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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 CHARACTER_H
#define CHARACTER_H
#include "common/defines.h"
#include "common/inventorydata.h"
#include "common/manaserv_protocol.h"
#include "game-server/being.h"
#include "game-server/specialmanager.h"
#include "scripting/script.h"
#include "utils/logger.h"
#include <map>
#include <string>
#include <vector>
class BuySell;
class GameClient;
class MessageIn;
class MessageOut;
class Point;
class Trade;
struct SpecialValue
{
SpecialValue(unsigned currentMana,
const SpecialManager::SpecialInfo *specialInfo)
: currentMana(currentMana)
, rechargeSpeed(specialInfo->defaultRechargeSpeed)
, specialInfo(specialInfo)
{}
unsigned currentMana;
unsigned rechargeSpeed;
const SpecialManager::SpecialInfo *specialInfo;
};
/**
* Stores specials by their id.
*/
typedef std::map<unsigned, SpecialValue> SpecialMap;
/**
* 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);
~Character();
/**
* recalculates the level when necessary and calls Being::update
*/
void update();
void processAttacks();
/**
* Executes the global die script and calls the base class function
*/
virtual void died();
/**
* makes the character respawn
*/
void respawn();
/**
* makes the character perform a special action on a being
* when it is allowed to do so
*/
void useSpecialOnBeing(int id, Being *b);
/**
* makes the character perform a special action on a map point
* when it is allowed to do so
*/
void useSpecialOnPoint(int id, int x, int y);
/**
* Allows a character to perform a special action
*/
bool giveSpecial(int id, int currentMana = 0);
/**
* Sets new current mana + makes sure that the client will get informed.
*/
bool setSpecialMana(int id, int mana);
/**
* Gets the special value by id
*/
SpecialMap::iterator findSpecial(int id)
{ return mSpecials.find(id); }
/**
* Sets recharge speed of a special
*/
bool setSpecialRechargeSpeed(int id, int speed);
/**
* Removes all specials from character
*/
void clearSpecials();
/**
* Checks if a character knows a special action
*/
bool hasSpecial(int id) { return mSpecials.find(id) != mSpecials.end(); }
/**
* Removes an available special action
*/
bool takeSpecial(int id);
/**
* Gets client computer.
*/
GameClient *getClient() const
{ return mClient; }
/**
* Sets client computer.
*/
void setClient(GameClient *c)
{ mClient = c; }
/**
* Gets a reference to the possessions.
*/
const Possessions &getPossessions() const
{ return mPossessions; }
/**
* Gets a reference to 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
* Most of this should be accessed directly as a friend
*/
int getDatabaseID() const { return mDatabaseID; }
void setDatabaseID(int id) { mDatabaseID = id; }
int getHairStyle() const { return mHairStyle; }
void setHairStyle(int style) { mHairStyle = style; }
int getHairColor() const { return mHairColor; }
void setHairColor(int color) { mHairColor = color; }
int getLevel() const { return mLevel; }
void setLevel(int level) { mLevel = level; }
int getAccountLevel() const { return mAccountLevel; }
void setAccountLevel(int l) { mAccountLevel = l; }
/** Gets the party id of the character */
int getParty() const
{ return mParty; }
/** Sets the party id of the character */
void setParty(int party)
{ mParty = party; }
/**
* 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);
/**
* Marks all attributes as being modified.
*/
void modifiedAllAttribute();
/**
* Recalculate the base value of an attribute and update derived
* attributes if it has changed.
* @returns Whether it was changed.
*/
bool recalculateBaseAttribute(unsigned);
/**
* Attribute has changed, recalculate base value of dependant
* attributes (and handle other actions for the modified
* attribute)
*/
void updateDerivedAttributes(unsigned);
/**
* 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(int skill, int experience, int optimalLevel);
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(); }
/**
* Used to serialize status effects.
*/
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(); }
/**
* Used to serialize 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; }
/**
* Used to serialize specials.
*/
int getSpecialSize() const
{ return mSpecials.size(); }
const SpecialMap::const_iterator getSpecialBegin() const
{ return mSpecials.begin(); }
const SpecialMap::const_iterator getSpecialEnd() const
{ return mSpecials.end(); }
/**
* Gets total accumulated exp for skill.
*/
int getExperience(int skill) const
{ return mExperience.find(skill)->second; }
/**
* Sets total accumulated exp for skill.
*/
void setExperience(int skill, int value)
{ mExperience[skill] = 0; receiveExperience(skill, value, 0); }
/**
* Adds one kill of the monster type to the characters kill count.
*/
void incrementKillCount(int monsterType);
/**
* Gets the number of monsters the character killed of a given type.
*/
int getKillCount(int monsterType) const;
/**
* Returns the exp needed to reach a specific skill level
*/
static int expForLevel(int level);
/**
* Returns the level for a given exp
*/
static int levelForExp(int exp);
/**
* 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; }
/**
* Starts the given NPC thread.
*
* Should be called immediately after creating the thread and pushing
* the NPC function and its parameters.
*/
void startNpcThread(Script::Thread *thread, int npcId);
/**
* Resumes the given NPC thread of this character and sends the NPC
* close message to the player when the script is done.
*
* Should be called after preparing the current Script instance for
* resuming the thread and pushing the parameters the script expects.
*/
void resumeNpcThread();
/**
* Returns the NPC thread in use by this character, if any.
*/
Script::Thread *getNpcThread() const
{ return mNpcThread; }
/** Makes it impossible to chat for a while */
void mute(int seconds)
{ mMuteTimeout.set(seconds * 10); }
bool isMuted() const
{ return !mMuteTimeout.expired(); }
bool isConnected() const
{ return mConnected; }
static void setDeathCallback(Script *script)
{ script->assignCallback(mDeathCallback); }
static void setDeathAcceptedCallback(Script *script)
{ script->assignCallback(mDeathAcceptedCallback); }
static void setLoginCallback(Script *script)
{ script->assignCallback(mLoginCallback); }
void triggerLoginCallback();
virtual void addAttack(AttackInfo *attackInfo);
virtual void removeAttack(AttackInfo *attackInfo);
sigc::signal<void, Character *> signal_disconnected;
protected:
/**
* Gets the way the actor blocks pathfinding for other objects
*/
virtual BlockType getBlockType() const
{ return BLOCKTYPE_CHARACTER; }
private:
bool specialUseCheck(SpecialMap::iterator it);
double getAttrBase(AttributeMap::const_iterator it) const
{ return it->second.getBase(); }
double getAttrMod(AttributeMap::const_iterator it) const
{ return it->second.getModifiedAttribute(); }
Character(const Character &);
Character &operator=(const Character &);
static const float EXPCURVE_EXPONENT;
static const float EXPCURVE_FACTOR;
static const float LEVEL_SKILL_PRECEDENCE_FACTOR; // I am taking suggestions for a better name
static const float EXP_LEVEL_FLEXIBILITY;
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 for next skill levelup
*/
int getExpNeeded(size_t skill) const;
/**
* Returns the exp collected on this skill level
*/
int getExpGot(size_t skill) const;
/**
* Recalculates the character level
*/
void recalculateLevel();
/**
* Informs the client about his characters special charge status
*/
void sendSpecialUpdate();
enum TransactionType
{ TRANS_NONE, TRANS_TRADE, TRANS_BUYSELL };
GameClient *mClient; /**< Client computer. */
/**
* Tells whether the character client is connected.
* Useful when dealing with enqueued events.
*/
bool mConnected;
/** Handler of the transaction the character is involved in. */
void *mTransactionHandler;
Possessions mPossessions; /**< Possesssions of the character. */
/** Attributes modified since last update. */
std::set<size_t> mModifiedAttributes;
std::set<size_t> mModifiedExperience;
std::map<int, int> mExperience; /**< experience collected for each skill.*/
SpecialMap mSpecials;
std::map<int, int> mStatusEffects; /**< only used by select functions
to make it easier to make the accountserver
do not modify or use anywhere else*/
bool mSpecialUpdateNeeded;
int mDatabaseID; /**< Character's database ID. */
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. */
int mParty; /**< Party id of the character */
TransactionType mTransaction; /**< Trade/buy/sell action the character is involved in. */
std::map<int, int> mKillCount; /**< How many monsters the character has slain of each type */
int mTalkNpcId; /**< Public ID of NPC the character is talking to, if any */
Script::Thread *mNpcThread; /**< Script thread executing NPC interaction, if any */
Timeout mMuteTimeout; /**< Time until the character is no longer muted */
AttackInfo *mKnuckleAttackInfo;
static Script::Ref mDeathCallback;
static Script::Ref mDeathAcceptedCallback;
static Script::Ref mLoginCallback;
// Set as a friend, but still a lot of redundant accessors. FIXME.
template< class T >
friend void serializeCharacterData(const T &data, MessageOut &msg);
};
#endif // CHARACTER_H
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