/* * The Mana Server * Copyright (C) 2004-2010 The Mana World Development Team * * This file is part of The Mana Server. * * The Mana Server 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 Server 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 Server. If not, see . */ #ifndef CHARACTERDATA_H #define CHARACTERDATA_H #include #include #include #include "defines.h" #include "point.h" #include "common/inventorydata.h" class Account; class MessageIn; class MessageOut; typedef std::map< unsigned int, std::pair > AttributeMap; /** placeholder type needed for include compatibility with game server*/ typedef void Special; class Character { public: Character(const std::string &name, int id = -1); /** * Gets the database id of the character. */ int getDatabaseID() const { return mDatabaseID; } void setDatabaseID(int id) { mDatabaseID = id; } /** Gets the account the character belongs to. */ Account *getAccount() const { return mAccount; } /** Sets the account the character belongs to, and related fields. */ void setAccount(Account *ptr); /** * Gets the ID of the account the character belongs to. */ int getAccountID() const { return mAccountID; } void setAccountID(int id) { mAccountID = id; } /** * Gets the name of the character. */ const std::string &getName() const { return mName; } void setName(const std::string &name) { mName = name; } /** * Gets the gender of the character (male / female). */ int getGender() const { return mGender; } void setGender(int gender) { mGender = gender; } /** * Gets the hairstyle of the character. */ int getHairStyle() const { return mHairStyle; } void setHairStyle(int style) { mHairStyle = style; } /** * Gets the haircolor of the character. */ int getHairColor() const { return mHairColor; } void setHairColor(int color) { mHairColor = color; } /** Gets the account level of the user. */ int getAccountLevel() const { return mAccountLevel; } /** * Sets the account level of the user. * @param force ensure the level is not modified by a game server. */ void setAccountLevel(int l, bool force = false) { if (force) mAccountLevel = l; } /** * Gets the level of the character. */ int getLevel() const { return mLevel; } void setLevel(int level) { mLevel = level; } /** Sets the value of a base attribute of the character. */ void setAttribute(unsigned int id, double value) { mAttributes[id].first = value; } void setModAttribute(unsigned int id, double value) { mAttributes[id].second = value; } int getSkillSize() const { return mExperience.size(); } const std::map::const_iterator getSkillBegin() const { return mExperience.begin(); } const std::map::const_iterator getSkillEnd() const { return mExperience.end(); } int getExperience(int skill) const { return mExperience.find(skill)->second; } void setExperience(int skill, int value) { mExperience[skill] = value; } void receiveExperience(int skill, int value) { mExperience[skill] += value; } /** * Get / Set a status effects */ void applyStatusEffect(int id, int time) { mStatusEffects[id] = time; } int getStatusEffectSize() const { return mStatusEffects.size(); } const std::map::const_iterator getStatusEffectBegin() const { return mStatusEffects.begin(); } const std::map::const_iterator getStatusEffectEnd() const { return mStatusEffects.end(); } /** * Get / Set kill count */ int getKillCountSize() const { return mKillCount.size(); } const std::map::const_iterator getKillCountBegin() const { return mKillCount.begin(); } const std::map::const_iterator getKillCountEnd() const { return mKillCount.end(); } void setKillCount(int monsterId, int kills) { mKillCount[monsterId] = kills; } /** * Get / Set specials */ int getSpecialSize() const { return mSpecials.size(); } const std::map::const_iterator getSpecialBegin() const { return mSpecials.begin(); } const std::map::const_iterator getSpecialEnd() const { return mSpecials.end(); } void clearSpecials() { mSpecials.clear(); } void giveSpecial(int id) { mSpecials[id] = NULL; } /** * Gets the Id of the map that the character is on. */ int getMapId() const { return mMapId; } void setMapId(int mapId) { mMapId = mapId; } /** * Gets the position of the character on the map. */ const Point &getPosition() const { return mPos; } void setPosition(const Point &p) { mPos = p; } /** Add a guild to the character */ void addGuild(const std::string &name) { mGuilds.push_back(name); } /** Returns a list of guilds the player belongs to */ std::vector getGuilds() const { return mGuilds; } /** * Gets a reference on the possessions. */ const Possessions &getPossessions() const { return mPossessions; } /** * Gets a reference on the possessions. */ Possessions &getPossessions() { return mPossessions; } void setCharacterPoints(int points) { mCharacterPoints = points; } int getCharacterPoints() const { return mCharacterPoints; } void setCorrectionPoints(int points) { mCorrectionPoints = points; } int getCorrectionPoints() const { return mCorrectionPoints; } private: Character(const Character &); Character &operator=(const Character &); double getAttrBase(AttributeMap::const_iterator &it) const { return it->second.first; } double getAttrMod(AttributeMap::const_iterator &it) const { return it->second.second; } Possessions mPossessions; //!< All the possesions of the character. std::string mName; //!< Name of the character. int mDatabaseID; //!< Character database ID. int mAccountID; //!< Account ID of the owner. Account *mAccount; //!< Account owning the character. Point mPos; //!< Position the being is at. /** * Stores attributes. * The key is an unsigned int which is the id of the attribute. * The value stores the base value of the attribute in the first part, * and the modified value in the second. The modified value is only * used when transmitting to the client. */ AttributeMap mAttributes; //!< Attributes. std::map mExperience; //!< Skill Experience. std::map mStatusEffects; //!< Status Effects std::map mKillCount; //!< Kill Count std::map mSpecials; unsigned short mMapId; //!< Map the being is on. unsigned char mGender; //!< Gender of the being. unsigned char mHairStyle; //!< Hair style of the being. unsigned char mHairColor; //!< Hair color of the being. short mLevel; //!< Level of the being. short mCharacterPoints; //!< Unused character points. short mCorrectionPoints; //!< Unused correction points. unsigned char mAccountLevel; //!< Level of the associated account. std::vector mGuilds; //!< All the guilds the player //!< belongs to. friend class AccountHandler; friend class Storage; // Set as a friend, but still a lot of redundant accessors. FIXME. template< class T > friend void serializeCharacterData(const T &data, MessageOut &msg); }; /** * Type definition for a list of Characters. */ typedef std::vector< Character * > Characters; #endif