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/*
* 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 <memory.h>
#include "player.h"
// TODO move into some sane place...
#define MAX_SLOT 2
class FloorItem;
class Inventory;
class Item;
/**
* Stats every being needs
*/
enum BeingStats
{
BASE_ATTR_STRENGTH = 0, // Basic attributes
BASE_ATTR_AGILITY,
BASE_ATTR_DEXTERITY,
BASE_ATTR_VITALITY,
BASE_ATTR_INTELLIGENCE,
BASE_ATTR_WILLPOWER,
BASE_ATTR_CHARISMA,
NB_BASE_ATTRIBUTES,
ATTR_EFF_STRENGTH = NB_BASE_ATTRIBUTES, // modified basic attributes
ATTR_EFF_AGILITY,
ATTR_EFF_DEXTERITY,
ATTR_EFF_VITALITY,
ATTR_EFF_INTELLIGENCE,
ATTR_EFF_WILLPOWER,
ATTR_EFF_CHARISMA,
NB_EFFECTIVE_ATTRIBUTES,
DERIVED_ATTR_HP_MAXIMUM = NB_EFFECTIVE_ATTRIBUTES, // Computed stats
DERIVED_ATTR_PHYSICAL_ATTACK_MINIMUM,
DERIVED_ATTR_PHYSICAL_ATTACK_FLUCTUATION,
DERIVED_ATTR_PHYSICAL_DEFENCE,
// add new computed statistics when they are needed
NB_ATTRIBUTES_BEING
};
/**
* Player character specific stats
*/
enum CharacterStats
{
CHAR_SKILL_WEAPON_UNARMED = NB_ATTRIBUTES_BEING,
CHAR_SKILL_WEAPON_SWORD,
CHAR_SKILL_WEAPON_AXE,
CHAR_SKILL_WEAPON_POLEARM,
CHAR_SKILL_WEAPON_JAVELIN,
CHAR_SKILL_WEAPON_WHIP,
CHAR_SKILL_WEAPON_DAGGER,
CHAR_SKILL_WEAPON_STAFF,
CHAR_SKILL_WEAPON_BOW,
CHAR_SKILL_WEAPON_CROSSBOW,
CHAR_SKILL_WEAPON_THROWN,
NB_CHAR_WEAPONSKILLS,
CHAR_SKILL_MAGIC_IAMJUSTAPLACEHOLDER = NB_CHAR_WEAPONSKILLS,
NB_CHAR_MAGICSKILLS,
CHAR_SKILL_CRAFT_IAMJUSTAPLACEHOLDER = NB_CHAR_MAGICSKILLS,
NB_CHAR_CRAFTSKILLS,
CHAR_SKILL_IAMJUSTAPLACEHOLDER = NB_CHAR_CRAFTSKILLS,
NB_CHAR_OTHERSKILLS,
NB_ATTRIBUTES_CHAR = NB_CHAR_OTHERSKILLS
};
/**
* 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 *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* 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);
void raiseAttribute(size_t attr);
void toggleSit();
void emote(Uint8 emotion);
void revive();
int getHP() const
{ return mHP; }
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; }
int getMoney() const
{ return mMoney; }
void setMoney(int value)
{ mMoney = value; }
int getTotalWeight() const
{ return mTotalWeight; }
int getMaxWeight() const
{ return mMaxWeight; }
int getAttributeBase(size_t num) const
{ return mAttributeBase.at(num); }
void setAttributeBase(size_t num, int value)
{ mAttributeBase.at(num) = value; }
int getAttributeEffective(size_t num) const
{ return mAttributeEffective.at(num); }
void setAttributeEffective(size_t num, int value)
{ mAttributeEffective.at(num) = value; }
int getAttributeIncreasePoints() const
{ return mAttributeIncreasePoints; }
float mLastAttackTime; /**< Used to synchronize the charge dialog */
std::auto_ptr<Inventory> mInventory;
protected:
void walk(unsigned char dir);
// Character status:
std::vector<int> mAttributeBase;
std::vector<int> mAttributeEffective;
int mAttributeIncreasePoints;
int mLevel;
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. */
};
extern LocalPlayer *player_node;
#endif
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