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author | Freeyorp <Freeyorp101@hotmail.com> | 2010-05-17 20:55:06 +1200 |
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committer | Freeyorp <Freeyorp101@hotmail.com> | 2010-07-10 21:51:07 +1200 |
commit | 98cdcb1de4f422255aa5ef924042ae7d00a5b968 (patch) | |
tree | 1746776580502fb007581f171fa89638ab6bc64f /src/game-server/character.hpp | |
parent | 26d8eba0ad906cd9b4a95bbd94fc1556719fd5d2 (diff) | |
download | manaserv-98cdcb1de4f422255aa5ef924042ae7d00a5b968.tar.gz manaserv-98cdcb1de4f422255aa5ef924042ae7d00a5b968.tar.bz2 manaserv-98cdcb1de4f422255aa5ef924042ae7d00a5b968.tar.xz manaserv-98cdcb1de4f422255aa5ef924042ae7d00a5b968.zip |
New attribute system and major changes to many low-level areas.
Attribute system:
Structure is no longer completely hardcoded. Attributes and structure is
defined by new xml file (defaulting to stats.xml)
Structure defines non-base modifications to an attribute, to be used by
modifiers from items, effects, etc.
Calculating the base value for core attributes is still done in C++ (and for
such fundamental elements the only reason I can think of to do it any other
way is perhaps being able to quickly change scripts without a compile could be
useful for testing, but such things are a low priority anyway)
Item structure:
Modifiers are now through triggers rather than single events. This also
removes hardcoded types - an item could be both able to be equipped and be
able to be activated.
Item activation no longer consumes by default, this must be specified by the
property <consumes /> inside the trigger.
Currently only attribute modifications, autoattacks, and consumes are defined
as effects, but stubs for others do exist. Autoattacks are currently
non-functional, and this should be rectified with some urgency.
Auto Attacks:
AutoAttacks are now separate entities, though not fully complete, nor fully
integrated with all beings yet. Integration with the Character class is
urgent, integration with other Being children less so.
When fully integrated this will allow for multiple autoattacks, through
equipping multiple items with this as an equip effect or even through other
means if needed.
Equipment structure:
As ItemClass types are no longer hardcoded, so too are equip types. An item
have multiple ways to be equipped across multiple equipment slots with any
number in each slot. Character maximums are global but configurable.
Miscellaneous:
Speed, money, and weight are now attributes.
Some managers have been changed into classes such that their associated
classes can have them as friends, to avoid (ab)use of public accessors.
The serialise procedure should also be set as a friend of Character (both in
the account- and game- server) as well; having public accessors returning
iterators is simply ridiculous.
Some start for such cleanups have been made, but this is not the primary focus
here. Significant work will need to be done before this is resolved
completely, but the start is there.
BuySell::registerPlayerItems() has been completely disabled temporarily. The
previous function iterated through equipment, yet in the context I think it is
intended to fill items? I have been unable to update this function to fit the
modifications made to the Inventory/Equipment/Possessions, as I am unsure what
exactly what it should be doing.
ItemClass::mSpriteId was previously unused, so had been removed, but I
notice that it was used when transmitting equipment to nearby clients.
Experimentation showed that this value was never set to anything other than
0, and so has been left out of the ItemManager rewrite.
I am not entirely sure what is happening here, but it should be worth looking
into at a later time, as I am not sure how equipment appearences would be sent
otherwise.
Diffstat (limited to 'src/game-server/character.hpp')
-rw-r--r-- | src/game-server/character.hpp | 44 |
1 files changed, 24 insertions, 20 deletions
diff --git a/src/game-server/character.hpp b/src/game-server/character.hpp index fdee3645..b3e24823 100644 --- a/src/game-server/character.hpp +++ b/src/game-server/character.hpp @@ -29,6 +29,7 @@ #include "game-server/being.hpp" #include "protocol.h" #include "defines.h" +#include "utils/logger.h" class BuySell; class GameClient; @@ -168,6 +169,7 @@ class Character : public Being /* * Character data: * Get and set methods + * Most of this should be accessed directly as a friend */ /** Gets the database id of the character. */ @@ -255,21 +257,19 @@ class Character : public Being void setMapId(int); /** - * Over loads Being::getAttribute, character skills are - * treated as extend attributes + * Marks all attributes as being modified. */ - int getAttribute(int) const; + void modifiedAllAttribute(); /** - * Over loads Being::getModifiedAttribute - * Charcter skills are treated as extend attributes + * Updates base Being attributes. */ - int getModifiedAttribute(int) const; + void modifiedAttribute(unsigned int); /** - * Updates base Being attributes. + * Generate an autoattack from the given itemID to the AutoAttack instance */ - void modifiedAttribute(int); + void generateAutoAttack(int itemID, AutoAttack *ret); /** * Calls all the "disconnected" listener. @@ -359,12 +359,6 @@ class Character : public Being int getKillCount(int monsterType) const; /** - * Shortcut to get being's health - */ - int getHealth() const - { return getModifiedAttribute(CHAR_ATTR_VITALITY); } - - /** * Returns the exp needed to reach a specific skill level */ static int expForLevel(int level); @@ -404,7 +398,20 @@ class Character : public Being virtual unsigned char getWalkMask() const { return 0x82; } // blocked by walls and monsters ( bin 1000 0010) + protected: + /** + * Gets the way the actor blocks pathfinding for other objects + */ + virtual Map::BlockType getBlockType() const + { return Map::BLOCKTYPE_CHARACTER; } + private: + + double getAttrBase(AttributeMap::const_iterator it) const + { return it->second.getBase(); } + double getAttrMod(AttributeMap::const_iterator it) const + { return it->second.getModifiedAttribute(); } + Character(const Character &); Character &operator=(const Character &); @@ -483,12 +490,9 @@ class Character : public Being TransactionType mTransaction; /**< Trade/buy/sell action the character is involved in. */ std::map<int, int> mKillCount; /**< how many monsters the character has slayn of each type */ - protected: - /** - * Gets the way the actor blocks pathfinding for other objects - */ - virtual Map::BlockType getBlockType() const - { return Map::BLOCKTYPE_CHARACTER; } + // Set as a friend, but still a lot of redundant accessors. FIXME. + template< class T > + friend void serializeCharacterData(const T &data, MessageOut &msg); }; #endif // CHARACTER_HPP |