Code:
/*****************************************************************************
* *
* Package : Neurospace/Data/Models *
* File : PlayerModel.cpp *
* Description: ????????,??????????,????????,???????????,???????,?????,????? *
* *
*****************************************************************************/
#include <cstdlib>
#include <string>
#include "PlayerModel.h"
#include "../Model.h"
#include "../Object.h"
#include "../../Biz/Skill/SkillManager.h"
#include "../../Biz/Object/ObjectManager.h"
#include "../../Biz/Model/ModelManager.h"
#include "../../Biz/GP/GPManager.h"
#include "../../Biz/Error/ModelException.h"
PlayerModel::PlayerModel(unsigned int objectID, unsigned int modelID) {
mObjectID = objectID;
mModelID = modelID;
}
unsigned int PlayerModel::GetObjectID() {
return mObjectID;
}
unsigned int PlayerModel::GetModelID() {
return mModelID;
}
PlayerModel::SetPlayerName(const char *playerName = "") {
mName = new char[strlen(playerName)+1];
strcpy(mName, playerName);
}
const char* PlayerModel::GetPlayerName() {
return mName;
}
PlayerModel::SetPlayerEXP(unsigned int playerEXP) {
mEXP = playerEXP;
}
unsigned int PlayerModel::GetPlayerEXP() {
return mEXP;
}
PlayerModel::SetPlayerLevel(unsigned char playerLevel) {
mPlayerLevel = playerLevel;
}
unsigned char PlayerModel::GetPlayerLevel() {
return mPlayerLevel;
}
PlayerModel::SetPlayerState(unsigned char playerState) {
mPlayerState = playerState;
}
unsigned char PlayerModel::GetPlayerState() {
return mPlayerState;
}
PlayerModel::SetPositionX(float positionX) {
mPositionX = positionX;
}
float PlayerModel::GetPositionX() {
return mPositionX;
}
PlayerModel::SetPositionY(float positionY) {
mPositionX = positionY;
}
float PlayerModel::GetPositionY() {
return mPositionY;
}
PlayerModel::SetPositionZ(float positionZ) {
mPositionX = positionX;
}
float PlayerModel::GetPositionZ() {
return mPositionZ;
}
PlayerModel::SetGPs(unsigned char GPType, unsigned short GPs) {
// ?????, ????????????,?????????.
switch(GPType) {
case 0x01:
mGPTypeSTR = GPs;
break
case 0x02:
mGPTypeSTA = GPs;
break;
case 0x03:
mGPTypeDEX = GPs;
break;
case 0x04:
mGPTypeINT = GPs;
break;
default:
DefaultModelException GPTypeError = new DefaultModelException;
GPTypeError.errorMessage("?????,?????????");
throw GPTypeError;
}
}
unsigned char PlayerModel::GetGPs(unsigned char GPType) {
// ?????, ????????????,?????????.
switch(GPType) {
case 0x01:
return mGPTypeSTR;
break;
case 0x02:
return mGPTypeSTA;
break;
case 0x03:
return mGPTypeDEX;
break;
case 0x04:
return mGPTypeINT;
break;
default:
DefaultModelException GPTypeError = new DefaultModelException;
GPTypeError.errorMessage("?????,?????????");
throw GPTypeError;
}
}
PlayerModel::SetPlayerHP(unsigned short playerHP) {
mPlayerHP = playerHP;
}
unsigned short PlayerModel::GetPlayerHP() {
return mPlayerHP;
}
PlayerModel::SetPlayerMP(unsigned short playerMP) {
mPlayerMP = playerMP;
}
unsigned short PlayerModel::GetPlayerMP() {
return mPlayerMP;
}
PlayerModel::SetPlayerFP(unsigned short PlayerFP) {
mPlayerFP = playerFP;
}
unsigned short PlayerModel::GetPlayerFP() {
return mPlayerFP;
}
PlayerModel::SetSkillEXP(SkillModel SkillObject, unsigned char PlayerSkillEXP) {
int SkillID;
SkillManager SkillManagerInstance SkillManager::GetSingleInstance();
unsigned char foundSkill = 0;
for(SkillID = 1; SkillID < G_MAX_SKILLS; SkillID++) {
if(SkillManagerInstance.GetSkillByID(SkillID) == SkillObject) {
mPlayerSkillEXP[SkillID] = PlayerSkillEXP;
foundSkill = 1;
break;
}
}
if(foundSkill == 0) {
DefaultModelException SkillError = new DefaultModelException;
// ????,???????????? ????????, ???????????????
SkillError.SetErrorMessage("??????????????? ????? ????????FOUND!");