/* * 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 #include "defines.h" #include "game-server/character.hpp" #include "game-server/mapcomposite.hpp" #include "game-server/mapmanager.hpp" #include "net/messagein.hpp" #include "net/messageout.hpp" #include "serialize/characterdata.hpp" Character::Character(MessageIn & msg): Being(OBJECT_CHARACTER, 65535), mClient(NULL), mTrading(NULL), mDatabaseID(-1), mMoney(0), mGender(0), mHairStyle(0), mHairColor(0), mLevel(0), mAttributesChanged(true) { // prepare attributes vector mAttributes.resize(NB_ATTRIBUTES_CHAR, 1); mOldAttributes.resize(NB_ATTRIBUTES_CHAR, 0); // get character data mDatabaseID = msg.readLong(); mName = msg.readString(); deserializeCharacterData(*this, msg); // give the player 10 weapon skill for testing purpose setAttribute(CHAR_SKILL_WEAPON_UNARMED, 10); setSize(16); } /** * 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); } } } void Character::calculateDerivedAttributes() { Being::calculateDerivedAttributes(); /* * Do any player character specific attribute calculation here */ mAttributesChanged = true; } 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; } void Character::writeAttributeUpdateMessage(MessageOut &msg) { if (!mAttributesChanged) return; for (int i = 0; igetID(); } void Character::setMapId(int id) { setMap(MapManager::getMap(id)); }