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/*
 *  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 <string>
#include <vector>

#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<unsigned short> 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_