blob: ae339ad84bfebc8333d1c3d95a99838dddf5b861 (
plain) (
tree)
|
|
/*
* The Mana World Server
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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 World 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 World; if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "being.h"
/**
* Update the internal status.
*/
void Player::update()
{
// computed stats.
setStat(STAT_HEA, 20 + (20 * mRawStats.stats[STAT_VIT]));
setStat(STAT_ATT, 10 + mRawStats.stats[STAT_STR]);
setStat(STAT_DEF, 10 + mRawStats.stats[STAT_STR]);
setStat(STAT_MAG, 10 + mRawStats.stats[STAT_INT]);
setStat(STAT_ACC, 50 + mRawStats.stats[STAT_DEX]);
setStat(STAT_SPD, mRawStats.stats[STAT_DEX]);
mNeedUpdate = false;
}
void Player::setInventory(const std::vector<unsigned int> &inven)
{
inventory = inven;
}
bool Player::addInventory(unsigned int itemId)
{
// If required weight could be tallied to see if player can pick up more.
inventory.push_back(itemId);
return true;
}
bool Player::delInventory(unsigned int itemId)
{
for (std::vector<unsigned int>::iterator i = inventory.begin();
i != inventory.end(); i++) {
if (*i == itemId) {
inventory.erase(i);
return true;
}
}
return false;
}
bool Player::hasItem(unsigned int itemId)
{
for (std::vector<unsigned int>::iterator i = inventory.begin();
i != inventory.end(); i++)
{
if (*i == itemId)
return true;
}
return false;
}
bool Player::equip(unsigned int itemId, unsigned char slot)
{
// currently this is too simplistic and doesn't check enough
// but until further functionality is implemented in the
// server it will suffice
if (slot < MAX_EQUIP_SLOTS) {
equipment[slot] = itemId;
return true;
} else
return false;
}
bool Player::unequip(unsigned char slot)
{
// NOTE: 0 will be invalid item id (or we could use key/value pairs)
equipment[slot] = 0;
return true;
}
|