/* * 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 #include "common/inventorydata.hpp" #include "game-server/being.hpp" class BuySell; 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); /** * recalculates the level when necessary and calls Being::update */ void update(); /** * Perform actions. */ void perform(); /** * makes the character respawn */ void respawn(); /** * 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; /** * 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 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 account level of the user. */ int getAccountLevel() const { return mAccountLevel; } /** Sets the account level of the user. */ void setAccountLevel(int l) { mAccountLevel = l; } /** * 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); /** * 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(size_t skill, int experience); /** * Gets total accumulated exp for skill */ int getExperience(int skill) const { return mExperience[skill]; } /** * Sets total accumulated exp for skill */ void setExperience(int skill, int value) { mExperience[skill] = 0; receiveExperience(skill + CHAR_SKILL_BEGIN , value) ; } /** * 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; } private: Character(Character const &); Character &operator=(Character const &); static const float EXPCURVE_EXPONENT = 3.0f; // should maybe be obtained static const float EXPCURVE_FACTOR = 10.0f; // from the config file static const float LEVEL_SKILL_PRECEDENCE_FACTOR = 0.75f; // I am taking suggestions for a better name 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 to reach a specific skill level */ static int expForLevel(int level); /** * Returns the exp needed for next skill levelup */ int getExpNeeded(size_t skill); /** * Returns the exp collected on this skill level */ int getExpGot(size_t skill); /** * Recalculates the character level */ void recalculateLevel(); 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::vector mExperience; /**< experience collected for each skill.*/ std::string mName; /**< Name of the character. */ 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. */ TransactionType mTransaction; /**< Trade/buy/sell action the character is involved in. */ }; #endif // _TMWSERV_CHARACTER_HPP_