/* * The Mana World Server * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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 World 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 World; if not, write to the Free Software Foundation, Inc., * 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id$ */ #ifndef _TMWSERV_CHARACTER_HPP_ #define _TMWSERV_CHARACTER_HPP_ #include #include #include "common/inventorydata.hpp" #include "game-server/being.hpp" class GameClient; class MessageIn; class MessageOut; class Point; class Trade; /** * 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); /** * Updates the internal status. */ void update(); /** * Gets client computer. */ GameClient *getClient() const { return mClient; } /** * Sets client computer. */ void setClient(GameClient *c) { mClient = c; } /** * Gets a reference on the possessions. */ Possessions const &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 { return mTrading; } /** * Sets the trade object the character is involved in. */ void setTrading(Trade *t) { mTrading = t; } /* * 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 name of the character. */ std::string const & getName() const { return mName; } /** Sets the name of the character. */ void setName(const std::string& name) { mName = name; } /** 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 amount of money the character has. */ int getMoney() const { return mMoney; } /** Sets the amount of money the character has. */ void setMoney(int amount) { mMoney = amount; } /** * Gets the value of an attribute of the character. */ int getBaseAttribute(int attributeNumber) const { return getAttribute(attributeNumber); } /** * Sets the value of an attribute of the character. */ void setBaseAttribute(int attributeNumber, int value) { setAttribute(attributeNumber, value); } /** * Creates a message that informs the client about the attribute * changes since last call. */ void writeAttributeUpdateMessage(MessageOut &msg); /** * 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); protected: /** * Calculates all derived attributes */ void calculateDerivedAttributes(); /** * Gets the stats of the currently equipped weapon that are relevant * for damage calculation */ virtual WeaponStats getWeaponStats(); private: Character(Character const &); Character &operator=(Character const &); GameClient *mClient; /**< Client computer. */ Trade *mTrading; /**< Trade object the character is involved in. */ /** Atributes as the client should currently know them. */ std::vector mOldAttributes; Possessions mPossessions; /**< Possesssions of the character. */ std::string mName; /**< Name of the character. */ int mDatabaseID; /**< Character's database ID. */ unsigned short mMoney; /**< Wealth of the character. */ unsigned char mGender; /**< Gender of the character. */ unsigned char mHairStyle; /**< Hair Style of the character. */ unsigned char mHairColor; /**< Hair Color of the character. */ unsigned char mLevel; /**< Level of the character. */ /** * true when one or more attributes might have changed since the * client has been updated about them. */ bool mAttributesChanged; }; #endif // _TMWSERV_CHARACTER_HPP_