/*
* 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 "game-server/character.hpp"
#include <cassert>
#include "defines.h"
#include "net/messagein.hpp"
InventoryItem tempItem;
Character::Character(MessageIn & msg):
Being(OBJECT_CHARACTER, 65535),
mClient(NULL),
mDatabaseID(-1), mName(""), mGender(0), mHairStyle(0), mHairColor(0),
mLevel(0), mMoney(0)
{
// clear equipment
for (int i = 0; i < EQUIPMENT_SLOTS; ++i)
{
mPossessions.equipment[i] = 0;
}
// prepare attributes vector
mAttributes.resize(NB_ATTRIBUTES_CHAR, 1);
// get base attributes
deserialize(msg);
// give the player 10 weapon skill for testing purpose
setAttribute(CHAR_SKILL_WEAPON_UNARMED, 10);
}
/**
* Update the internal status.
*/
void
Character::update()
{
// attacking
if (mAction == ATTACK)
{
// plausibility check of attack command
if (mActionTime <= 0)
{
// request perform attack
mActionTime = 1000;
mAction = STAND;
raiseUpdateFlags(UPDATEFLAG_ATTACK);
}
}
}
int
Character::getNumberOfInventoryItems() const
{
// TODO: implement after redesign/improvement of Inventory
return 0;
}
InventoryItem const &
Character::getInventoryItem(unsigned short slot) const
{
// TODO: implement after redesign/improvement of Inventory
//InventoryItem tempItem;
tempItem.itemClassId = 0;
tempItem.numberOfItemsInSlot = 0;
tempItem.isEquiped = false;
return tempItem;
}
void
Character::clearInventory()
{
// TODO: implement after redesign/improvement of Inventory
}
void
Character::addItemToInventory(const InventoryItem& item)
{
// TODO: implement after redesign/improvement of Inventory
}
void Character::calculateDerivedAttributes()
{
Being::calculateDerivedAttributes();
/*
* Do any player character specific attribute calculation here
*/
}
WeaponStats
Character::getWeaponStats()
{
WeaponStats weaponStats;
/*
* TODO: get all this stuff from the currently equipped weapon
*/
weaponStats.piercing = 1;
weaponStats.element = ELEMENT_NEUTRAL;
weaponStats.skill = CHAR_SKILL_WEAPON_UNARMED;
return weaponStats;
};