diff options
Diffstat (limited to 'src/game-server/character.h')
-rw-r--r-- | src/game-server/character.h | 115 |
1 files changed, 1 insertions, 114 deletions
diff --git a/src/game-server/character.h b/src/game-server/character.h index b5d923e6..162235ad 100644 --- a/src/game-server/character.h +++ b/src/game-server/character.h @@ -69,10 +69,6 @@ public: void setCorrectionPoints(int correctionPoints); int getCorrectionPoints() const; - void setExperience(int skill, int level); - void setLevel(int level) const; - int getLevel() const; - int getAccountLevel() const; void setHairStyle(int style); @@ -82,10 +78,6 @@ public: void setAccountLevel(int level); - int getSkillSize() const; - const std::map<int, int>::const_iterator getSkillBegin() const; - const std::map<int, int>::const_iterator getSkillEnd() const; - void applyStatusEffect(int status, int time); int getStatusEffectSize() const; const std::map<int, Status>::const_iterator getStatusEffectBegin() const; @@ -127,7 +119,7 @@ class CharacterComponent : public Component ~CharacterComponent(); /** - * recalculates the level when necessary and calls Being::update + * calls Being::update and handles special recharges and status effects */ void update(Entity &entity); @@ -213,9 +205,6 @@ class CharacterComponent : public Component int getHairColor() const { return mHairColor; } void setHairColor(int color) { mHairColor = color; } - int getLevel() const { return mLevel; } - void setLevel(int level) { mLevel = level; } - int getAccountLevel() const { return mAccountLevel; } void setAccountLevel(int l) { mAccountLevel = l; } @@ -258,21 +247,6 @@ class CharacterComponent : public Component std::map< std::string, std::string > questCache; /** - * Gives a skill a specific amount of exp and checks if a levelup - * occured. - */ - void receiveExperience(int skill, int experience, int optimalLevel); - - int getSkillSize() const - { return mExperience.size(); } - - const std::map<int, int>::const_iterator getSkillBegin() const - { return mExperience.begin(); } - - const std::map<int, int>::const_iterator getSkillEnd() const - { return mExperience.end(); } - - /** * Used to serialize kill count. */ int getKillCountSize() const @@ -288,18 +262,6 @@ class CharacterComponent : public Component { mKillCount[monsterId] = kills; } /** - * Gets total accumulated exp for skill. - */ - int getExperience(int skill) const - { return mExperience.find(skill)->second; } - - /** - * Sets total accumulated exp for skill. - */ - void setExperience(int skill, int value) - { mExperience[skill] = 0; receiveExperience(skill, value, 0); } - - /** * Adds one kill of the monster type to the characters kill count. */ void incrementKillCount(int monsterType); @@ -310,16 +272,6 @@ class CharacterComponent : public Component int getKillCount(int monsterType) const; /** - * Returns the exp needed to reach a specific skill level - */ - static int expForLevel(int level); - - /** - * Returns the level for a given exp - */ - static int levelForExp(int exp); - - /** * Tries to use a character point to increase a * basic attribute */ @@ -395,34 +347,6 @@ class CharacterComponent : public Component CharacterComponent(const CharacterComponent &); CharacterComponent &operator=(const CharacterComponent &); - static const float EXPCURVE_EXPONENT; - static const float EXPCURVE_FACTOR; - static const float LEVEL_SKILL_PRECEDENCE_FACTOR; // I am taking suggestions for a better name - static const float EXP_LEVEL_FLEXIBILITY; - 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(Entity &entity); - - /** - * Returns the exp needed for next skill levelup - */ - int getExpNeeded(size_t skill) const; - - /** - * Returns the exp collected on this skill level - */ - int getExpGot(size_t skill) const; - - /** - * Recalculates the character level - */ - void recalculateLevel(Entity &entity); - void abilityStatusChanged(int id); void abilityCooldownActivated(); @@ -451,21 +375,14 @@ class CharacterComponent : public Component /** Attributes modified since last update. */ std::set<size_t> mModifiedAttributes; - std::set<size_t> mModifiedExperience; - - std::map<int, int> mExperience; /**< experience collected for each skill.*/ std::set<unsigned> mModifiedAbilities; int mDatabaseID; /**< Character's database ID. */ 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 */ bool mSendAbilityCooldown; unsigned char mAccountLevel; /**< Account level of the user. */ int mParty; /**< Party id of the character */ @@ -562,21 +479,6 @@ inline int CharacterData::getCorrectionPoints() const return mCharacterComponent->getCorrectionPoints(); } -inline void CharacterData::setExperience(int skill, int level) -{ - mCharacterComponent->setExperience(skill, level); -} - -inline void CharacterData::setLevel(int level) const -{ - mCharacterComponent->setLevel(level); -} - -inline int CharacterData::getLevel() const -{ - return mCharacterComponent->getLevel(); -} - inline int CharacterData::getAccountLevel() const { return mCharacterComponent->getAccountLevel(); @@ -607,21 +509,6 @@ inline void CharacterData::setAccountLevel(int level) mCharacterComponent->setAccountLevel(level); } -inline int CharacterData::getSkillSize() const -{ - return mCharacterComponent->getSkillSize(); -} - -inline const std::map<int, int>::const_iterator CharacterData::getSkillBegin() const -{ - return mCharacterComponent->getSkillBegin(); -} - -inline const std::map<int, int>::const_iterator CharacterData::getSkillEnd() const -{ - return mCharacterComponent->getSkillEnd(); -} - inline void CharacterData::applyStatusEffect(int status, int time) { mEntity->getComponent<BeingComponent>()->applyStatusEffect(status, time); |