMP() const
{ return mMaxMp; }
int getMoney() const
{ return mMoney; }
void setMoney(int value);
int getTotalWeight() const
{ return mTotalWeight; }
void setTotalWeight(int value);
int getMaxWeight() const
{ return mMaxWeight; }
void setMaxWeight(int value);
int getAttributeBase(int num)
{ return mAttributeBase[num]; }
void setAttributeBase(int num, int value, bool notify = true);
int getAttributeEffective(int num)
{ return mAttributeEffective[num]; }
void setAttributeEffective(int num, int value);
int getCharacterPoints() const
{ return mCharacterPoints; }
void setCharacterPoints(int n);
int getCorrectionPoints() const
{ return mCorrectionPoints; }
void setCorrectionPoints(int n);
int getSkillPoints() const
{ return mSkillPoints; }
void setSkillPoints(int points);
void setExperience(int skill, int current, int next, bool notify = true);
std::pair getExperience(int skill);
/** Tells that the path has been set by mouse. */
void pathSetByMouse()
{ mPathSetByMouse = true; }
/** Tells if the path has been set by mouse. */
bool isPathSetByMouse() const
{ return mPathSetByMouse; }
void addMessageToQueue(const std::string &message,
int color = UserPalette::EXP_INFO);
/**
* Called when a option (set with config.addListener()) is changed
*/
void optionChanged(const std::string &value);
/**
* set a following player by right clicking.
*/
void setFollow(std::string player) { mPlayerFollowed = player; }
/**
* setting the next destination of the following, in case of warp
*/
void setNextDest(int x, int y) { mNextDestX = x; mNextDestY = y; }
int getNextDestX() const { return mNextDestX; }
int getNextDestY() const { return mNextDestY; }
/**
* Stop following a player.
*/
void cancelFollow() { mPlayerFollowed = ""; }
/**
* Get the playername followed by the current player.
*/
std::string getFollow() const { return mPlayerFollowed; }
/**
* Tells the engine wether to check
* if the Player Name is to be displayed.
*/
void setCheckNameSetting(bool checked) { mUpdateName = checked; }
/**
* Gets if the engine has to check
* if the Player Name is to be displayed.
*/
bool getCheckNameSetting() const { return mUpdateName; }
/** Keeps the Equipment related values */
const std::auto_ptr mEquipment;
protected:
/** Whether or not the name settings have changed */
bool mUpdateName;
virtual void handleStatusEffect(StatusEffect *effect, int effectId);
// Colors don't change for local player
virtual void updateColors() {}
void startWalking(unsigned char dir);
int mAttackRange;
int mTargetTime; /** How long the being has been targeted **/
int mLastTarget; /** Time stamp of last targeting action, -1 if none. */
// Character status:
typedef std::map IntMap;
IntMap mAttributeBase;
IntMap mAttributeEffective;
std::map > mSkillExp;
int mCharacterPoints;
int mCorrectionPoints;
int mLevelProgress;
std::map mSpecials;
char mSpecialRechargeUpdateNeeded;
int mLevel;
int mExp, mExpNeeded;
int mMp, mMaxMp;
int mMoney;
int mTotalWeight;
int mMaxWeight;
int mHp;
int mMaxHp;
int mSkillPoints;
int mGMLevel;
Being *mTarget;
/** Follow system **/
std::string mPlayerFollowed;
int mNextDestX;
int mNextDestY;
FloorItem *mPickUpTarget;
bool mTrading;
bool mGoingToTarget;
bool mKeepAttacking; /** Whether or not to continue to attack */
int mLastAction; /**< Time stamp of the last action, -1 if none. */
int mWalkingDir; /**< The direction the player is walking in. */
bool mPathSetByMouse; /**< Tells if the path was set using mouse */
std::vector mStatusEffectIcons;
Inventory *mInventory;
int mLocalWalkTime; /**< Timestamp used to control keyboard walk
messages flooding */
/** Load the target cursors into memory */
void initTargetCursor();
/**
* Helper function for loading target cursors
*/
void loadTargetCursor(const std::string &filename,
int width, int height,
bool outRange, Being::TargetCursorSize size);
/** Images of the target cursor. */
ImageSet *mTargetCursorImages[2][NUM_TC];
/** Animated target cursors. */
SimpleAnimation *mTargetCursor[2][NUM_TC];
typedef std::pair MessagePair;
/** Queued exp messages*/
std::list mMessages;
int mMessageTime;
};
extern LocalPlayer *player_node;
#endif