Planeshift
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00001 /* 00002 * pscharacterloader.h 00003 * 00004 * Copyright (C) 2001 Atomic Blue ([email protected], http://www.atomicblue.org) 00005 * 00006 * 00007 * This program is free software; you can redistribute it and/or 00008 * modify it under the terms of the GNU General Public License 00009 * as published by the Free Software Foundation (version 2 of the License) 00010 * This program is distributed in the hope that it will be useful, 00011 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00012 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00013 * GNU General Public License for more details. 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software 00016 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 00017 * 00018 */ 00019 00020 00021 00022 00023 #ifndef __PSCHARACTERLOADER_H__ 00024 #define __PSCHARACTERLOADER_H__ 00025 00026 //============================================================================= 00027 // Crystal Space Includes 00028 //============================================================================= 00029 00030 //============================================================================= 00031 // Project Includes 00032 //============================================================================= 00033 #include "util/gameevent.h" 00034 00035 #include <idal.h> // Database Abstraction Layer Interface 00036 00037 #include "../gem.h" 00038 00039 //============================================================================= 00040 // Local Includes 00041 //============================================================================= 00042 00043 00044 class csMutex; 00045 class psCharacterList; 00046 class psSectorInfo; 00047 class psCharacter; 00048 class psItem; 00049 class psItemStats; 00050 class gemActor; 00051 00056 /* Why isn't there a LoadItem() call here? 00057 * 00058 * At the time of initial design the circumstances under which an item entry will be loaded are unclear. 00059 * It is virtually guaranteed that item entries will need to be loaded when a character is loaded as the character's 00060 * inventory (list of items) will be necessary. 00061 * It is undecided wether some, all or no items in the world and not on a character will be saved to the database. 00062 * If they are saved it is likely that many items will be loaded all at once - possibly based on location data 00063 * (x,y,z,sector), possibly based on some other criteria. 00064 */ 00065 00084 class psCharacterLoader 00085 { 00086 public: 00090 psCharacterLoader(); 00091 00095 ~psCharacterLoader(); 00096 00102 bool Initialize(); 00103 00107 psCharacterList* LoadCharacterList(AccountID accountid); 00108 00109 00110 psCharacter** LoadAllNPCCharacterData(psSectorInfo* sector,int &count); 00111 00122 psCharacter* LoadCharacterData(PID pid, bool forceReload); 00123 00127 psCharacter* QuickLoadCharacterData(PID pid, bool noInventory); 00128 00142 bool NewCharacterData(AccountID accountid, psCharacter* chardata); 00143 bool NewNPCCharacterData(AccountID accountid,psCharacter* chardata); 00144 unsigned int InsertNewCharacterData(const char** fieldnames, psStringArray &fieldvalues); 00145 00160 bool SaveCharacterData(psCharacter* chardata,gemActor* actor,bool charRecordOnly=false); 00161 00171 bool DeleteCharacterData(PID pid, csString &error); 00172 00173 00183 PID FindCharacterID(const char* character_name, bool excludeNPCs=true); 00184 00195 PID FindCharacterID(AccountID accountID, const char* character_name); 00196 00204 bool AccountOwner(const char* characterName, AccountID accountID); 00205 00209 bool UpdateCharacterSkill(PID pid, unsigned int skill_id, 00210 unsigned int skill_z, unsigned int skill_y, unsigned int skill_rank); 00211 00212 00213 private: 00214 00215 bool ClearCharacterAdvantages(PID pid); 00216 bool SaveCharacterAdvantage(PID pid, unsigned int advantage_id); 00217 bool ClearCharacterSkills(PID pid); 00218 bool ClearCharacterTraits(PID pid); 00219 bool SaveCharacterSkill(PID pid,unsigned int skill_id, 00220 unsigned int skill_z, unsigned int skill_y, unsigned int skill_rank); 00221 bool SaveCharacterTrait(PID pid, unsigned int trait_id); 00222 bool UpdateQuestAssignments(psCharacter* chr); 00223 bool ClearCharacterSpell(psCharacter* character); 00224 bool SaveCharacterSpell(psCharacter* character); 00225 00226 }; 00227 00228 //----------------------------------------------------------------------------- 00229 00230 00239 class psSaveCharEvent : public psGameEvent, public iDeleteObjectCallback 00240 { 00241 public: 00242 enum Type 00243 { 00244 SAVE_PERIOD = 600000 00245 }; 00246 00247 gemActor* actor; 00248 00254 psSaveCharEvent(gemActor* actor); 00255 00259 ~psSaveCharEvent(); 00260 00264 virtual void Trigger(); // Abstract event processing function 00265 00272 virtual void DeleteObjectCallback(iDeleteNotificationObject* object); 00273 }; 00274 00277 #endif 00278