/* * 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 CHARACTER_H #define CHARACTER_H #include "common/defines.h" #include "common/inventorydata.h" #include "common/manaserv_protocol.h" #include "game-server/being.h" #include "game-server/specialmanager.h" #include "scripting/script.h" #include "utils/logger.h" #include #include #include class BuySell; class GameClient; class MessageIn; class MessageOut; class Point; class Trade; struct SpecialValue { SpecialValue(unsigned int currentMana, const SpecialManager::SpecialInfo *specialInfo) : currentMana(currentMana) , rechargeSpeed(specialInfo->defaultRechargeSpeed) , specialInfo(specialInfo) {} unsigned int currentMana; unsigned int rechargeSpeed; const SpecialManager::SpecialInfo *specialInfo; }; /** * Stores specials by their id. */ typedef std::map SpecialMap; /** * 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); ~Character(); /** * recalculates the level when necessary and calls Being::update */ void update(); void processAttacks(); /** * Executes the global die script and calls the base class function */ virtual void died(); /** * makes the character respawn */ void respawn(); /** * makes the character perform a special action on a being * when it is allowed to do so */ void useSpecialOnBeing(int id, Being *b); /** * makes the character perform a special action on a map point * when it is allowed to do so */ void useSpecialOnPoint(int id, int x, int y); /** * Allows a character to perform a special action */ bool giveSpecial(int id, int currentMana = 0); /** * Sets new current mana + makes sure that the client will get informed. */ bool setSpecialMana(int id, int mana); /** * Gets the special value by id */ SpecialMap::iterator findSpecial(int id) { return mSpecials.find(id); } /** * Sets recharge speed of a special */ bool setSpecialRechargeSpeed(int id, int speed); /** * Removes all specials from character */ void clearSpecials(); /** * Checks if a character knows a special action */ bool hasSpecial(int id) { return mSpecials.find(id) != mSpecials.end(); } /** * Removes an available special action */ bool takeSpecial(int id); /** * Gets client computer. */ GameClient *getClient() const { return mClient; } /** * Sets client computer. */ void setClient(GameClient *c) { mClient = c; } /** * Gets a reference to the possessions. */ const Possessions &getPossessions() const { return mPossessions; } /** * Gets a reference to 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 * Most of this should be accessed directly as a friend */ int getDatabaseID() const { return mDatabaseID; } void setDatabaseID(int id) { mDatabaseID = id; } int getHairStyle() const { return mHairStyle; } void setHairStyle(int style) { mHairStyle = style; } 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; } /** Gets the party id of the character */ int getParty() const { return mParty; } /** Sets the party id of the character */ void setParty(int party) { mParty = party; } /** * 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); /** * Marks all attributes as being modified. */ void modifiedAllAttribute(); /** * Recalculate the base value of an attribute and update derived * attributes if it has changed. * @returns Whether it was changed. */ bool recalculateBaseAttribute(unsigned int); /** * Attribute has changed, recalculate base value of dependant * attributes (and handle other actions for the modified * attribute) */ void updateDerivedAttributes(unsigned 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(int skill, int experience, int optimalLevel); 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(); } /** * Used to serialize status effects. */ 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(); } /** * Used to serialize 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; } /** * Used to serialize specials. */ int getSpecialSize() const { return mSpecials.size(); } const SpecialMap::const_iterator getSpecialBegin() const { return mSpecials.begin(); } const SpecialMap::const_iterator getSpecialEnd() const { return mSpecials.end(); } /** * 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); /** * Gets the number of monsters the character killed of a given type. */ 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 */ 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; } /** * Starts the given NPC thread. * * Should be called immediately after creating the thread and pushing * the NPC function and its parameters. */ void startNpcThread(Script::Thread *thread, int npcId); /** * Resumes the given NPC thread of this character and sends the NPC * close message to the player when the script is done. * * Should be called after preparing the current Script instance for * resuming the thread and pushing the parameters the script expects. */ void resumeNpcThread(); /** * Returns the NPC thread in use by this character, if any. */ Script::Thread *getNpcThread() const { return mNpcThread; } /** Makes it impossible to chat for a while */ void mute(int seconds) { setTimerHard(T_C_MUTE, seconds * 10); } bool isMuted() const { return isTimerRunning(T_C_MUTE); } bool isConnected() const { return mConnected; } static void setDeathCallback(Script *script) { script->assignCallback(mDeathCallback); } static void setDeathAcceptedCallback(Script *script) { script->assignCallback(mDeathAcceptedCallback); } protected: /** * Gets the way the actor blocks pathfinding for other objects */ virtual BlockType getBlockType() const { return BLOCKTYPE_CHARACTER; } private: bool specialUseCheck(SpecialMap::iterator it); 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 &); 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(); /** * Marks attribute as recently modified. */ void flagAttribute(int); /** * 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(); /** * Informs the client about his characters special charge status */ void sendSpecialUpdate(); enum TransactionType { TRANS_NONE, TRANS_TRADE, TRANS_BUYSELL }; GameClient *mClient; /**< Client computer. */ /** * Tells whether the character client is connected. * Useful when dealing with enqueued events. */ bool mConnected; /** Handler of the transaction the character is involved in. */ void *mTransactionHandler; Possessions mPossessions; /**< Possesssions of the character. */ /** Attributes modified since last update. */ std::set mModifiedAttributes; std::set mModifiedExperience; std::map mExperience; /**< experience collected for each skill.*/ SpecialMap mSpecials; std::map mStatusEffects; /**< only used by select functions to make it easier to make the accountserver do not modify or use anywhere else*/ bool mSpecialUpdateNeeded; 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 */ unsigned char mAccountLevel; /**< Account level of the user. */ int mParty; /**< Party id of the character */ TransactionType mTransaction; /**< Trade/buy/sell action the character is involved in. */ std::map mKillCount; /**< How many monsters the character has slain of each type */ int mTalkNpcId; /**< Public ID of NPC the character is talking to, if any */ Script::Thread *mNpcThread; /**< Script thread executing NPC interaction, if any */ static Script::Ref mDeathCallback; static Script::Ref mDeathAcceptedCallback; // 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_H