summaryrefslogtreecommitdiffstats
path: root/src/game-server/character.h
blob: a67436ccc133b514ebfb601c537496f9acf1f80e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
/*
 *  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/abilitycomponent.h"
#include "game-server/being.h"
#include "game-server/mapcomposite.h"
#include "game-server/mapmanager.h"
#include "game-server/abilitymanager.h"

#include "scripting/script.h"

#include "utils/logger.h"

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

class BuySell;
class GameClient;
class MessageIn;
class MessageOut;
class Point;
class Trade;


class CharacterData
{
public:
    CharacterData(Entity *entity, CharacterComponent *characterComponent);

    void setGender(BeingGender);
    BeingGender getGender() const;

    void setMapId(int id);
    int getMapId() const;
    void setPosition(Point &point);
    const Point &getPosition() const;

    void setAttribute(int id, int base);
    void setModAttribute(int id, int mod);
    const AttributeMap &getAttributes() const;
    void setCharacterPoints(int characterPoints);
    int getCharacterPoints() const;
    void setCorrectionPoints(int correctionPoints);
    int getCorrectionPoints() const;

    void setExperience(int skill, int level);
    void setLevel(int level) const;
    int getLevel() const;

    int getAccountLevel() const;

    void setHairStyle(int style);
    int getHairStyle() const;
    void setHairColor(int color);
    int getHairColor() const;

    void setAccountLevel(int level);

    int getSkillSize() const;
    const std::map<int, int>::const_iterator getSkillBegin() const;
    const std::map<int, int>::const_iterator getSkillEnd() const;

    void applyStatusEffect(int status, int time);
    int getStatusEffectSize() const;
    const std::map<int, Status>::const_iterator getStatusEffectBegin() const;
    const std::map<int, Status>::const_iterator getStatusEffectEnd() const;

    int getKillCountSize() const;
    const std::map<int, int>::const_iterator getKillCountBegin() const;
    const std::map<int, int>::const_iterator getKillCountEnd() const;
    void setKillCount(int monsterId, int kills);

    void clearAbilities();
    void giveAbility(int id, int mana);
    int getAbilitySize() const;
    AbilityMap::const_iterator getAbilityBegin() const;
    AbilityMap::const_iterator getAbilityEnd() const;

    Possessions &getPossessions() const;

private:
    Entity *mEntity;
    CharacterComponent *mCharacterComponent;
};


/**
 * The representation of a player's character in the game world.
 */
class CharacterComponent : public Component
{
    public:
        static const ComponentType type = CT_Character;

        /**
         * Utility constructor for creating a Character from a received
         * characterdata message.
         */
        CharacterComponent(Entity &entity, MessageIn &msg);

        ~CharacterComponent();

        /**
         * recalculates the level when necessary and calls Being::update
         */
        void update(Entity &entity);

        void processAttacks();

        /**
         * Executes the global die script
         */
        virtual void characterDied(Entity *);

        /**
         * makes the character respawn
         */
        void respawn(Entity &entity);

        /**
         * 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(Entity &entity);

        /**
         * Marks all attributes as being modified.
         */
        void modifiedAllAttributes(Entity &entity);

        /**
         * Signal handler for attribute changed event
         * Flags the attribute as modified.
         * @param being th being of which the attribute was changed
         * @param attributeId the changed id
         */
        void attributeChanged(Entity *being, unsigned attributeId);

        /**
         * Calls all the "disconnected" listener.
         */
        void disconnected(Entity &entity);

        /**
         * 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 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; }

        /**
         * 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(Entity &entity,
                                                size_t attribute);

        /**
         * Tries to use a correction point to reduce a
         * basic attribute and regain a character point
         */
        AttribmodResponseCode useCorrectionPoint(Entity &entity,
                                                 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(Entity &entity);

        void attackAdded(CombatComponent *combatComponent, Attack &attackInfo);
        void attackRemoved(CombatComponent *combatComponent, Attack &attackInfo);

        sigc::signal<void, Entity &> signal_disconnected;

    private:
        double getAttrBase(AttributeMap::const_iterator it) const
        { return it->second.getBase(); }
        double getAttrMod(AttributeMap::const_iterator it) const
        { return it->second.getModifiedAttribute(); }

        CharacterComponent(const CharacterComponent &);
        CharacterComponent &operator=(const CharacterComponent &);

        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(Entity &entity);

        /**
         * 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(Entity &entity);

        void abilityStatusChanged(int id);

        /**
         * Informs the client about his characters abilities charge status
         */
        void sendAbilityUpdate(Entity &entity);

        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.*/

        std::set<unsigned> mModifiedAbilities;

        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;

        Entity *mBaseEntity;        /**< The entity this component is part of
                                         this is ONLY required to allow using
                                         the serialization routine without many
                                         changes (we cannot pass the entity as
                                         argument there). DO NOT USE THIS IF IT
                                         IS AVOIDABLE in order to allow
                                         refactoring this easier later! */

        static Script::Ref mDeathCallback;
        static Script::Ref mDeathAcceptedCallback;
        static Script::Ref mLoginCallback;
};


inline CharacterData::CharacterData(Entity *entity,
                                    CharacterComponent *characterComponent):
        mEntity(entity),
        mCharacterComponent(characterComponent)
{}

inline void CharacterData::setGender(BeingGender gender)
{
    mEntity->getComponent<BeingComponent>()->setGender(gender);
}

inline BeingGender CharacterData::getGender() const
{
    return mEntity->getComponent<BeingComponent>()->getGender();
}

inline void CharacterData::setMapId(int id)
{
    mEntity->setMap(MapManager::getMap(id));
}

inline int CharacterData::getMapId() const
{
    return mEntity->getMap()->getID();
}

inline void CharacterData::setPosition(Point &point)
{
    mEntity->getComponent<ActorComponent>()->setPosition(*mEntity, point);
}

inline const Point &CharacterData::getPosition() const
{
    return mEntity->getComponent<ActorComponent>()->getPosition();
}

inline void CharacterData::setAttribute(int id, int base)
{
    mEntity->getComponent<BeingComponent>()->setAttribute(*mEntity, id, base);
}

inline void CharacterData::setModAttribute(int id, int mod)
{
    mEntity->getComponent<BeingComponent>()->setModAttribute(id, mod);
}

inline const AttributeMap &CharacterData::getAttributes() const
{
    return mEntity->getComponent<BeingComponent>()->getAttributes();
}

inline void CharacterData::setCharacterPoints(int characterPoints)
{
    mCharacterComponent->setCharacterPoints(characterPoints);
}

inline int CharacterData::getCharacterPoints() const
{
    return mCharacterComponent->getCharacterPoints();
}

inline void CharacterData::setCorrectionPoints(int correctionPoints)
{
    mCharacterComponent->setCorrectionPoints(correctionPoints);
}

inline int CharacterData::getCorrectionPoints() const
{
    return mCharacterComponent->getCorrectionPoints();
}

inline void CharacterData::setExperience(int skill, int level)
{
    mCharacterComponent->setExperience(skill, level);
}

inline void CharacterData::setLevel(int level) const
{
    mCharacterComponent->setLevel(level);
}

inline int CharacterData::getLevel() const
{
    return mCharacterComponent->getLevel();
}

inline int CharacterData::getAccountLevel() const
{
    return mCharacterComponent->getAccountLevel();
}

inline void CharacterData::setHairStyle(int style)
{
    mCharacterComponent->setHairStyle(style);
}

inline int CharacterData::getHairStyle() const
{
    return mCharacterComponent->getHairStyle();
}

inline void CharacterData::setHairColor(int color)
{
    mCharacterComponent->setHairColor(color);
}

inline int CharacterData::getHairColor() const
{
    return mCharacterComponent->getHairColor();
}

inline void CharacterData::setAccountLevel(int level)
{
    mCharacterComponent->setAccountLevel(level);
}

inline int CharacterData::getSkillSize() const
{
    return mCharacterComponent->getSkillSize();
}

inline const std::map<int, int>::const_iterator CharacterData::getSkillBegin() const
{
    return mCharacterComponent->getSkillBegin();
}

inline const std::map<int, int>::const_iterator CharacterData::getSkillEnd() const
{
    return mCharacterComponent->getSkillEnd();
}

inline void CharacterData::applyStatusEffect(int status, int time)
{
    mEntity->getComponent<BeingComponent>()->applyStatusEffect(status, time);
}

inline int CharacterData::getStatusEffectSize() const
{
    return mEntity->getComponent<BeingComponent>()->getStatusEffects().size();
}

inline const std::map<int, Status>::const_iterator CharacterData::getStatusEffectBegin() const
{
    return mEntity->getComponent<BeingComponent>()->getStatusEffects().begin();
}

inline const std::map<int, Status>::const_iterator CharacterData::getStatusEffectEnd() const
{
    return mEntity->getComponent<BeingComponent>()->getStatusEffects().end();
}

inline int CharacterData::getKillCountSize() const
{
    return mCharacterComponent->getKillCountSize();
}

inline const std::map<int, int>::const_iterator CharacterData::getKillCountBegin() const
{
    return mCharacterComponent->getKillCountBegin();
}

inline const std::map<int, int>::const_iterator CharacterData::getKillCountEnd() const
{
    return mCharacterComponent->getKillCountEnd();
}

inline void CharacterData::setKillCount(int monsterId, int kills)
{
    mCharacterComponent->setKillCount(monsterId, kills);
}

inline void CharacterData::clearAbilities()
{
    mEntity->getComponent<AbilityComponent>()->clearAbilities();
}

inline void CharacterData::giveAbility(int id, int mana)
{
    mEntity->getComponent<AbilityComponent>()->giveAbility(id, mana);
}

inline int CharacterData::getAbilitySize() const
{
    return mEntity->getComponent<AbilityComponent>()->getAbilities().size();
}

inline AbilityMap::const_iterator CharacterData::getAbilityBegin() const
{
    return mEntity->getComponent<AbilityComponent>()->getAbilities().begin();
}

inline AbilityMap::const_iterator CharacterData::getAbilityEnd() const
{
    return mEntity->getComponent<AbilityComponent>()->getAbilities().end();
}

inline Possessions &CharacterData::getPossessions() const
{
    return mCharacterComponent->getPossessions();
}

#endif // CHARACTER_H