1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
|
/*
* 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"
#include "net/messageout.hpp"
InventoryItem tempItem;
Character::Character(MessageIn & msg):
Being(OBJECT_CHARACTER, 65535),
mClient(NULL),
mAttributesChanged(true),
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);
mOldAttributes.resize(NB_ATTRIBUTES_CHAR, 0);
// get base attributes
deserialize(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);
}
}
}
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
*/
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; i<NB_ATTRIBUTES_CHAR; i++)
{
unsigned short attribute = getAttribute(i);
if (attribute != mOldAttributes[i])
{
msg.writeShort(i);
msg.writeShort(attribute);
mOldAttributes[i] = attribute;
}
}
mAttributesChanged = false;
}
|