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/*
 *  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 <http://www.gnu.org/licenses/>.
 */

#ifndef CHARACTERDATA_H
#define CHARACTERDATA_H

#include <string>
#include <vector>
#include <map>

#include "defines.h"
#include "common/inventorydata.h"
#include "utils/point.h"

class Account;
class MessageIn;
class MessageOut;

typedef std::map< unsigned int, std::pair<double, double> > 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 slot of the character.
         */
        unsigned int getCharacterSlot() const
        { return mCharacterSlot; }

        void setCharacterSlot(unsigned int slot)
        { mCharacterSlot = slot; }

        /** 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<int, int>::const_iterator getSkillBegin() const
        { return mExperience.begin(); }

        const std::map<int, int>::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<int, int>::const_iterator getStatusEffectBegin() const
        { return mStatusEffects.begin(); }

        const std::map<int, int>::const_iterator getStatusEffectEnd() const
        { return mStatusEffects.end(); }

        /**
         * Get / Set kill count
         */
        int getKillCountSize() const
        { return mKillCount.size(); }

        const std::map<int, int>::const_iterator getKillCountBegin() const
        { return mKillCount.begin(); }

        const std::map<int, int>::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<int, Special*>::const_iterator getSpecialBegin() const
        { return mSpecials.begin(); }

        const std::map<int, Special*>::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<std::string>
        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.
        unsigned int mCharacterSlot;  //!< Character slot.
        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<int, int> mExperience; //!< Skill Experience.
        std::map<int, int> mStatusEffects; //!< Status Effects
        std::map<int, int> mKillCount; //!< Kill Count
        std::map<int, Special*>  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<std::string> 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::map<unsigned int, Character* > Characters;

#endif