/* * 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_HPP #define CHARACTER_HPP #include #include #include #include "common/inventorydata.hpp" #include "game-server/being.hpp" #include "protocol.h" #include "defines.h" class BuySell; class GameClient; class MessageIn; class MessageOut; class Point; class Trade; struct Special { Special(int needed) { currentMana = 0; neededMana = needed; } int currentMana; int neededMana; }; /** * 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(); /** * Perform actions. */ void perform(); /** * 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 * when it is allowed to do so */ void useSpecial(int id); /** * Allows a character to perform a special action */ void giveSpecial(int id); /** * Gets client computer. */ GameClient *getClient() const { return mClient; } /** * Sets client computer. */ void setClient(GameClient *c) { mClient = c; } /** * Gets a reference on the possessions. */ const Possessions &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 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; } /** 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); /** * Over loads Being::getAttribute, character skills are * treated as extend attributes */ int getAttribute(int) const; /** * Over loads Being::getModifiedAttribute * Charcter skills are treated as extend attributes */ int getModifiedAttribute(int) const; /** * 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(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 serialized 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 serialized 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; } /** * 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; /** * 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); /** * 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; } /** * Gets the way the actor is blocked by other things on the map */ virtual unsigned char getWalkMask() const { return 0x82; } // blocked by walls and monsters ( bin 1000 0010) private: 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. */ /** 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.*/ std::map mSpecials; std::map mStatusEffects; /**< only used by select functions to make it easier to make the accountserver do not modify or use anywhere else*/ int mRechargePerSpecial; bool mSpecialUpdateNeeded; 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. */ 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 slayn of each type */ protected: /** * Gets the way the actor blocks pathfinding for other objects */ virtual Map::BlockType getBlockType() const { return Map::BLOCKTYPE_CHARACTER; } }; #endif // CHARACTER_HPP