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/*
* 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
*
* $Id$
*/
#ifndef _TMWSERV_CHARACTER_HPP_
#define _TMWSERV_CHARACTER_HPP_
#include <map>
#include <string>
#include <vector>
#include "common/inventorydata.hpp"
#include "game-server/being.hpp"
class BuySell;
class GameClient;
class MessageIn;
class MessageOut;
class Point;
class Trade;
/**
* The representation of a player's character in the game world.
*/
class Character : public Being
{
public:
/**
* Utility constructor for creating a Character from a received
* characterdata message.
*/
Character(MessageIn &msg);
/**
* recalculates the level when necessary and calls Being::update
*/
void update();
/**
* Perform actions.
*/
void perform();
/**
* makes the character respawn
*/
void respawn();
/**
* Gets client computer.
*/
GameClient *getClient() const
{ return mClient; }
/**
* Sets client computer.
*/
void setClient(GameClient *c)
{ mClient = c; }
/**
* Gets a reference on the possessions.
*/
Possessions const &getPossessions() const
{ return mPossessions; }
/**
* Gets a reference on the possessions.
*/
Possessions &getPossessions()
{ return mPossessions; }
/**
* Gets the Trade object the character is involved in.
*/
Trade *getTrading() const;
/**
* Sets the Trade object the character is involved in.
* Cancels other transactions.
*/
void setTrading(Trade *t);
/**
* Gets the BuySell object the character is involved in.
*/
BuySell *getBuySell() const;
/**
* Sets the trade object the character is involved in.
* Cancels other transactions.
*/
void setBuySell(BuySell *t);
/**
* Cancels current transaction.
*/
void cancelTransaction();
/**
* Gets transaction status of the character.
*/
bool isBusy() const
{ return mTransaction != TRANS_NONE; }
/*
* Character data:
* Get and set methods
*/
/** Gets the database id of the character. */
int
getDatabaseID() const
{ return mDatabaseID; }
/** Sets the database id of the character. */
void
setDatabaseID(int id)
{ mDatabaseID = id; }
/** Gets the name of the character. */
std::string const &
getName() const
{ return mName; }
/** Sets the name of the character. */
void
setName(const std::string& name)
{ mName = name; }
/** Gets the gender of the character (male or female). */
int
getGender() const
{ return mGender; }
/** Sets the gender of the character (male or female). */
void
setGender(int gender)
{ mGender = gender; }
/** Gets the hairstyle of the character. */
int
getHairStyle() const
{ return mHairStyle; }
/** Sets the hairstyle of the character. */
void
setHairStyle(int style)
{ mHairStyle = style; }
/** Gets the haircolor of the character. */
int
getHairColor() const
{ return mHairColor; }
/** Sets the haircolor of the character. */
void
setHairColor(int color)
{ mHairColor = color; }
/** Gets the level of the character. */
int
getLevel() const
{ return mLevel; }
/** Sets the level of the character. */
void
setLevel(int level)
{ mLevel = level; }
/** Gets the account level of the user. */
int getAccountLevel() const
{ return mAccountLevel; }
/** Sets the account level of the user. */
void setAccountLevel(int l)
{ mAccountLevel = l; }
/**
* Sends a message that informs the client about attribute
* modified since last call.
*/
void sendStatus();
/**
* Gets the ID of the map that the character is on.
* For serialization purpose only.
*/
int getMapId() const;
/**
* Sets the ID of the map that the character is on.
* For serialization purpose only.
*/
void setMapId(int);
/**
* Updates base Being attributes.
*/
void modifiedAttribute(int);
/**
* Calls all the "disconnected" listener.
*/
void disconnected();
/**
* Associative array containing all the quest variables known by the
* server.
*/
std::map< std::string, std::string > questCache;
/**
* Gives a skill a specific amount of exp and checks if a levelup
* occured.
*/
void receiveExperience(size_t skill, int experience);
/**
* Gets total accumulated exp for skill
*/
int getExperience(int skill) const
{ return mExperience[skill]; }
/**
* Sets total accumulated exp for skill
*/
void setExperience(int skill, int value)
{ mExperience[skill] = 0; receiveExperience(skill + CHAR_SKILL_BEGIN , value) ; }
/**
* Tries to use a character point to increase a
* basic attribute
*/
AttribmodResponseCode useCharacterPoint(size_t attribute);
/**
* Tries to use a correction point to reduce a
* basic attribute and regain a character point
*/
AttribmodResponseCode useCorrectionPoint(size_t attribute);
void setCharacterPoints(int points)
{ mCharacterPoints = points; }
int getCharacterPoints() const
{ return mCharacterPoints; }
void setCorrectionPoints(int points)
{ mCorrectionPoints = points; }
int getCorrectionPoints() const
{ return mCorrectionPoints; }
private:
Character(Character const &);
Character &operator=(Character const &);
static const float EXPCURVE_EXPONENT = 5.0f; // should maybe be obtained
static const float EXPCURVE_FACTOR = 3.0f; // from the config file
static const float LEVEL_SKILL_PRECEDENCE_FACTOR = 0.75f; // I am taking suggestions for a better name
static const int CHARPOINTS_PER_LEVELUP = 5;
static const int CORRECTIONPOINTS_PER_LEVELUP = 2;
static const int CORRECTIONPOINTS_MAX = 10;
/**
* Advances the character by one level;
*/
void levelup();
/**
* Marks attribute as recently modified.
*/
void flagAttribute(int);
/**
* Returns the exp needed to reach a specific skill level
*/
static int expForLevel(int level);
/**
* Returns the exp needed for next skill levelup
*/
int getExpNeeded(size_t skill);
/**
* Returns the exp collected on this skill level
*/
int getExpGot(size_t skill);
/**
* Recalculates the character level
*/
void recalculateLevel();
enum TransactionType
{ TRANS_NONE, TRANS_TRADE, TRANS_BUYSELL };
GameClient *mClient; /**< Client computer. */
/** Handler of the transaction the character is involved in. */
void *mTransactionHandler;
Possessions mPossessions; /**< Possesssions of the character. */
/** Attributes modified since last update. */
std::set<size_t> mModifiedAttributes;
std::set<size_t> mModifiedExperience;
std::vector<unsigned int> mExperience; /**< experience collected for each skill.*/
std::string mName; /**< Name of the character. */
int mDatabaseID; /**< Character's database ID. */
unsigned char mGender; /**< Gender of the character. */
unsigned char mHairStyle; /**< Hair Style of the character. */
unsigned char mHairColor; /**< Hair Color of the character. */
int mLevel; /**< Level of the character. */
int mLevelProgress; /**< progress to next level in percent */
int mCharacterPoints; /**< unused attribute points that can be distributed */
int mCorrectionPoints; /**< unused attribute correction points */
bool mUpdateLevelProgress; /**< flag raised when percent to next level changed */
bool mRecalculateLevel; /**< flag raised when the character level might have increased */
unsigned char mAccountLevel; /**< Account level of the user. */
TransactionType mTransaction; /**< Trade/buy/sell action the character is involved in. */
};
#endif // _TMWSERV_CHARACTER_HPP_
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