/* * 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 #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; };