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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_HPP
#define CHARACTER_HPP
#include <map>
#include <string>
#include <vector>
#include "common/inventorydata.hpp"
#include "game-server/being.hpp"
#include "protocol.h"
#include "defines.h"
class BuySell;
class GameClient;
class MessageIn;
class MessageOut;
class Point;
class Trade;
struct Special
{
Special(int needed)
{
currentMana = 0;
neededMana = needed;
}
int currentMana;
int neededMana;
};
/**
* 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();
/**
* Perform actions.
*/
void perform();
/**
* 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
* when it is allowed to do so
*/
void useSpecial(int id);
/**
* Allows a character to perform a special action
*/
void giveSpecial(int id);
/**
* Gets client computer.
*/
GameClient *getClient() const
{ return mClient; }
/**
* Sets client computer.
*/
void setClient(GameClient *c)
{ mClient = c; }
/**
* Gets a reference on the possessions.
*/
const Possessions &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;
/**
* 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
*/
/** 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 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 account level of the user. */
int getAccountLevel() const
{ return mAccountLevel; }
/** Sets the account level of the user. */
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);
/**
* Over loads Being::getAttribute, character skills are
* treated as extend attributes
*/
int getAttribute(int) const;
/**
* Over loads Being::getModifiedAttribute
* Charcter skills are treated as extend attributes
*/
int getModifiedAttribute(int) const;
/**
* Updates base Being attributes.
*/
void modifiedAttribute(int);
/**
* 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 serialized 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 serialized 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);
/**
* Shortcut to get being's health
*/
int getHealth() const
{ return getModifiedAttribute(CHAR_ATTR_VITALITY); }
/**
* 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; }
/**
* Gets the way the actor is blocked by other things on the map
*/
virtual unsigned char getWalkMask() const
{ return 0x82; } // blocked by walls and monsters ( bin 1000 0010)
private:
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);
/**
* Returns the exp collected on this skill level
*/
int getExpGot(size_t skill);
/**
* 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. */
/** 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::map<int, Special*> 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*/
int mRechargePerSpecial;
bool mSpecialUpdateNeeded;
int mDatabaseID; /**< Character's database ID. */
unsigned char mGender; /**< Gender of the character. */
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 slayn of each type */
protected:
/**
* Gets the way the actor blocks pathfinding for other objects
*/
virtual Map::BlockType getBlockType() const
{ return Map::BLOCKTYPE_CHARACTER; }
};
#endif // CHARACTER_HPP
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