-- @docclass Player

PlayerStates = {
  None = 0,
  Poison = 1,
  Burn = 2,
  Energy = 4,
  Drunk = 8,
  ManaShield = 16,
  Paralyze = 32,
  Haste = 64,
  Swords = 128,
  Drowning = 256,
  Freezing = 512,
  Dazzled = 1024,
  Cursed = 2048,
  PartyBuff = 4096,
  PzBlock = 8192,
  Pz = 16384,
  Bleeding = 32768,
  Hungry = 65536
}

InventorySlotOther = 0
InventorySlotHead = 1
InventorySlotNeck = 2
InventorySlotBack = 3
InventorySlotBody = 4
InventorySlotRight = 5
InventorySlotLeft = 6
InventorySlotLeg = 7
InventorySlotFeet = 8
InventorySlotFinger = 9
InventorySlotAmmo = 10
InventorySlotPurse = 11

InventorySlotFirst = 1
InventorySlotLast = 10

function Player:isPartyLeader()
  local shield = self:getShield()
  return (shield == ShieldYellow or
          shield == ShieldYellowSharedExp or
          shield == ShieldYellowNoSharedExpBlink or
          shield == ShieldYellowNoSharedExp)
end

function Player:isPartyMember()
  local shield = self:getShield()
  return (shield == ShieldYellow or
          shield == ShieldYellowSharedExp or
          shield == ShieldYellowNoSharedExpBlink or
          shield == ShieldYellowNoSharedExp or
          shield == ShieldBlueSharedExp or
          shield == ShieldBlueNoSharedExpBlink or
          shield == ShieldBlueNoSharedExp or
          shield == ShieldBlue)
end

function Player:isPartySharedExperienceActive()
  local shield = self:getShield()
  return (shield == ShieldYellowSharedExp or
          shield == ShieldYellowNoSharedExpBlink or
          shield == ShieldYellowNoSharedExp or
          shield == ShieldBlueSharedExp or
          shield == ShieldBlueNoSharedExpBlink or
          shield == ShieldBlueNoSharedExp)
end

function Player:hasVip(creatureName)
  for id, vip in pairs(g_game.getVips()) do
    if (vip[1] == creatureName) then return true end
  end
  return false
end

function Player:isMounted()
  local outfit = self:getOutfit()
  return outfit.mount ~= nil and outfit.mount > 0
end

function Player:toggleMount()
  if g_game.getFeature(GamePlayerMounts) then
    g_game.mount(not self:isMounted())
  end
end

function Player:mount()
  if g_game.getFeature(GamePlayerMounts) then
    g_game.mount(true)
  end
end

function Player:dismount()
  if g_game.getFeature(GamePlayerMounts) then
    g_game.mount(false)
  end
end

function Player:getItem(itemId, subType)
  return g_game.findPlayerItem(itemId, subType or -1)
end

function Player:getItems(itemId, subType)
  local subType = subType or -1

  local items = {}
  for i=InventorySlotFirst,InventorySlotLast do
    local item = self:getInventoryItem(i)
    if item and item:getId() == itemId and (subType == -1 or item:getSubType() == subType) then
      table.insert(items, item)
    end
  end

  for i, container in pairs(g_game.getContainers()) do
    for j, item in pairs(container:getItems()) do
      if item:getId() == itemId and (subType == -1 or item:getSubType() == subType) then
        item.container = container
        table.insert(items, item)
      end
    end
  end
  return items
end

function Player:getItemsCount(itemId)
  local items, count = self:getItems(itemId), 0
  for i=1,#items do
    count = count + items[i]:getCount()
  end
  return count
end

function Player:hasState(state, states)
  if not states then
    states = self:getStates()
  end

  for i = 1, 32 do
    local pow = math.pow(2, i-1)
    if pow > states then break end

    local states = bit32.band(states, pow)
    if states == state then
      return true
    end
  end
  return false
end
