27 #ifndef __CHARACTER__H__INCL__
28 #define __CHARACTER__H__INCL__
45 const char* _bloodlineName =
"",
47 const char* _desc =
"",
48 const char* _maleDesc =
"",
49 const char* _femaleDesc =
"",
51 uint8 _perception = 0,
55 uint8 _intelligence = 0,
56 const char* _shortDesc =
"",
57 const char* _shortMaleDesc =
"",
58 const char* _shortFemaleDesc =
""
132 _log( ITEM__ERROR,
"Trying to load %s as CharacterType.",
sDataMgr.GetGroupName(data.
groupID));
139 if (!
sItemFactory.db()->GetCharacterType(typeID, bloodlineID, charData) )
142 return new CharacterType( typeID, bloodlineID, data, charData );
243 void GetSkillsList(std::vector<InventoryItemRef>& skills)
const;
402 virtual bool _Load();
417 if( !
sItemFactory.db()->GetCharacterData( charID, charData ) )
421 if( !
sItemFactory.db()->GetCorpData( charID, corpData ) )
std::string bloodlineName
std::string m_description
#define sConfig
A macro for easier access to the singleton.
void SetAccountKey(int32 accountKey)
uint32 corporationHQ() const
SkillRef GetSkill(uint16 skillTypeID) const
float GetSecurityRating() const
uint32 careerSpecialityID() const
uint32 bloodlineID() const
void SetActiveShip(uint32 shipID)
#define _log(type, fmt,...)
void SetLocation(uint32 stationID, SystemData &data)
std::string shortDescription
void SetActivePod(uint32 podID)
uint32 ancestryID() const
uint8 GetSPPerMin(Skill *skill)
void SaveSkillHistory(uint16 eventID, double logDate, uint32 characterID, uint16 skillTypeID, uint8 skillLevel, uint32 absolutePoints)
void ClearSkillQueue(bool update=false)
void CancelSkillInTraining(bool update=false)
void AddItem(InventoryItemRef item)
void LogKill(CharKillData data)
void GetCertificates(CertMap &crt)
static CharacterRef Spawn(CharacterData &charData, CorpData &corpData)
std::string femaleDescription
PyTuple * SendSkillQueue()
const CharacterType & type() const
void UpdateCertificate(uint32 certificateID, bool pub)
float corpSecRating() const
static RefPtr< _Ty > _LoadItem(uint32 charID, const ItemType &type, const ItemData &data)
static void SaveKillOrLoss(CharKillData &data)
PyObject * GetDescription() const
Character(uint32 _characterID, const CharacterType &_charType, const ItemData &_data, const CharacterData &_charData, const CorpData &_corpData)
RefPtr< Character > CharacterRef
int64 rolesAtBase() const
itemID[count] Create count or of the specified item(from Insider)" ) COMMAND( goto
uint32 solarSystemID() const
const std::string & shortDescription() const
std::map< uint16, CharCerts > CertMap
void UpdateSkillQueueEndTime()
uint32 constellationID() const
std::string m_shortDescription
const ItemType & type() const
float balance(uint8 type)
uint32 GetTotalSPTrained()
bool AlterBalance(float amount, uint8 type)
int32 corpAccountKey() const
void PayBounty(CharacterRef cRef)
void VisitSystem(uint32 solarSystemID)
void SetFleetData(CharFleetData &fleet)
void AddToSkillQueue(uint16 typeID, uint8 level)
Skill * GetSkillInTraining() const
void SetBaseID(uint32 baseID)
void SetLoaded(bool set=false)
float GetStandingModified(uint32 fromID, uint32 toID=0)
uint32 locationID() const
int64 createDateTime() const
uint8 bloodlineID() const
int8 fleetBooster() const
const std::string & shortFemaleDescription() const
std::string m_shortFemaleDescription
float GetNPCCorpStanding(uint32 fromID, uint32 toID=0)
std::string maleDescription
static CharacterType * Load(uint16 typeID)
const std::string & femaleDescription() const
void SkillQueueLoop(bool update=true)
void ProcessEffects(ShipItem *pShip)
int32 warFactionID() const
CharFleetData m_fleetData
std::string corpTicker() const
uint32 corporationID() const
const std::string & maleDescription() const
bool HasCertificate(uint32 certificateID) const
int64 rolesAtOther() const
void FleetShareMissionStandings(float newStanding)
std::string m_shortMaleDescription
CharacterType(uint16 _id, uint8 _bloodlineID, const Inv::TypeData &_data, const CharacterTypeData &_charData)
std::string m_bloodlineName
void Build(uint32 charID, PyDict *data)
uint32 logonMinutes() const
bool HasSkillTrainedToLevel(uint16 skillTypeID, uint8 skillLevel) const
void GrantCertificate(uint32 certificateID)
const std::string & description() const
uint32 corporationID() const
PyRep * GetSkillHistory()
void Build(uint32 ownerID, PyDict *data)
void UpdateCorpData(CorpData &data)
std::vector< QueuedSkill > SkillQueue
void JoinCorporation(const CorpData &data)
std::map< uint8, InventoryItemRef > m_implantMap
uint32 PickAlternateShip(uint32 locationID)
static _Ty * _LoadType(uint16 typeID, const Inv::TypeData &data)
const std::string & title() const
float corpTaxRate() const
std::string m_femaleDescription
int8 GetSkillLevel(uint16 skillTypeID, bool zeroForNotInjected=true) const
CharacterTypeData(const char *_bloodlineName="", uint8 _race=0, const char *_desc="", const char *_maleDesc="", const char *_femaleDesc="", uint32 _corporationID=0, uint8 _perception=0, uint8 _willpower=0, uint8 _charisma=0, uint8 _memory=0, uint8 _intelligence=0, const char *_shortDesc="", const char *_shortMaleDesc="", const char *_shortFemaleDesc="")
void GetSkillsList(std::vector< InventoryItemRef > &skills) const
uint8 InjectSkillIntoBrain(SkillRef skill)
void secStatusChange(float amount)
std::string m_maleDescription
const std::string & description() const
const std::string & shortMaleDescription() const
const std::string & bloodlineName() const
void SetDescription(const char *newDescription)
void LoadPausedSkillQueue(uint16 typeID)
void RemoveFromQueue(SkillRef sRef)
void SetStanding(uint32 fromID, uint32 toID, float standing)
uint8 intelligence() const
static CharacterRef Load(uint32 characterID)
int64 startDateTime() const
void SetClient(Client *pClient)
void FleetShareMissionRewards()
void SetCorpHQ(uint32 stationID)
std::string shortFemaleDescription
std::string shortMaleDescription
uint32 careerSpecialityID
bool HasSkill(uint16 skillTypeID) const