/*
* The Mana World Server
* 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
*
* $Id$
*/
#include <cassert>
#include "game-server/character.hpp"
#include "defines.h"
#include "game-server/buysell.hpp"
#include "game-server/mapcomposite.hpp"
#include "game-server/mapmanager.hpp"
#include "game-server/trade.hpp"
#include "net/messagein.hpp"
#include "net/messageout.hpp"
#include "serialize/characterdata.hpp"
Character::Character(MessageIn & msg):
Being(OBJECT_CHARACTER, 65535),
mClient(NULL), mTransactionHandler(NULL), mDatabaseID(-1),
mGender(0), mHairStyle(0), mHairColor(0), mLevel(0),
mTransaction(TRANS_NONE), mAttributesChanged(true)
{
// prepare attributes vector
mAttributes.resize(NB_ATTRIBUTES_CHAR, 1);
mOldAttributes.resize(NB_ATTRIBUTES_CHAR, 0);
// get character data
mDatabaseID = msg.readLong();
mName = msg.readString();
deserializeCharacterData(*this, msg);
// give the player 10 weapon skill for testing purpose
setAttribute(CHAR_SKILL_WEAPON_UNARMED, 10);
setSize(16);
}
/**
* Update the internal status.
*/
void
Character::update()
{
// attacking
if (mAction == ATTACK)
{
// plausibility check of attack command
if (mActionTime <= 0)
{
// request perform attack
mActionTime = 1000;
mAction = STAND;
raiseUpdateFlags(UPDATEFLAG_ATTACK);
}
}
}
void Character::calculateDerivedAttributes()
{
Being::calculateDerivedAttributes();
/*
* Do any player character specific attribute calculation here
*/
mAttributesChanged = true;
}
WeaponStats
Character::getWeaponStats()
{
WeaponStats weaponStats;
/*
* TODO: get all this stuff from the currently equipped weapon
*/
weaponStats.piercing = 1;
weaponStats.element = ELEMENT_NEUTRAL;
weaponStats.skill = CHAR_SKILL_WEAPON_UNARMED;
return weaponStats;
}
void
Character::writeAttributeUpdateMessage(MessageOut &msg)
{
if (!mAttributesChanged) return;
for (int i = 0; i<NB_ATTRIBUTES_CHAR; i++)
{
unsigned short attribute = getAttribute(i);
if (attribute != mOldAttributes[i])
{
msg.writeShort(i);
msg.writeShort(attribute);
mOldAttributes[i] = attribute;
}
}
mAttributesChanged = false;
}
int Character::getMapId() const
{
return getMap()->getID();
}
void Character::setMapId(int id)
{
setMap(MapManager::getMap(id));
}
void Character::cancelTransaction()
{
TransactionType t = mTransaction;
mTransaction = TRANS_NONE;
switch (t)
{
case TRANS_TRADE:
static_cast< Trade * >(mTransactionHandler)->cancel(this);
break;
case TRANS_BUYSELL:
static_cast< BuySell * >(mTransactionHandler)->cancel();
break;
case TRANS_NONE:
return;
}
}
Trade *Character::getTrading() const
{
return mTransaction == TRANS_TRADE
? static_cast< Trade * >(mTransactionHandler) : NULL;
}
BuySell *Character::getBuySell() const
{
return mTransaction == TRANS_BUYSELL
? static_cast< BuySell * >(mTransactionHandler) : NULL;
}
void Character::setTrading(Trade *t)
{
if (t)
{
cancelTransaction();
mTransactionHandler = t;
mTransaction = TRANS_TRADE;
}
else
{
assert(mTransaction == TRANS_NONE || mTransaction == TRANS_TRADE);
mTransaction = TRANS_NONE;
}
}
void Character::setBuySell(BuySell *t)
{
if (t)
{
cancelTransaction();
mTransactionHandler = t;
mTransaction = TRANS_BUYSELL;
}
else
{
assert(mTransaction == TRANS_NONE || mTransaction == TRANS_BUYSELL);
mTransaction = TRANS_NONE;
}
}