/*
* 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 <algorithm>
#include <cassert>
#include "game-server/character.hpp"
#include "defines.h"
#include "game-server/buysell.hpp"
#include "game-server/inventory.hpp"
#include "game-server/item.hpp"
#include "game-server/itemmanager.hpp"
#include "game-server/gamehandler.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)
{
Attribute attr = { 0, 0 };
mAttributes.resize(NB_CHARACTER_ATTRIBUTES, attr);
// Get character data.
mDatabaseID = msg.readLong();
mName = msg.readString();
deserializeCharacterData(*this, msg);
setSize(16);
Inventory(this).initialize();
}
void Character::perform()
{
if (mAction != ATTACK || mActionTime > 0) return;
mActionTime = 1000;
mAction = STAND;
raiseUpdateFlags(UPDATEFLAG_ATTACK);
// TODO: Check slot 2 too.
int itemId = mPossessions.equipment[EQUIP_FIGHT1_SLOT];
ItemClass *ic = ItemManager::getItem(itemId);
int type = ic ? ic->getModifiers().getValue(MOD_WEAPON_TYPE) : WPNTYPE_NONE;
Damage damage;
damage.base = getModifiedAttribute(BASE_ATTR_PHY_ATK) / 10;
damage.type = DAMAGE_PHYSICAL;
if (type)
{
ItemModifiers const &mods = ic->getModifiers();
damage.delta = mods.getValue(MOD_WEAPON_DAMAGE);
damage.cth = getModifiedAttribute(CHAR_SKILL_WEAPON_BEGIN + type);
damage.element = mods.getValue(MOD_ELEMENT_TYPE);
}
else
{
// No-weapon fighting.
damage.delta = 1;
damage.cth = getModifiedAttribute(CHAR_SKILL_WEAPON_NONE);
damage.element = ELEMENT_NEUTRAL;
}
performAttack(damage);
}
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;
}
}
void Character::sendStatus()
{
if (mModifiedAttributes.empty()) return;
MessageOut msg(GPMSG_PLAYER_ATTRIBUTE_CHANGE);
for (std::vector< unsigned char >::const_iterator i = mModifiedAttributes.begin(),
i_end = mModifiedAttributes.end(); i != i_end; ++i)
{
int attr = *i;
msg.writeByte(attr);
msg.writeShort(getAttribute(attr));
msg.writeShort(getModifiedAttribute(attr));
}
gameHandler->sendTo(this, msg);
mModifiedAttributes.clear();
}
void Character::modifiedAttribute(int attr)
{
if (attr >= CHAR_ATTR_BEGIN && attr < CHAR_ATTR_END)
{
/* FIXME: The following formulas are for testing purpose only. They
should be replaced by a real system once designed. */
setAttribute(BASE_ATTR_HP, getModifiedAttribute(CHAR_ATTR_VITALITY));
setAttribute(BASE_ATTR_PHY_ATK, getModifiedAttribute(CHAR_ATTR_STRENGTH));
setAttribute(BASE_ATTR_PHY_RES, getModifiedAttribute(CHAR_ATTR_VITALITY));
setAttribute(BASE_ATTR_MAG_RES, getModifiedAttribute(CHAR_ATTR_WILLPOWER));
setAttribute(BASE_ATTR_EVADE, getModifiedAttribute(CHAR_ATTR_DEXTERITY));
// We have just modified the computed attributes. Mark them as such.
for (int i = BASE_ATTR_BEGIN; i < BASE_ATTR_END; ++i)
{
flagAttribute(i);
}
}
flagAttribute(attr);
}
void Character::flagAttribute(int attr)
{
// Warn the player of this attribute modification.
std::vector< unsigned char >::iterator
i_end = mModifiedAttributes.end(),
i = std::find(mModifiedAttributes.begin(), i_end, (unsigned char)attr);
if (i == i_end) mModifiedAttributes.push_back(attr);
}