/*
* 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 .
*/
#include
#include
#include
#include
#include "game-server/character.hpp"
#include "common/configuration.hpp"
#include "game-server/accountconnection.hpp"
#include "game-server/buysell.hpp"
#include "game-server/eventlistener.hpp"
#include "game-server/inventory.hpp"
#include "game-server/item.hpp"
#include "game-server/itemmanager.hpp"
#include "game-server/gamehandler.hpp"
#include "game-server/mapcomposite.hpp"
#include "game-server/mapmanager.hpp"
#include "game-server/state.hpp"
#include "game-server/trade.hpp"
#include "scripting/script.hpp"
#include "net/messagein.hpp"
#include "net/messageout.hpp"
#include "serialize/characterdata.hpp"
#include "utils/logger.h"
// These values should maybe be obtained from the config file
const float Character::EXPCURVE_EXPONENT = 3.0f;
const float Character::EXPCURVE_FACTOR = 10.0f;
const float Character::LEVEL_SKILL_PRECEDENCE_FACTOR = 0.75f;
const float Character::EXP_LEVEL_FLEXIBILITY = 1.0f;
Character::Character(MessageIn &msg):
Being(OBJECT_CHARACTER),
mClient(NULL),
mTransactionHandler(NULL),
mRechargePerSpecial(0),
mSpecialUpdateNeeded(false),
mDatabaseID(-1),
mGender(0),
mHairStyle(0),
mHairColor(0),
mLevel(1),
mLevelProgress(0),
mUpdateLevelProgress(false),
mRecalculateLevel(true),
mParty(0),
mTransaction(TRANS_NONE)
{
Attribute attr = { 0, 0 };
mAttributes.resize(CHAR_ATTR_NB, attr);
// Get character data.
mDatabaseID = msg.readLong();
setName(msg.readString());
deserializeCharacterData(*this, msg);
for (int i = CHAR_ATTR_BEGIN; i < CHAR_ATTR_END; ++i)
{
modifiedAttribute(i);
}
setSize(16);
Inventory(this).initialize();
//give the character some specials for testing.
//TODO: get from quest vars and equipment
giveSpecial(1);
giveSpecial(2);
giveSpecial(3);
}
void Character::update()
{
//update character level
if (mRecalculateLevel)
{
mRecalculateLevel = false;
recalculateLevel();
}
//update special recharge
std::list rechargeNeeded;
int numRechargeNeeded = 0;
for (std::map::iterator i = mSpecials.begin(); i != mSpecials.end(); i++)
{
Special * s = i->second;
if (s->currentMana < s->neededMana)
{
rechargeNeeded.push_back(s);
numRechargeNeeded++;
}
}
if (numRechargeNeeded > 0)
{
mRechargePerSpecial = getModifiedAttribute(CHAR_ATTR_INTELLIGENCE) / numRechargeNeeded;
for (std::list::iterator i = rechargeNeeded.begin(); i != rechargeNeeded.end(); i++)
{
(*i)->currentMana += mRechargePerSpecial;
}
}
if (mSpecialUpdateNeeded)
{
sendSpecialUpdate();
mSpecialUpdateNeeded = false;
}
mStatusEffects.clear();
StatusEffects::iterator it = mStatus.begin();
while (it != mStatus.end())
{
mStatusEffects[it->first] = it->second.time;
it++;
}
Being::update();
}
void Character::perform()
{
if (mAction != ATTACK || mTarget == NULL) return;
// wait before next attack
if (mActionTime > 100)
{
mActionTime -= 100;
return;
}
// TODO: Check slot 2 too.
int itemId = mPossessions.equipment[EQUIP_FIGHT1_SLOT];
ItemClass *ic = ItemManager::getItem(itemId);
int type = ic ? ic->getModifiers().getValue(MOD_WEAPON_TYPE) : 100;
Damage damage;
damage.base = getModifiedAttribute(BASE_ATTR_PHY_ATK_MIN);
damage.delta = getModifiedAttribute(BASE_ATTR_PHY_ATK_DELTA) +
getModifiedAttribute(type);
damage.type = DAMAGE_PHYSICAL;
damage.cth = getModifiedAttribute(BASE_ATTR_HIT) +
getModifiedAttribute(type);
damage.usedSkills.push_back(type);
if (ic)
{
// weapon fighting
const ItemModifiers &mods = ic->getModifiers();
damage.element = mods.getValue(MOD_ELEMENT_TYPE);
// todo: get attack range of weapon
// (weapon equipping has to be fixed first)
performAttack(mTarget, 64, damage);
}
else
{
// No-weapon fighting.
damage.element = ELEMENT_NEUTRAL;
performAttack(mTarget, 32, damage);
}
}
void Character::died()
{
Being::died();
Script::execute_global_event_function("on_chr_death", this);
}
void Character::respawn()
{
if (mAction != DEAD)
{
LOG_WARN("Character \""<::iterator i = mSpecials.find(id);
if (i == mSpecials.end())
{
LOG_INFO("Character uses special "<second;
if (special->currentMana < special->neededMana)
{
LOG_INFO("Character uses special "<currentMana<<"/"<neededMana<<")");
return;
}
//tell script engine to cast the spell
special->currentMana = 0;
Script *script = getMap()->getScript();
if (script) {
script->prepare("cast");
script->push(this);
script->push(id);
script->execute();
}
mSpecialUpdateNeeded = true;
return;
}
void Character::sendSpecialUpdate()
{
//GPMSG_SPECIAL_STATUS = 0x0293, // { B specialID, L current, L max, L recharge }
for (std::map::iterator i = mSpecials.begin();
i != mSpecials.end();
i++)
{
MessageOut msg(GPMSG_SPECIAL_STATUS );
msg.writeByte(i->first);
msg.writeLong(i->second->currentMana);
msg.writeLong(i->second->neededMana);
msg.writeLong(mRechargePerSpecial);
/* yes, the last one is redundant because it is the same for each
special, but I would like to keep the netcode flexible enough
to allow different recharge speed per special when necessary */
gameHandler->sendTo(this, msg);
}
}
int Character::getMapId() const
{
return getMap()->getID();
}
void Character::setMapId(int id)
{
setMap(MapManager::getMap(id));
}
void Character::cancelTransaction()
{
TransactionType t = mTransaction;
mTransaction = TRANS_NONE;
switch (t)
{
case TRANS_TRADE:
static_cast< Trade * >(mTransactionHandler)->cancel();
break;
case TRANS_BUYSELL:
static_cast< BuySell * >(mTransactionHandler)->cancel();
break;
case TRANS_NONE:
return;
}
}
Trade *Character::getTrading() const
{
return mTransaction == TRANS_TRADE
? static_cast< Trade * >(mTransactionHandler) : NULL;
}
BuySell *Character::getBuySell() const
{
return mTransaction == TRANS_BUYSELL
? static_cast< BuySell * >(mTransactionHandler) : NULL;
}
void Character::setTrading(Trade *t)
{
if (t)
{
cancelTransaction();
mTransactionHandler = t;
mTransaction = TRANS_TRADE;
}
else
{
assert(mTransaction == TRANS_NONE || mTransaction == TRANS_TRADE);
mTransaction = TRANS_NONE;
}
}
void Character::setBuySell(BuySell *t)
{
if (t)
{
cancelTransaction();
mTransactionHandler = t;
mTransaction = TRANS_BUYSELL;
}
else
{
assert(mTransaction == TRANS_NONE || mTransaction == TRANS_BUYSELL);
mTransaction = TRANS_NONE;
}
}
void Character::sendStatus()
{
MessageOut attribMsg(GPMSG_PLAYER_ATTRIBUTE_CHANGE);
for (std::set::const_iterator i = mModifiedAttributes.begin(),
i_end = mModifiedAttributes.end(); i != i_end; ++i)
{
int attr = *i;
attribMsg.writeShort(attr);
attribMsg.writeShort(getAttribute(attr));
attribMsg.writeShort(getModifiedAttribute(attr));
}
if (attribMsg.getLength() > 2) gameHandler->sendTo(this, attribMsg);
mModifiedAttributes.clear();
MessageOut expMsg(GPMSG_PLAYER_EXP_CHANGE);
for (std::set::const_iterator i = mModifiedExperience.begin(),
i_end = mModifiedExperience.end(); i != i_end; ++i)
{
int skill = *i;
expMsg.writeShort(skill);
expMsg.writeLong(getExpGot(skill));
expMsg.writeLong(getExpNeeded(skill));
}
if (expMsg.getLength() > 2) gameHandler->sendTo(this, expMsg);
mModifiedExperience.clear();
if (mUpdateLevelProgress)
{
mUpdateLevelProgress = false;
MessageOut progressMessage(GPMSG_LEVEL_PROGRESS);
progressMessage.writeByte(mLevelProgress);
gameHandler->sendTo(this, progressMessage);
}
}
int Character::getAttribute(int attr) const
{
if (attr <= CHAR_ATTR_END)
{
return Being::getAttribute(attr);
}
else
{
return Character::levelForExp(mExperience.find(attr)->second);
}
}
int Character::getModifiedAttribute(int attr) const
{
if (attr <= CHAR_ATTR_END)
{
return Being::getModifiedAttribute(attr);
}
else
{
//TODO: Find a way to modify skills
return Character::levelForExp(mExperience.find(attr)->second);
}
}
void Character::modifiedAttribute(int attr)
{
if (attr >= CHAR_ATTR_BEGIN && attr < CHAR_ATTR_END)
{
for (int i = BASE_ATTR_BEGIN; i < BASE_ATTR_END; ++i)
{
int newValue = getAttribute(i);
if (i == BASE_ATTR_HP_REGEN){
newValue = (getModifiedAttribute(CHAR_ATTR_VITALITY) + 10)
* (getModifiedAttribute(CHAR_ATTR_VITALITY) + 10)
/ (600 / TICKS_PER_HP_REGENERATION);
// formula is in HP per minute. 600 game ticks = 1 minute.
}
else if (i == BASE_ATTR_HP){
newValue = (getModifiedAttribute(CHAR_ATTR_VITALITY) + 10)
* (mLevel + 10);
}
else if (i == BASE_ATTR_HIT) {
newValue = getModifiedAttribute(CHAR_ATTR_DEXTERITY)
/* + skill in class of currently equipped weapon */;
}
else if (i == BASE_ATTR_EVADE) {
newValue = getModifiedAttribute(CHAR_ATTR_AGILITY);
/* TODO: multiply with 10 / (10 * equip_weight)*/
}
else if (i == BASE_ATTR_PHY_RES) {
newValue = getModifiedAttribute(CHAR_ATTR_VITALITY);
/* equip defence is through equip modifiers */
}
else if (i == BASE_ATTR_PHY_ATK_MIN) {
newValue = getModifiedAttribute(CHAR_ATTR_STRENGTH);
/* weapon attack is applied through equip modifiers */
}
else if (i == BASE_ATTR_PHY_ATK_DELTA) {
newValue = 0;
/* + skill in class of currently equipped weapon ( is
* applied during the damage calculation)
* weapon attack bonus is applied through equip
* modifiers.
*/
}
else if (i == BASE_ATTR_MAG_RES) {
newValue = getModifiedAttribute(CHAR_ATTR_WILLPOWER);
}
else if (i == BASE_ATTR_MAG_ATK) {
newValue = getModifiedAttribute(CHAR_ATTR_WILLPOWER);
}
if (newValue != getAttribute(i))
{
setAttribute(i, newValue);
flagAttribute(i);
}
}
}
flagAttribute(attr);
}
void Character::flagAttribute(int attr)
{
// Inform the client of this attribute modification.
mModifiedAttributes.insert(attr);
if (attr == CHAR_ATTR_INTELLIGENCE)
{
mSpecialUpdateNeeded = true;
}
}
int Character::expForLevel(int level)
{
return int(pow(level, EXPCURVE_EXPONENT) * EXPCURVE_FACTOR);
}
int Character::levelForExp(int exp)
{
return int(pow(float(exp) / EXPCURVE_FACTOR, 1.0f / EXPCURVE_EXPONENT));
}
void Character::receiveExperience(int skill, int experience, int optimalLevel)
{
if (skill >= CHAR_ATTR_END)
{
// reduce experience when skill is over optimal level
int levelOverOptimum = getAttribute(skill) - optimalLevel;
if (optimalLevel && levelOverOptimum > 0)
{
experience *= EXP_LEVEL_FLEXIBILITY / (levelOverOptimum + EXP_LEVEL_FLEXIBILITY);
}
// add exp
int oldExp = mExperience[skill];
long int newExp = mExperience[skill] + experience;
if (newExp < 0) newExp = 0; // avoid integer underflow/negative exp
// Check the skill cap
long int maxSkillCap = Configuration::getValue("maxSkillCap", INT_MAX);
assert(maxSkillCap <= INT_MAX); // avoid interger overflow
if (newExp > maxSkillCap)
{
newExp = maxSkillCap;
if (oldExp != maxSkillCap)
{
LOG_INFO("Player hit the skill cap");
// TODO: send a message to player leting them know they hit the cap
}
}
mExperience[skill] = newExp;
mModifiedExperience.insert(skill);
// inform account server
if (newExp != oldExp)
accountHandler->updateExperience(getDatabaseID(), skill, newExp);
// check for skill levelup
if (Character::levelForExp(newExp) >= Character::levelForExp(oldExp))
{
modifiedAttribute(skill);
}
mRecalculateLevel = true;
}
}
void Character::incrementKillCount(int monsterType)
{
std::map::iterator i = mKillCount.find(monsterType);
if (i == mKillCount.end())
{
// character has never murdered this species before
mKillCount[monsterType] = 1;
} else {
// character is a repeated offender
mKillCount[monsterType] ++;
};
}
int Character::getKillCount(int monsterType)
{
std::map::iterator i = mKillCount.find(monsterType);
if (i == mKillCount.end())
{
return 0;
} else {
return i->second;
};
}
void Character::recalculateLevel()
{
std::list levels;
std::map::const_iterator a;
for (a = getSkillBegin(); a != getSkillEnd(); a++)
{
// Only use the first 1000 skill levels in calculation
if (a->first < 1000)
{
float expGot = getExpGot(a->first);
float expNeed = getExpNeeded(a->first);
levels.push_back(getAttribute(a->first) + expGot / expNeed);
}
}
levels.sort();
std::list::iterator i = levels.end();
float level = 0.0f;
float factor = 1.0f;
float factorSum = 0.0f;
while (i != levels.begin())
{
i--;
level += *i * factor;
factorSum += factor;
factor *= LEVEL_SKILL_PRECEDENCE_FACTOR;
}
level /= factorSum;
level += 1.0f; // + 1.0f because the lowest level is 1 and not 0
while (mLevel < level)
{
levelup();
}
int levelProgress = int((level - floor(level)) * 100);
if (levelProgress != mLevelProgress)
{
mLevelProgress = levelProgress;
mUpdateLevelProgress = true;
}
}
int Character::getExpNeeded(size_t skill)
{
int level = getAttribute(skill);
return Character::expForLevel(level + 1) - expForLevel(level);
}
int Character::getExpGot(size_t skill)
{
int level = getAttribute(skill);
return mExperience[skill] - Character::expForLevel(level);
}
void Character::levelup()
{
mLevel++;
mCharacterPoints += CHARPOINTS_PER_LEVELUP;
mCorrectionPoints += CORRECTIONPOINTS_PER_LEVELUP;
if (mCorrectionPoints > CORRECTIONPOINTS_MAX)
mCorrectionPoints = CORRECTIONPOINTS_MAX;
MessageOut levelupMsg(GPMSG_LEVELUP);
levelupMsg.writeShort(mLevel);
levelupMsg.writeShort(mCharacterPoints);
levelupMsg.writeShort(mCorrectionPoints);
gameHandler->sendTo(this, levelupMsg);
LOG_INFO(getName()<<" reached level "<= CHAR_ATTR_END) return ATTRIBMOD_INVALID_ATTRIBUTE;
if (!mCharacterPoints) return ATTRIBMOD_NO_POINTS_LEFT;
mCharacterPoints--;
setAttribute(attribute, getAttribute(attribute) + 1);
modifiedAttribute(attribute);
return ATTRIBMOD_OK;
}
AttribmodResponseCode Character::useCorrectionPoint(size_t attribute)
{
if (attribute < CHAR_ATTR_BEGIN) return ATTRIBMOD_INVALID_ATTRIBUTE;
if (attribute >= CHAR_ATTR_END) return ATTRIBMOD_INVALID_ATTRIBUTE;
if (!mCorrectionPoints) return ATTRIBMOD_NO_POINTS_LEFT;
if (getAttribute(attribute) <= 1) return ATTRIBMOD_DENIED;
mCorrectionPoints--;
mCharacterPoints++;
setAttribute(attribute, getAttribute(attribute) - 1);
modifiedAttribute(attribute);
return ATTRIBMOD_OK;
}
void Character::disconnected()
{
for (Listeners::iterator i = mListeners.begin(),
i_end = mListeners.end(); i != i_end;)
{
const EventListener &l = **i;
++i; // In case the listener removes itself from the list on the fly.
if (l.dispatch->disconnected) l.dispatch->disconnected(&l, this);
}
}
Character::~Character()
{
if (getMap())
{
Point oldP = getPosition();
getMap()->getMap()->freeTile(oldP.x / 32, oldP.y / 32, getBlockType());
}
}
void Character::giveSpecial(int id)
{
if (mSpecials.find(id) == mSpecials.end())
{
// TODO: get the needed mana from a SpecialDB
int neededMana;
if (id == 1) neededMana = 10;
if (id == 2) neededMana = 100;
if (id == 3) neededMana = 1000;
Special *s = new Special(neededMana);
mSpecials[id] = s;
mSpecialUpdateNeeded = true;
}
}